Format cmake files
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cmake_minimum_required(VERSION 3.15)
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project(Northstar CXX ASM_MASM)
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project(
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Northstar
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CXX
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ASM_MASM
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)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE "Release" CACHE STRING
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"Choose the type of build, options are: None Debug Release RelWithDebInfo MinSizeRel." FORCE)
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set(CMAKE_BUILD_TYPE
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"Release"
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CACHE STRING
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"Choose the type of build, options are: None Debug Release RelWithDebInfo MinSizeRel."
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FORCE
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)
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endif()
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# Language specs
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@ -15,16 +23,18 @@ set(CMAKE_VS_PLATFORM_TOOLSET v143)
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# This determines the real binary root directory
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set(NS_BINARY_DIR ${CMAKE_BINARY_DIR}/game)
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# NOTE [Fifty]: Visual studio deems Build root with the value "${projectDir}"
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# in CMakeSettings.json as invalid and defaults to using a temporary dir
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# somewhere in %USER%/CMakeBuilds. To combat this we set it to "${projectDir}/build"
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# and then link binaries in ${CMAKE_BINARY_DIR}/game. This means you can copy your
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# game into ${CMAKE_BINARY_DIR}/game without it being cluttered up by cmake files.
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# NOTE [Fifty]: Visual studio deems Build root with the value "${projectDir}" in CMakeSettings.json as invalid and
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# defaults to using a temporary dir somewhere in %USER%/CMakeBuilds. To combat this we set it to "${projectDir}/build"
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# and then link binaries in ${CMAKE_BINARY_DIR}/game. This means you can copy your game into ${CMAKE_BINARY_DIR}/game
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# without it being cluttered up by cmake files.
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message(STATUS "NS: Building to ${NS_BINARY_DIR}")
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list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/primedev/cmake")
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list(
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APPEND
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CMAKE_MODULE_PATH
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"${CMAKE_CURRENT_SOURCE_DIR}/primedev/cmake"
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)
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include(utils)
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include_directories(primedev)
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