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CMakeLists.txt
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cmake_minimum_required(VERSION 3.25)
project(
AchievementInjector
VERSION 0.0.1
LANGUAGES CXX)
set(PROJECT_LICENSE "MIT")
set(PROJECT_FRIENDLY_NAME ${PROJECT_NAME})
set(PROJECT_LONG_NAME "AchievementInjector CommonLibSSE-NG")
set(PROJECT_DESCRIPTION ${PROJECT_LONG_NAME})
set(PROJECT_COPYRIGHT "Copyright")
list(APPEND CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/cmake")
include(GNUInstallDirs)
include(addpluginsources)
include(pluginconfig)
include(plugintarget)
include(pluginpackage)
include("${PROJECT_SOURCE_DIR}/local.cmake" OPTIONAL)
message(CMAKE_BUILD_TYPE=${CMAKE_BUILD_TYPE})
######## dependencies
set(Boost_NO_WARN_NEW_VERSIONS 1)
set(Boost_USE_STATIC_LIBS ON)
set(Boost_USE_MULTITHREADED ON)
find_package(Boost REQUIRED COMPONENTS)
if(Boost_FOUND)
target_link_libraries(${PROJECT_NAME} PRIVATE ${Boost_LIBRARIES})
target_include_directories(${PROJECT_NAME} PRIVATE ${Boost_INCLUDE_DIRS})
endif()
find_path(CLIB_UTIL_INCLUDE_DIRS "ClibUtil/utils.hpp")
# If you're not using a mod manager, you probably want the SKSE plugin to go
# inside of your Skyrim "Data" folder.
#
# To do this automatically, set the `SKYRIM_FOLDER` environment variable
# to the path of your Skyrim Special Edition folder
if(DEFINED ENV{SKYRIM_FOLDER} AND IS_DIRECTORY "$ENV{SKYRIM_FOLDER}/Data")
set(OUTPUT_FOLDER "$ENV{SKYRIM_FOLDER}/Data")
endif()
# If you're using Mod Organizer 2 or Vortex, you might want this to go inside
# of your "mods" folder, inside of a subfolder named "<your mod>".
#
# To do this automatically, set the `SKYRIM_MODS_FOLDER` environment variable
# to the path of your "mods" folder
if(DEFINED ENV{SKYRIM_MODS_FOLDER} AND IS_DIRECTORY "$ENV{SKYRIM_MODS_FOLDER}")
set(OUTPUT_FOLDER "$ENV{SKYRIM_MODS_FOLDER}/${PROJECT_NAME} ${CMAKE_BUILD_TYPE}")
endif()
if(DEFINED OUTPUT_FOLDER)
# If you specify an <OUTPUT_FOLDER> (including via environment variables)
# then we'll copy your mod files into Skyrim or a mod manager for you!
# Copy the SKSE plugin .dll files into the SKSE/Plugins/ folder
set(DLL_FOLDER "${OUTPUT_FOLDER}/SKSE/Plugins")
message(STATUS "SKSE plugin output folder: ${DLL_FOLDER}")
add_custom_command(
TARGET "${PROJECT_NAME}"
POST_BUILD
COMMAND "${CMAKE_COMMAND}" -E make_directory "${DLL_FOLDER}"
COMMAND "${CMAKE_COMMAND}" -E copy_if_different "$<TARGET_FILE:${PROJECT_NAME}>" "${DLL_FOLDER}/$<TARGET_FILE_NAME:${PROJECT_NAME}>"
VERBATIM
)
add_custom_command(
TARGET "${PROJECT_NAME}"
POST_BUILD
COMMAND "${CMAKE_COMMAND}" -E make_directory "${DLL_FOLDER}"
COMMAND "${CMAKE_COMMAND}" -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/Skyrim/Data" "${OUTPUT_FOLDER}"
VERBATIM
)
# If you perform a "Debug" build, also copy .pdb file (for debug symbols)
if(CMAKE_BUILD_TYPE_INIT STREQUAL "Debug" OR CMAKE_BUILD_TYPE_INIT STREQUAL "RelWithDebInfo")
add_custom_command(
TARGET "${PROJECT_NAME}"
POST_BUILD
COMMAND "${CMAKE_COMMAND}" -E copy_if_different "$<TARGET_PDB_FILE:${PROJECT_NAME}>" "${DLL_FOLDER}/$<TARGET_PDB_FILE_NAME:${PROJECT_NAME}>"
VERBATIM
)
endif()
endif()