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The game has *tons* of Lua scripts for event scripting, and are very interesting to explore. I had to do manually call luadec before, but now it should be much easier by automatically decompiling Lua scripts in the Data Explorer.
30 lines
No EOL
1 KiB
CMake
30 lines
No EOL
1 KiB
CMake
# SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
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# SPDX-License-Identifier: CC0-1.0
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set(BUILD_SHARED_LIBS OFF)
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add_compile_options(-w)
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FetchContent_Declare(
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Corrosion
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GIT_REPOSITORY https://github.com/corrosion-rs/corrosion.git
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GIT_TAG v0.5.2
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)
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FetchContent_MakeAvailable(Corrosion)
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corrosion_import_crate(MANIFEST_PATH ${CMAKE_CURRENT_SOURCE_DIR}/libphysis/Cargo.toml FEATURES logging)
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add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/libphysis/logger)
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target_include_directories(physis INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/libphysis/target/public)
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add_library(Physis::Physis ALIAS physis)
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add_library(Physis::Logger ALIAS physis-logger)
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add_subdirectory(magic_enum EXCLUDE_FROM_ALL)
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add_subdirectory(tinygltf EXCLUDE_FROM_ALL)
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add_subdirectory(imgui EXCLUDE_FROM_ALL)
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add_subdirectory(dxbc EXCLUDE_FROM_ALL)
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# For some reason, FFXIV uses a *32-bit* Lua compiler. We have to build it as 32-bit or else loading the bytecode fails.
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add_compile_options(-m32)
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add_link_options(-m32)
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add_subdirectory(luadec51 EXCLUDE_FROM_ALL) |