mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIR})
include_directories(${PHYSFS_INCLUDE_DIR})
include_directories(${LUA_INCLUDE_DIR})
set(PHYSLAYER_SRCS
physfscompat.c
physfsrwops.c
physfslualoader.c
hwpacksmounter.c
)
#compiles and links actual library
add_library (physlayer ${PHYSLAYER_SRCS})
set_target_properties(physlayer PROPERTIES
VERSION 1.0
SOVERSION 1.0)
target_link_libraries(physlayer ${SDL2_LIBRARY} lua physfs)
install(TARGETS physlayer RUNTIME DESTINATION ${target_binary_install_dir}
LIBRARY DESTINATION ${target_library_install_dir}
ARCHIVE DESTINATION ${target_library_install_dir})
get_target_property(physlayer_fullpath physlayer LOCATION)
## added standard variables (FORCE or cmake won't pick 'em)
set(PHYSLAYER_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE STRING "Physlayer include dir" FORCE)
set(PHYSLAYER_LIBRARY ${physlayer_fullpath} CACHE STRING "Physlayer library" FORCE)
if(BUILD_ENGINE_JS)
set_target_properties(physlayer PROPERTIES SUFFIX ".bc")
endif()