# Bit Blot Game Engine sources... set(BBGE_SRCS ActionInput.cpp ActionInput.h ActionMapper.cpp ActionMapper.h ActionSet.cpp ActionSet.h ActionStatus.cpp ActionStatus.h AfterEffect.cpp AfterEffect.h Base.cpp Base.h BaseText.h bithacks.h BitmapFont.cpp BitmapFont.h CMakeLists.txt Core.cpp Core.h DarkLayer.cpp DarkLayer.h DebugFont.cpp DebugFont.h Effects.cpp Effects.h Emitter.cpp EngineEnums.h Event.cpp Event.h FmodOpenALBridge.cpp FmodOpenALBridge.h FrameBuffer.cpp FrameBuffer.h GameKeyNames.cpp GameKeyNames.h GameKeys.h GLLoad.cpp GLLoad.h Gradient.cpp Gradient.h Image.cpp Image.h Joystick.cpp Joystick.h LensFlare.cpp LensFlare.h Localization.cpp Localization.h MathFunctions.h MT.cpp MT.h OpenGLStubs.h OSFunctions.cpp OSFunctions.h ParticleEffect.cpp ParticleManager.cpp Particles.cpp Particles.h Precacher.cpp Precacher.h Quad.cpp Quad.h QuadGrid.cpp QuadGrid.h ReadXML.cpp ReadXML.h Rect.h Refcounted.h RenderBase.cpp RenderBase.h RenderObject.cpp RenderObject.h RenderObject_inline.h RenderObjectLayer.cpp RenderRect.cpp RoundedRect.cpp RoundedRect.h ScreenTransition.cpp ScreenTransition.h ScriptObject.cpp ScriptObject.h Shader.cpp Shader.h SimpleIStringStream.h SkeletalSprite.cpp SkeletalSprite.h Slider.cpp Slider.h SoundManager.cpp SoundManager.h SpawnParticleData.cpp StateMachine.cpp StateMachine.h StateManager.cpp StateManager.h StringBank.cpp StringBank.h Texture.cpp Texture.h TTFFont.cpp TTFFont.h Vector.cpp Vector.h Window.cpp Window.h Window_SDL1.cpp Window_SDL2.cpp ) if(APPLE AND NOT AQUARIA_USE_SDL2) set(BBGE_SRCS ${BBGE_SRCS} Cocoa.mm) endif() add_library(BBGE ${BBGE_SRCS}) target_link_libraries(BBGE ExternalLibs ${SDL_LIBRARY})