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Aquaria/BBGE/CMakeLists.txt

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CMake

# 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
Interpolators.cpp
Interpolators.h
DarkLayer.cpp
DarkLayer.h
DataStructures.cpp
DataStructures.h
DebugFont.cpp
DebugFont.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.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
RenderGrid.cpp
RenderGrid.h
RenderObject.cpp
RenderObject.h
RenderObject_inline.h
RenderObjectLayer.cpp
RenderRect.cpp
RenderState.cpp
RenderState.h
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
SplineGrid.cpp
SplineGrid.h
StateMachine.cpp
StateMachine.h
StateManager.cpp
StateManager.h
StringBank.cpp
StringBank.h
Texture.cpp
Texture.h
TextureMgr.cpp
TextureMgr.h
TTFFont.cpp
TTFFont.h
Tile.cpp
Tile.h
TileRender.cpp
TileRender.h
Tileset.cpp
Tileset.h
VertexBuffer.cpp
VertexBuffer.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})