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CMake files for devkitArm, 3DS & GBA homebrew development

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3ds-cmake

CMake scripts for devkitArm and 3DS and GBA homebrew development.

It aims to provide at least the same functionalities as the devkitPro makefiles. It can help to build more complex projects or simply compile libraries by using the toolchain file.

Table of Contents

How to use it?

For 3DS projects

Simply copy DevkitArm3DS.cmake and the cmake folder at the root of your project (where your CMakeLists.txt is). Then start cmake with

cmake -DCMAKE_TOOLCHAIN_FILE=DevkitArm3DS.cmake

Or, put the following at the top of your CMakeLists.txt file:

set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_LIST_DIR}/DevkitArm3DS.cmake)

For GBA projects

Simply copy DevkitArmGBA.cmake and the cmake folder at the root of your project (where your CMakeLists.txt is). Then start cmake with

cmake -DCMAKE_TOOLCHAIN_FILE=DevkitArmGBA.cmake

Or, put the following at the top of your CMakeLists.txt file:

set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_LIST_DIR}/DevkitArmGBA.cmake)

General

If you are on windows, I suggest using the Unix Makefiles generator.

cmake-gui is also a good alternative, you can specify the toolchain file the first time you configure a build.

You can use the macros and find scripts of the cmake folder by adding the following line to your CMakeLists.cmake :

list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/cmake)

3DS CMake files

The toolchain file (DevkitArm3DS.cmake)

3DS

This CMake variable will be set so that you can test against it for projects that can be built on other platforms.

DKA_SUGGESTED_C_FLAGS

This CMake variable is set to -fomit-frame-pointer -ffunction-sections. Those are the recommended C flags for devkitArm projects but are non-mandatory.

DKA_SUGGESTED_CXX_FLAGS

This CMake variable is set to -fomit-frame-pointer -ffunction-sections -fno-rtti -fno-exceptions -std=gnu++11. Those are the recommended C++ flags for devkitArm projects but are non-mandatory.

WITH_PORTLIBS

By default the portlibs folder will be used, it can be disabled by changing the value of WITH_PORTLIBS to OFF from the cache (or forcing the value from your CMakeLists.txt).

FindCTRULIB.cmake

find_package(CTRULIB [REQUIRED])

You can optionally set the following before calling find_package:

  • CTRULIB_ROOT - the root directory of your CTRULIB install.

If CTRULIB is found it will set the following:

  • CTRULIB_FOUND
  • CTRULIB_LIBRARIES - the necessary libraries to link against to use CTRULIB.
  • CTRULIB_INCLUDE_DIRS - the necessary include directories to use CTRULIB.
  • It will also add an imported target named 3ds::ctrulib.

Examples of linking against CTRULIB:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(CTRULIB REQUIRED)

target_link_libraries(mytarget ${CTRULIB_LIBRARIES})
target_include_directories(mytarget PRIVATE ${CTRULIB_INCLUDE_DIRS})
  • Using the imported target:
find_package(CTRULIB REQUIRED)

target_link_libraries(mytarget 3ds::ctrulib)

FindCITRO3D.cmake

find_package(CITRO3D [REQUIRED])

You can optionally set the following before calling find_package:

  • CITRO3D_ROOT - the root directory of your CITRO3D install.

CITRO3D also depends on the following being found:

If CITRO3D is found it will set the following:

  • CITRO3D_FOUND
  • CITRO3D_LIBRARIES - the necessary libraries to link against to use CITRO3D (including CTRULIB).
  • CITRO3D_INCLUDE_DIRS - the necessary include directories to use CITRO3D (including CTRULIB).
  • It will also add an imported target named 3ds::citro3d.
    • This automatically links against 3ds::ctrulib and m as well.

Examples of linking against CITRO3D:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(CITRO3D REQUIRED)

target_link_libraries(mytarget ${CITRO3D_LIBRARIES})
target_include_directories(mytarget PRIVATE ${CITRO3D_INCLUDE_DIRS})
  • Using the imported target:
find_package(CITRO3D REQUIRED)

target_link_libraries(mytarget 3ds::citro3d)

FindSF2D.cmake

find_package(SF2D [REQUIRED])

You can optionally set the following before calling find_package:

  • SF2D_ROOT - the root directory of your SF2D install.

SF2D also depends on the following being found:

If SF2D is found it will set the following:

  • SF2D_FOUND
  • SF2D_LIBRARIES - the necessary libraries to link against to use SF2D (including CITRO3D etc.).
  • SF2D_INCLUDE_DIRS - the necessary include directories to use SF2D (including CITRO3D etc.).
  • It will also add an imported target named 3ds::sf2d.
    • This automatically links against 3ds::citro3d as well.

Examples of linking against SF2D:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(SF2D REQUIRED)

target_link_libraries(mytarget ${SF2D_LIBRARIES})
target_include_directories(mytarget PRIVATE ${SF2D_INCLUDE_DIRS})
  • Using the imported target:
find_package(SF2D REQUIRED)

target_link_libraries(mytarget 3ds::sf2d)

FindSFTD.cmake

find_package(SFTD [REQUIRED])

You can optionally set the following before calling find_package:

  • SFTD_ROOT - the root directory of your SFTD install.

SFTD also depends on the following being found:

If SFTD is found it will set the following:

  • SFTD_FOUND
  • SFTD_LIBRARIES - the necessary libraries to link against to use SFTD (including Freetype and SF2D etc.).
  • SFTD_INCLUDE_DIRS - the necessary include directories to use SFTD (including Freetype and SF2D etc.).
  • It will also add an imported target named 3ds::sftd.
    • This automatically links against 3ds::freetype and 3ds::sf2d as well.

Examples of linking against SFTD:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(SFTD REQUIRED)

target_link_libraries(mytarget ${SFTD_LIBRARIES})
target_include_directories(mytarget PRIVATE ${SFTD_INCLUDE_DIRS})
  • Using the imported target:
find_package(SFTD REQUIRED)

target_link_libraries(mytarget 3ds::sftd)

FindSFIL.cmake

find_package(SFIL [REQUIRED])

You can optionally set the following before calling find_package:

  • SFIL_ROOT - the root directory of your SFIL install.

SFIL also depends on the following being found:

If SFIL is found it will set the following:

  • SFIL_FOUND
  • SFIL_LIBRARIES - the necessary libraries to link against to use SFIL (including PNG, JPEG and SF2D etc.).
  • SFIL_INCLUDE_DIRS - the necessary include directories to use SFIL (including PNG, JPEG and SF2D etc.).
  • It will also add an imported target named 3ds::sfil.
    • This automatically links against 3ds::png, 3ds::jpeg and 3ds::sf2d as well.

Examples of linking against SFIL:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(SFIL REQUIRED)

target_link_libraries(mytarget ${SFIL_LIBRARIES})
target_include_directories(mytarget PRIVATE ${SFIL_INCLUDE_DIRS})
  • Using the imported target:
find_package(SFIL REQUIRED)

target_link_libraries(mytarget 3ds::sfil)

FindZLIB.cmake

find_package(ZLIB [REQUIRED])

You can optionally set the following before calling find_package:

  • ZLIB_ROOT - the root directory of your ZLIB install.

As this is a portlib, this is almost certainly fail to find ZLIB if WITH_PORTLIBS is set to OFF, unless you set ZLIB_ROOT.

If ZLIB is found it will set the following:

  • ZLIB_FOUND
  • ZLIB_LIBRARIES - the necessary libraries to link against to use ZLIB.
  • ZLIB_INCLUDE_DIRS - the necessary include directories to use ZLIB.
  • It will also add an imported target named 3ds::zlib.

Examples of linking against ZLIB:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(ZLIB REQUIRED)

target_link_libraries(mytarget ${ZLIB_LIBRARIES})
target_include_directories(mytarget PRIVATE ${ZLIB_INCLUDE_DIRS})
  • Using the imported target:
find_package(ZLIB REQUIRED)

target_link_libraries(mytarget 3ds::zlib)

FindPNG.cmake

find_package(PNG [REQUIRED])

You can optionally set the following before calling find_package:

  • PNG_ROOT - the root directory of your PNG install.

As this is a portlib, this is almost certainly fail to find PNG if WITH_PORTLIBS is set to OFF, unless you set PNG_ROOT.

PNG also depends on the following being found:

If PNG is found it will set the following:

  • PNG_FOUND
  • PNG_LIBRARIES - the necessary libraries to link against to use PNG (including ZLIB).
  • PNG_INCLUDE_DIRS - the necessary include directories to use PNG (including ZLIB).
  • It will also add an imported target named 3ds::png.
    • This automatically links against 3ds::zlib and m as well.

Examples of linking against PNG:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(PNG REQUIRED)

target_link_libraries(mytarget ${PNG_LIBRARIES})
target_include_directories(mytarget PRIVATE ${PNG_INCLUDE_DIRS})
  • Using the imported target:
find_package(PNG REQUIRED)

target_link_libraries(mytarget 3ds::png)

FindJPEG.cmake

find_package(JPEG [REQUIRED])

You can optionally set the following before calling find_package:

  • JPEG_ROOT - the root directory of your JPEG install.

As this is a portlib, this is almost certainly fail to find JPEG if WITH_PORTLIBS is set to OFF, unless you set JPEG_ROOT.

If JPEG is found it will set the following:

  • JPEG_FOUND
  • JPEG_LIBRARIES - the necessary libraries to link against to use JPEG.
  • JPEG_INCLUDE_DIRS - the necessary include directories to use JPEG.
  • It will also add an imported target named 3ds::jpeg.

Examples of linking against JPEG:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(JPEG REQUIRED)

target_link_libraries(mytarget ${JPEG_LIBRARIES})
target_include_directories(mytarget PRIVATE ${JPEG_INCLUDE_DIRS})
  • Using the imported target:
find_package(JPEG REQUIRED)

target_link_libraries(mytarget 3ds::jpeg)

FindFreetype.cmake

find_package(Freetype [REQUIRED])

You can optionally set the following before calling find_package:

  • Freetype_ROOT - the root directory of your Freetype install.

As this is a portlib, this is almost certainly fail to find Freetype if WITH_PORTLIBS is set to OFF, unless you set Freetype_ROOT.

PNG also depends on the following being found:

If Freetype is found it will set the following:

  • Freetype_FOUND
  • Freetype_LIBRARIES - the necessary libraries to link against to use Freetype (including ZLIB).
  • Freetype_INCLUDE_DIRS - the necessary include directories to use Freetype (including ZLIB).
  • It will also add an imported target named 3ds::freetype.
    • This automatically links against 3ds::zlib as well.

Examples of linking against Freetype:

  • Using _LIBRARIES and _INCLUDE_DIRS:
find_package(Freetype REQUIRED)

target_link_libraries(mytarget ${Freetype_LIBRARIES})
target_include_directories(mytarget PRIVATE ${Freetype_INCLUDE_DIRS})
  • Using the imported target:
find_package(Freetype REQUIRED)

target_link_libraries(mytarget 3ds::freetype)

Tools3DS.cmake

This file must be included with include(Tools3DS). It provides several macros related to 3DS development such as add_shader_library which assembles your shaders into a C library.

add_3dsx_target

This macro has two signatures :

add_3dsx_target(target [NO_SMDH])

Adds a target that generates a .3dsx file from target. If NO_SMDH is specified, no .smdh file will be generated.

You can set the following variables to change the SMDH file :

  • APP_TITLE is the name of the app stored in the SMDH file (Optional)
  • APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
  • APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
  • APP_ICON is the filename of the icon (.png), relative to the project folder. If not set, it attempts to use one of the following (in this order):
    • $(target).png
    • icon.png
    • $(libctru folder)/default_icon.png
add_3dsx_target(target APP_TITLE APP_DESCRIPTION APP_AUTHOR [APP_ICON])

This version will produce the SMDH with the values passed as arguments. The APP_ICON is optional and follows the same rule as the other version of add_3dsx_target.

add_cia_target(target RSF IMAGE SOUND [APP_TITLE APP_DESCRIPTION APP_AUTHOR [APP_ICON]])

Same as add_3dsx_target but for CIA files.

  • RSF is the .rsf file to be given to makerom.
  • IMAGE is either a .png or a cgfximage file.
  • SOUND is either a .wav or a cwavaudio file.

add_cci_target(target RSF IMAGE SOUND [APP_TITLE APP_DESCRIPTION APP_AUTHOR [APP_ICON]])

Same as add_cia_target but for CCI files.

add_netload_target(name target_or_file)

Adds a target name that sends a .3dsx using the homebrew launcher netload system (3dslink).

  • target_or_file is either the name of a target (on which you used add_3dsx_target) or a file name.

add_binary_library(target input1 [input2 ...])

/!\ Requires ASM to be enabled ( enable_language(ASM) or project(yourprojectname C CXX ASM))

Converts the files given as input to arrays of their binary data. This is useful to embed resources into your project. For example, logo.bmp will generate the array u8 logo_bmp[] and its size logo_bmp_size. By linking this library, you will also have access to a generated header file called logo_bmp.h which contains the declarations you need to use it.

Note : All dots in the filename are converted to _, and if it starts with a number, _ will be prepended. For example 8x8.gas.tex would give the name _8x8_gas_tex.

target_embed_file(target input1 [input2 ...])

This is the same as:

add_binary_library(tempbinlib input1 [input2 ...])
target_link_libraries(target tempbinlib)

add_shbin(output input [entrypoint][shader_type])

Assembles the shader given as input into the file output. No file extension is added. You can choose the shader assembler by setting SHADER_AS to picasso or nihstro.

If nihstro is set as the assembler, entrypoint and shader_type will be used.

  • entrypoint is set to main by default
  • shader_type can be either VSHADER or GSHADER. By default it is VSHADER.

generate_shbins(input1 [input2 ...])

Assemble all the shader files given as input into .shbin files. Those will be located in the folder shaders of the build directory. The names of the output files will be <name of input without shortest extension>.shbin. shader.pica will output shader.shbin but shader.vertex.pica will output shader.vertex.shbin.

add_shbin_library(target input1 [input2 ...])

/!\ Requires ASM to be enabled ( enable_language(ASM) or project(yourprojectname C CXX ASM))

This is the same as:

generate_shbins(source/shader.vertex.pica)
add_binary_library(target ${CMAKE_CURRENT_BINARY_DIR}/shaders/shader.vertex.shbin)

This is the function to be used to reproduce devkitArm makefiles behaviour. For example, add_shbin_library(shaders data/my1stshader.vsh.pica) will generate the target library shaders and you will be able to use the shbin in your program by linking it, including my1stshader_pica.h and using my1stshader_pica[] and my1stshader_pica_size.

target_embed_shader(target input1 [input2 ...])

This is the same as:

add_shbin_library(tempbinlib input1 [input2 ...])
target_link_libraries(target tempbinlib)

Example of CMakeLists.txt using ctrulib and shaders

cmake_minimum_required(VERSION 2.8)
project(hello_cmake C CXX ASM)

list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/cmake)
include(Tools3DS)

find_package(CTRULIB REQUIRED)

file(GLOB_RECURSE SHADERS_FILES
    data/*.pica
)
add_shbin_library(shaders ${SHADERS_FILES})

file(GLOB_RECURSE SOURCE_FILES
    source/*
)
add_executable(hello_cmake ${SOURCE_FILES})
target_link_libraries(hello_cmake shaders 3ds::ctrulib)

add_3dsx_target(hello_cmake)

GBA CMake files

The toolchain file (DevkitArmGBA.cmake)

GBA

This CMake variable will be set so that you can test against it for projects that can be built on other platforms.

DKA_SUGGESTED_C_FLAGS

This CMake variable is set to -fomit-frame-pointer -ffast-math. Those are the recommended C flags for devkitArm projects but are non-mandatory.

DKA_SUGGESTED_CXX_FLAGS

This CMake variable is set to -fomit-frame-pointer -ffast-math -fno-rtti -fno-exceptions. Those are the recommended C++ flags for devkitArm projects but are non-mandatory.

WITH_PORTLIBS

By default the portlibs folder will be used, it can be disabled by changing the value of WITH_PORTLIBS to OFF from the cache (or forcing the value from your CMakeLists.txt).

ToolsGBA.cmake

This file must be included with include(ToolsGBA). It provides several macros related to GBA development.

add_gba_executable( elf_executable )

Will generate a .gba file from the elf_executable.

add_binary_library(target input1 [input2 ...])

/!\ Requires ASM to be enabled ( enable_language(ASM) or project(yourprojectname C CXX ASM))

Converts the files given as input to arrays of their binary data. This is useful to embed resources into your project. For example, logo.bmp will generate the array u8 logo_bmp[] and its size logo_bmp_size. By linking this library, you will also have access to a generated header file called logo_bmp.h which contains the declarations you need to use it.

Note : All dots in the filename are converted to _, and if it starts with a number, _ will be prepended. For example 8x8.gas.tex would give the name _8x8_gas_tex.

target_embed_file(target input1 [input2 ...])

This is the same as:

add_binary_library(tempbinlib input1 [input2 ...])
target_link_libraries(target tempbinlib)

target_maxmod_file( elf_executable sound_files )

Will generate a soundbank file for the MaxMOD music player from sound_files and add it to elf_executable.

Example of CMakeLists.txt using assembler files, images and sounds

cmake_minimum_required(VERSION 3.1.0)

# Note that you must copy the cmake folder and the DevkitArmGBA.cmake file in this directory
set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_LIST_DIR}/DevkitArmGBA.cmake)
# Add the cmake folder to the modules paths, so that we can use the tools
list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/cmake)
# ASM must be enabled to support .S files
enable_language(ASM)
# Include all the macros and tools needed for GBA development.
include(ToolsGBA)

project(hello_world)

# List all the source files in our directory
LIST(APPEND SOURCE_FILES
	./main.cpp
	./memcpy.s
)
# List all the data files to be included
LIST(APPEND EXTRA_DATA_FILES
	./data/dkp_logo.c
)
# List all libGBA directories
LIST(APPEND INCLUDE_DIRECTORIES
	${DEVKITPRO}/libgba/include
	${DEVKITARM}/arm-none-eabi/include/
)
# List all library directories
LIST(APPEND TARGET_LIBRARIES
	${DEVKITPRO}/libgba/lib
)

link_directories(${TARGET_LIBRARIES})
include_directories(${INCLUDE_DIRECTORIES})
# Create elf file
add_executable(hello_world.elf ${SOURCE_FILES} ${INCLUDE_FILES} ${EXTRA_DATA_FILES})
# Generate the .gba from the elf
add_gba_executable(hello_world.elf)
# Link the application, libgba and maxmod
target_link_libraries(hello_world.elf gba mm)

# List all the MaxMOD music files
file(GLOB_RECURSE MUSIC_FILES
	./music/*
)
# Build soundbank file from music files
target_maxmod_file(hello_world.elf ${MUSIC_FILES})

# List all the binary data files to be included
file(GLOB_RECURSE DATA_FILES
	./data/*.bin
)

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