townengine/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.21)
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project(townengine LANGUAGES C)
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list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# dependencies
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find_package(SDL2 REQUIRED GLOBAL)
find_package(SDL2_image REQUIRED GLOBAL)
find_package(SDL2_ttf REQUIRED GLOBAL)
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if (NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug)
endif ()
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set(TOWNENGINE_TARGET townengine CACHE INTERNAL "")
set(TOWNENGINE_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
option(TOWNENGINE_HOT_RELOAD "Enable hot reloading support" ON)
option(TOWNENGINE_ARCHIVE_DATA "Enable archival of assets" OFF)
# add -fPIC globally so that it's linked well
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add_compile_options($<$<BOOL:${TOWNENGINE_HOT_RELOAD}>:-fPIC>)
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set(PHYSFS_BUILD_SHARED FALSE)
set(PHYSFS_DISABLE_INSTALL TRUE)
set(PHYSFS_TARGETNAME_UNINSTALL "physfs_uninstall")
set(PHYSFS_ARCHIVE_GRP OFF)
set(PHYSFS_ARCHIVE_WAD OFF)
set(PHYSFS_ARCHIVE_HOG OFF)
set(PHYSFS_ARCHIVE_MVL OFF)
set(PHYSFS_ARCHIVE_QPAK OFF)
set(PHYSFS_ARCHIVE_SLB OFF)
set(PHYSFS_ARCHIVE_ISO9660 OFF)
set(PHYSFS_ARCHIVE_VDF OFF)
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add_subdirectory(third-party/physfs)
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add_subdirectory(third-party/libxm)
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if(UNIX)
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set(SYSTEM_SOURCE_FILES townengine/system/linux/elf.c)
else()
set(SYSTEM_SOURCE_FILES)
endif()
set(TOWNENGINE_SOURCE_FILES
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third-party/physfs/extras/physfsrwops.c
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third-party/stb/stb_vorbis.c
third-party/glad/src/glad.c
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townengine/main.c
townengine/config.h
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townengine/context/context.c townengine/context.h
townengine/audio/audio.c townengine/audio.h
townengine/util.c townengine/util.h
townengine/rendering.c townengine/rendering.h
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townengine/input/input.c townengine/input.h
townengine/camera.c townengine/camera.h
townengine/textures/textures.c
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${SYSTEM_SOURCE_FILES})
list(TRANSFORM TOWNENGINE_SOURCE_FILES PREPEND ${TOWNENGINE_ROOT_DIR}/)
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# base engine code, reused for games and tools
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if (TOWNENGINE_HOT_RELOAD)
add_library(${TOWNENGINE_TARGET} SHARED ${TOWNENGINE_SOURCE_FILES})
else ()
add_library(${TOWNENGINE_TARGET} STATIC ${TOWNENGINE_SOURCE_FILES})
endif ()
source_group(TREE ${TOWNENGINE_ROOT_DIR} FILES ${TOWNENGINE_SOURCE_FILES})
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set_target_properties(${TOWNENGINE_TARGET} PROPERTIES
C_STANDARD 11
C_STANDARD_REQUIRED ON
C_EXTENSIONS ON) # extensions are required by stb_ds.h
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target_precompile_headers(${TOWNENGINE_TARGET} PRIVATE
third-party/glad/include/glad/glad.h
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third-party/stb/stb_ds.h)
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# distribution definitions
set(ORGANIZATION_NAME "wanp" CACHE STRING
"App developer/publisher's identifier")
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set(APP_NAME "townengine" CACHE STRING
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"App identifier")
set(PACKAGE_EXTENSION "btw" CACHE STRING
"File extension used to look for data archives")
function(give_options target)
if(MSVC)
# close enough i say
target_compile_options(${target} PRIVATE
/W4
$<$<CONFIG:Release>:/GL>)
target_link_options(${target} PRIVATE
$<$<CONFIG:Release>:/LTCG>)
else()
set(WARNING_FLAGS_CLANG
-Weverything
-Wno-padded
-Wno-declaration-after-statement
-Wno-unsafe-buffer-usage
-Wno-unused-command-line-argument)
set(WARNING_FLAGS
-Wall
-Wextra
-Wpedantic
-Wshadow
-Wdouble-promotion
-Wconversion -Wno-sign-conversion
-Werror=vla
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-Wcast-align=strict>
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Clang>:${WARNING_FLAGS_CLANG}>)
set(BUILD_FLAGS
# these SHOULDN'T break anything...
-fno-math-errno
-ffp-contract=fast
-fno-signed-zeros
-fno-trapping-math
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-freciprocal-math)
set(BUILD_FLAGS_RELEASE
-O3
-flto
-mavx -mavx2
-Wl,--gc-sections
-fdata-sections
-ffunction-sections
-funroll-loops
-fomit-frame-pointer
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-fallow-store-data-races>)
set(BUILD_FLAGS_DEBUG
-O0
-g3
-gdwarf
-fno-omit-frame-pointer
-fstack-protector-all
-fsanitize=undefined
-fsanitize=address)
target_compile_options(${target} PRIVATE
${WARNING_FLAGS}
${BUILD_FLAGS}
$<$<CONFIG:Release>:${BUILD_FLAGS_RELEASE}>
$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>)
target_link_options(${target} PRIVATE
${BUILD_FLAGS}
$<$<CONFIG:Release>:${BUILD_FLAGS_RELEASE}>
$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>)
endif()
target_compile_definitions(${target} PRIVATE
ORGANIZATION_NAME="${ORGANIZATION_NAME}"
APP_NAME="${APP_NAME}"
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PACKAGE_EXTENSION="${PACKAGE_EXTENSION}"
$<$<BOOL:${TOWNENGINE_HOT_RELOAD}>:HOT_RELOAD_SUPPORT>)
endfunction()
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function(include_deps target)
# header-only libraries should be marked as "system includes"
# to suppress compiler warnings in their code (it's not my problem after all)
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set(THIRD_PARTY_INCLUDES
third-party/physfs/src
third-party/physfs/extras
third-party/libxm/include
third-party/glad/include
third-party/stb
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third-party/x-watcher)
list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TOWNENGINE_ROOT_DIR}/)
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target_include_directories(${target} SYSTEM PRIVATE ${THIRD_PARTY_INCLUDES})
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# allow access to headers from any point in source tree
target_include_directories(${target} PRIVATE ${TOWNENGINE_ROOT_DIR})
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endfunction()
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function(link_deps target)
target_link_libraries(${target} PUBLIC
SDL2::SDL2
SDL2::SDL2main
SDL2_image::SDL2_image
SDL2_ttf::SDL2_ttf
physfs-static
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xms)
endfunction()
function(use_townengine target sources output_directory data_dir)
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if (TOWNENGINE_HOT_RELOAD)
# game shared library, for reloading
add_library(${target}_game SHARED ${sources})
set_target_properties(${target}_game PROPERTIES
OUTPUT_NAME game
LIBRARY_OUTPUT_DIRECTORY ${output_directory})
give_options(${target}_game)
include_deps(${target}_game)
target_link_libraries(${target}_game PUBLIC SDL2::SDL2)
# launcher binary, loads game and engine shared library
add_executable(${target}_app ${TOWNENGINE_ROOT_DIR}/townengine/null.c)
# put libtownengine.so alongside the binary
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set_target_properties(${TOWNENGINE_TARGET} PROPERTIES
LIBRARY_OUTPUT_DIRECTORY ${output_directory})
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else ()
add_executable(${target}_app ${sources})
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endif ()
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set_target_properties(${target}_app PROPERTIES
OUTPUT_NAME launcher
LIBRARY_OUTPUT_DIRECTORY ${output_directory})
# system libraries
find_library(MATH_LIBRARY m)
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if (MATH_LIBRARY)
target_link_libraries(${target}_app PUBLIC ${MATH_LIBRARY})
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endif ()
give_options(${target}_app)
include_deps(${target}_app)
link_deps(${target}_app)
target_link_libraries(${target}_app PUBLIC ${TOWNENGINE_TARGET})
set_target_properties(${target}_app PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${output_directory})
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# copy dlls for baby windows
add_custom_command(TARGET ${target}_app POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy -t $<TARGET_FILE_DIR:${target}_app>
$<TARGET_RUNTIME_DLLS:${target}_app>
COMMAND_EXPAND_LISTS)
if (UNIX)
# create a bootstrapping script
set(TOWNENGINE_BOOTSTRAP_EXEC_ARGS
"$<IF:$<BOOL:${TOWNENGINE_ARCHIVE_DATA}>,--data-dir ./data.${PACKAGE_EXTENSION},--data-dir ${data_dir}>")
string(JOIN "\n" TOWNENGINE_BOOTSTRAP
"#!/bin/env sh"
"cd \"$(dirname \"$0\")\""
"LD_LIBRARY_PATH=./ ./launcher ${TOWNENGINE_BOOTSTRAP_EXEC_ARGS}"
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"")
FILE(GENERATE OUTPUT ${output_directory}/${target}
CONTENT "${TOWNENGINE_BOOTSTRAP}"
FILE_PERMISSIONS OWNER_EXECUTE OWNER_WRITE OWNER_READ)
endif ()
if (TOWNENGINE_ARCHIVE_DATA)
# zip up assets
add_custom_command(TARGET ${target}_app POST_BUILD
COMMAND cd ${data_dir} && zip -r ${output_directory}/data.${PACKAGE_EXTENSION} ./*
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
endif ()
endfunction()
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give_options(${TOWNENGINE_TARGET})
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include_deps(${TOWNENGINE_TARGET})
link_deps(${TOWNENGINE_TARGET})
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# build the testgame if this cmake list is built directly
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if (${CMAKE_PROJECT_NAME} MATCHES townengine)
add_subdirectory(apps/testgame)
endif ()
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# move compie_commands.json into root directory so that it plays nicer with editors
add_custom_command(TARGET ${TOWNENGINE_TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${CMAKE_BINARY_DIR}/compile_commands.json
${TOWNENGINE_ROOT_DIR})