update cmake to work with linux, plus some cleanup
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cee8d5f50f
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1bb33d3f34
@ -2,18 +2,22 @@ cmake_minimum_required(VERSION 3.21)
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project(townengine LANGUAGES C)
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# dependencies
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# SDL dependencies
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find_package(SDL2 REQUIRED GLOBAL)
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find_package(SDL2_image REQUIRED GLOBAL)
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find_package(SDL2_ttf REQUIRED GLOBAL)
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if (NOT CMAKE_BUILD_TYPE)
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# CMake actually has no default configuration and it's toolchain file dependent, set debug if not specified
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif ()
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endif()
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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set(TWN_TARGET townengine CACHE INTERNAL "")
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set(TWN_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
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# feature configuration, set them with -DFEATURE=ON/OFF in cli
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option(TWN_FEATURE_DYNLIB_GAME "Enable dynamic library loading support" ON)
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option(TWN_ARCHIVE_DATA "Enable archival of assets" OFF)
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@ -31,8 +35,8 @@ set(PHYSFS_ARCHIVE_QPAK OFF)
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set(PHYSFS_ARCHIVE_SLB OFF)
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set(PHYSFS_ARCHIVE_ISO9660 OFF)
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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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add_subdirectory(third-party/physfs SYSTEM)
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add_subdirectory(third-party/libxm SYSTEM)
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if(UNIX)
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@ -65,11 +69,11 @@ set(TWN_SOURCE_FILES
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list(TRANSFORM TWN_SOURCE_FILES PREPEND ${TWN_ROOT_DIR}/)
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# base engine code, reused for games and tools
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if (TWN_FEATURE_DYNLIB_GAME)
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if(TWN_FEATURE_DYNLIB_GAME)
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add_library(${TWN_TARGET} SHARED ${TWN_SOURCE_FILES})
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else ()
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else()
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add_library(${TWN_TARGET} STATIC ${TWN_SOURCE_FILES})
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endif ()
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endif()
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source_group(TREE ${TWN_ROOT_DIR} FILES ${TWN_SOURCE_FILES})
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@ -78,11 +82,12 @@ set_target_properties(${TWN_TARGET} PROPERTIES
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C_STANDARD_REQUIRED ON
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C_EXTENSIONS ON) # extensions are required by stb_ds.h
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# precompile commonly used not-so-small headers
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target_precompile_headers(${TWN_TARGET} PRIVATE
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third-party/glad/include/glad/glad.h
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third-party/stb/stb_ds.h)
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# distribution definitions
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# distribution definitions, set them with -DX=X in cli
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set(ORGANIZATION_NAME "wanp" CACHE STRING
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"App developer/publisher's identifier")
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set(APP_NAME "townengine" CACHE STRING
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@ -90,17 +95,8 @@ set(APP_NAME "townengine" CACHE STRING
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set(PACKAGE_EXTENSION "btw" CACHE STRING
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"File extension used to look for data archives")
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function(give_options target)
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if(MSVC)
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# close enough i say
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target_compile_options(${target} PRIVATE
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/W4
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$<$<CONFIG:Release>:/GL>)
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target_link_options(${target} PRIVATE
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$<$<CONFIG:Release>:/LTCG>)
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else()
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set(WARNING_FLAGS_CLANG
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-Weverything
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-Wno-padded
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@ -158,8 +154,6 @@ function(give_options target)
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$<$<CONFIG:Release>:${BUILD_FLAGS_RELEASE}>
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$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>)
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endif()
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target_compile_definitions(${target} PRIVATE
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ORGANIZATION_NAME="${ORGANIZATION_NAME}"
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APP_NAME="${APP_NAME}"
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@ -198,7 +192,7 @@ endfunction()
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function(use_townengine target sources output_directory data_dir)
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if (TWN_FEATURE_DYNLIB_GAME)
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if(TWN_FEATURE_DYNLIB_GAME)
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# game shared library, for reloading
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add_library(${target}_game SHARED ${sources})
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give_options(${target}_game)
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@ -216,9 +210,10 @@ function(use_townengine target sources output_directory data_dir)
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# put libtownengine.so alongside the binary
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set_target_properties(${TWN_TARGET} PROPERTIES
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LIBRARY_OUTPUT_DIRECTORY ${output_directory})
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else ()
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else()
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# build and link all statically
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add_executable(${target}_app ${sources})
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endif ()
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endif()
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set_target_properties(${target}_app PROPERTIES
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OUTPUT_NAME launcher
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@ -228,7 +223,7 @@ function(use_townengine target sources output_directory data_dir)
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find_library(MATH_LIBRARY m)
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if (MATH_LIBRARY)
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target_link_libraries(${target}_app PUBLIC ${MATH_LIBRARY})
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endif ()
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endif()
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give_options(${target}_app)
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include_deps(${target}_app)
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@ -237,12 +232,15 @@ function(use_townengine target sources output_directory data_dir)
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set_target_properties(${target}_app PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY ${output_directory})
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if(WIN32)
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# copy dlls for baby windows
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add_custom_command(TARGET ${target}_app POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different $<TARGET_RUNTIME_DLLS:${target}_app>
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$<TARGET_FILE_DIR:${target}_app>
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COMMAND_EXPAND_LISTS)
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endif()
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# bootstrapping scripts are used to setup the expected state for an application
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set(TWN_BOOTSTRAP_EXEC_ARGS
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"$<IF:$<BOOL:${TWN_ARCHIVE_DATA}>,--data-dir ./data.${PACKAGE_EXTENSION},--data-dir ${data_dir}>")
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@ -256,7 +254,7 @@ function(use_townengine target sources output_directory data_dir)
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CONTENT "${TWN_BOOTSTRAP_SH}"
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FILE_PERMISSIONS OWNER_EXECUTE OWNER_WRITE OWNER_READ)
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if (WIN32)
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if(WIN32)
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string(JOIN "\n" TWN_BOOTSTRAP_BAT
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"pushd \"%~dp0\""
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"launcher ${TWN_BOOTSTRAP_EXEC_ARGS}"
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@ -265,14 +263,14 @@ function(use_townengine target sources output_directory data_dir)
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FILE(GENERATE OUTPUT ${output_directory}/${target}.bat
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CONTENT "${TWN_BOOTSTRAP_BAT}"
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FILE_PERMISSIONS OWNER_EXECUTE OWNER_WRITE OWNER_READ)
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endif ()
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endif()
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if (TWN_ARCHIVE_DATA)
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# zip up assets
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add_custom_command(TARGET ${target}_app POST_BUILD
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add_custom_target(archive-data ALL
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COMMAND cd ${data_dir} && ${CMAKE_COMMAND} -E tar "cf" ${output_directory}/data.${PACKAGE_EXTENSION} --format=zip ./
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
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endif ()
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endif()
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endfunction()
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give_options(${TWN_TARGET})
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@ -280,12 +278,11 @@ include_deps(${TWN_TARGET})
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link_deps(${TWN_TARGET})
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# build the testgame if this cmake list is built directly
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if (${CMAKE_PROJECT_NAME} MATCHES townengine)
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if(${CMAKE_PROJECT_NAME} MATCHES townengine)
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add_subdirectory(apps/testgame)
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endif ()
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endif()
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# move compie_commands.json into root directory so that it plays nicer with editors
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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add_custom_command(TARGET ${TWN_TARGET} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different ${CMAKE_BINARY_DIR}/compile_commands.json
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# move compie_commands.json into root directory so that it plays nicer with code editors without any configuration
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add_custom_target(copy-compile-commands ALL
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${CMAKE_COMMAND} -E copy_if_different ${CMAKE_BINARY_DIR}/compile_commands.json
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${TWN_ROOT_DIR})
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