windows build compatibility, twn_game_object as abstraction for bridging game code and the engine
This commit is contained in:
112
CMakeLists.txt
112
CMakeLists.txt
@ -2,10 +2,6 @@ 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)
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find_package(SDL2_image REQUIRED GLOBAL)
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@ -15,14 +11,14 @@ if (NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif ()
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set(TOWNENGINE_TARGET townengine CACHE INTERNAL "")
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set(TOWNENGINE_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
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set(TWN_TARGET townengine CACHE INTERNAL "")
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set(TWN_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
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option(TOWNENGINE_HOT_RELOAD "Enable hot reloading support" ON)
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option(TOWNENGINE_ARCHIVE_DATA "Enable archival of assets" OFF)
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option(TWN_FEATURE_DYNLIB_GAME "Enable dynamic library loading support" ON)
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option(TWN_ARCHIVE_DATA "Enable archival of assets" OFF)
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# add -fPIC globally so that it's linked well
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add_compile_options($<$<BOOL:${TOWNENGINE_HOT_RELOAD}>:-fPIC>)
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add_compile_options($<$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>:-fPIC>)
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set(PHYSFS_BUILD_SHARED FALSE)
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set(PHYSFS_DISABLE_INSTALL TRUE)
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@ -45,12 +41,13 @@ else()
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set(SYSTEM_SOURCE_FILES)
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endif()
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set(TOWNENGINE_SOURCE_FILES
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set(TWN_SOURCE_FILES
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third-party/physfs/extras/physfsrwops.c
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third-party/stb/stb_vorbis.c
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third-party/glad/src/glad.c
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townengine/main.c
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townengine/twn_loop.c
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townengine/twn_main.c
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townengine/config.h
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townengine/context/context.c townengine/context.h
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townengine/audio/audio.c townengine/audio.h
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@ -59,25 +56,29 @@ set(TOWNENGINE_SOURCE_FILES
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townengine/input/input.c townengine/input.h
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townengine/camera.c townengine/camera.h
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townengine/textures/textures.c
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townengine/twn_game_object.c
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$<$<NOT:$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>>:townengine/twn_main.c>
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${SYSTEM_SOURCE_FILES})
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list(TRANSFORM TOWNENGINE_SOURCE_FILES PREPEND ${TOWNENGINE_ROOT_DIR}/)
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list(TRANSFORM TWN_SOURCE_FILES PREPEND ${TWN_ROOT_DIR}/)
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# base engine code, reused for games and tools
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if (TOWNENGINE_HOT_RELOAD)
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add_library(${TOWNENGINE_TARGET} SHARED ${TOWNENGINE_SOURCE_FILES})
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if (TWN_FEATURE_DYNLIB_GAME)
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add_library(${TWN_TARGET} SHARED ${TWN_SOURCE_FILES})
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else ()
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add_library(${TOWNENGINE_TARGET} STATIC ${TOWNENGINE_SOURCE_FILES})
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add_library(${TWN_TARGET} STATIC ${TWN_SOURCE_FILES})
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endif ()
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source_group(TREE ${TOWNENGINE_ROOT_DIR} FILES ${TOWNENGINE_SOURCE_FILES})
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set_target_properties(${TOWNENGINE_TARGET} PROPERTIES
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source_group(TREE ${TWN_ROOT_DIR} FILES ${TWN_SOURCE_FILES})
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set_target_properties(${TWN_TARGET} PROPERTIES
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C_STANDARD 11
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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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target_precompile_headers(${TOWNENGINE_TARGET} PRIVATE
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target_precompile_headers(${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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@ -163,7 +164,7 @@ function(give_options target)
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ORGANIZATION_NAME="${ORGANIZATION_NAME}"
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APP_NAME="${APP_NAME}"
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PACKAGE_EXTENSION="${PACKAGE_EXTENSION}"
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$<$<BOOL:${TOWNENGINE_HOT_RELOAD}>:HOT_RELOAD_SUPPORT>)
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$<$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>:TWN_FEATURE_DYNLIB_GAME>)
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endfunction()
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@ -178,18 +179,17 @@ function(include_deps target)
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third-party/stb
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third-party/x-watcher)
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list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TOWNENGINE_ROOT_DIR}/)
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list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TWN_ROOT_DIR}/)
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target_include_directories(${target} SYSTEM PRIVATE ${THIRD_PARTY_INCLUDES})
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# allow access to headers from any point in source tree
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target_include_directories(${target} PRIVATE ${TOWNENGINE_ROOT_DIR})
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target_include_directories(${target} PRIVATE ${TWN_ROOT_DIR})
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endfunction()
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function(link_deps target)
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target_link_libraries(${target} PUBLIC
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SDL2::SDL2
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SDL2::SDL2main
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SDL2_image::SDL2_image
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SDL2_ttf::SDL2_ttf
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physfs-static
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@ -198,22 +198,24 @@ endfunction()
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function(use_townengine target sources output_directory data_dir)
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if (TOWNENGINE_HOT_RELOAD)
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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 ${sources})
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set_target_properties(${target}_game PROPERTIES
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OUTPUT_NAME game
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LIBRARY_OUTPUT_DIRECTORY ${output_directory})
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give_options(${target}_game)
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include_deps(${target}_game)
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target_link_libraries(${target}_game PUBLIC SDL2::SDL2)
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target_link_libraries(${target}_game PUBLIC SDL2::SDL2 ${TWN_TARGET})
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set_target_properties(${target}_game PROPERTIES
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OUTPUT_NAME game
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LIBRARY_OUTPUT_DIRECTORY ${output_directory}
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RUNTIME_OUTPUT_DIRECTORY ${output_directory})
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# launcher binary, loads game and engine shared library
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add_executable(${target}_app ${TOWNENGINE_ROOT_DIR}/townengine/null.c)
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add_executable(${target}_app ${TWN_ROOT_DIR}/townengine/twn_main.c)
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# todo: copy instead?
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# put libtownengine.so alongside the binary
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set_target_properties(${TOWNENGINE_TARGET} PROPERTIES
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LIBRARY_OUTPUT_DIRECTORY ${output_directory})
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set_target_properties(${TWN_TARGET} PROPERTIES
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LIBRARY_OUTPUT_DIRECTORY ${output_directory})
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else ()
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add_executable(${target}_app ${sources})
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endif ()
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@ -231,42 +233,51 @@ function(use_townengine target sources output_directory data_dir)
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give_options(${target}_app)
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include_deps(${target}_app)
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link_deps(${target}_app)
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target_link_libraries(${target}_app PUBLIC ${TOWNENGINE_TARGET})
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target_link_libraries(${target}_app PUBLIC ${TWN_TARGET})
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set_target_properties(${target}_app PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY ${output_directory})
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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 -t $<TARGET_FILE_DIR:${target}_app>
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$<TARGET_RUNTIME_DLLS:${target}_app>
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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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if (UNIX)
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# create a bootstrapping script
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set(TOWNENGINE_BOOTSTRAP_EXEC_ARGS
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"$<IF:$<BOOL:${TOWNENGINE_ARCHIVE_DATA}>,--data-dir ./data.${PACKAGE_EXTENSION},--data-dir ${data_dir}>")
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set(TWN_BOOTSTRAP_EXEC_ARGS
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"$<IF:$<BOOL:${TWN_ARCHIVE_DATA}>,--data-dir ./data.${PACKAGE_EXTENSION},--data-dir ${data_dir}>")
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string(JOIN "\n" TOWNENGINE_BOOTSTRAP
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"#!/bin/env sh"
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"cd \"$(dirname \"$0\")\""
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"LD_LIBRARY_PATH=./ ./launcher ${TOWNENGINE_BOOTSTRAP_EXEC_ARGS}"
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string(JOIN "\n" TWN_BOOTSTRAP_SH
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"#!/bin/env sh"
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"cd \"$(dirname \"$0\")\""
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"LD_LIBRARY_PATH=./ ./launcher ${TWN_BOOTSTRAP_EXEC_ARGS}"
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"")
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FILE(GENERATE OUTPUT ${output_directory}/${target}
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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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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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"")
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FILE(GENERATE OUTPUT ${output_directory}/${target}
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CONTENT "${TOWNENGINE_BOOTSTRAP}"
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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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if (TOWNENGINE_ARCHIVE_DATA)
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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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COMMAND cd ${data_dir} && zip -r ${output_directory}/data.${PACKAGE_EXTENSION} ./*
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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 ${CMAKE_CURRENT_SOURCE_DIR})
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endif ()
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endfunction()
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give_options(${TOWNENGINE_TARGET})
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include_deps(${TOWNENGINE_TARGET})
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link_deps(${TOWNENGINE_TARGET})
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give_options(${TWN_TARGET})
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include_deps(${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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@ -274,6 +285,7 @@ if (${CMAKE_PROJECT_NAME} MATCHES townengine)
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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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add_custom_command(TARGET ${TOWNENGINE_TARGET} POST_BUILD
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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 ${CMAKE_BINARY_DIR}/compile_commands.json
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${TOWNENGINE_ROOT_DIR})
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${TWN_ROOT_DIR})
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