218 lines
8.0 KiB
CMake
218 lines
8.0 KiB
CMake
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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find_package(SDL2_ttf REQUIRED GLOBAL)
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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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set(TOWNENGINE_TARGET townengine CACHE INTERNAL "")
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set(TOWNENGINE_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
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set(PHYSFS_BUILD_SHARED FALSE)
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set(PHYSFS_DISABLE_INSTALL TRUE)
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set(PHYSFS_TARGETNAME_UNINSTALL "physfs_uninstall")
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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
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townengine/system/linux/elf.c
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)
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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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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/config.h
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townengine/context.c townengine/context.h
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townengine/audio.c townengine/audio.h
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townengine/util.c townengine/util.h
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townengine/rendering.c townengine/rendering.h
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townengine/input.c townengine/input.h
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townengine/text.c townengine/text.h
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townengine/camera.c townengine/camera.h
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townengine/textures/textures.c
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townengine/procgen/perlin2d.c
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${SYSTEM_SOURCE_FILES}
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)
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list(TRANSFORM TOWNENGINE_SOURCE_FILES PREPEND ${TOWNENGINE_DIR}/)
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# base engine code, reused for games and tools
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add_library(${TOWNENGINE_TARGET} ${TOWNENGINE_SOURCE_FILES})
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source_group(TREE ${TOWNENGINE_DIR} FILES ${TOWNENGINE_SOURCE_FILES})
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set_target_properties(${TOWNENGINE_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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# distribution definitions
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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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"App identifier")
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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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-Wno-declaration-after-statement
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-Wno-unsafe-buffer-usage
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-Wno-unused-command-line-argument)
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set(WARNING_FLAGS
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-Wall
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-Wextra
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-Wpedantic
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-Wshadow
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-Wdouble-promotion
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-Wconversion -Wno-sign-conversion
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-Werror=vla
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$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-Wcast-align=strict>
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$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Clang>:${WARNING_FLAGS_CLANG}>)
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set(BUILD_FLAGS
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# these SHOULDN'T break anything...
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-fno-math-errno
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-ffp-contract=fast
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-fno-signed-zeros
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-fno-trapping-math
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-freciprocal-math)
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set(BUILD_FLAGS_RELEASE
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-O3
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-flto
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-mavx -mavx2
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-Wl,--gc-sections
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-fdata-sections
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-ffunction-sections
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-funroll-loops
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-fomit-frame-pointer
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$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-fallow-store-data-races>)
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set(BUILD_FLAGS_DEBUG
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-O0
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-g3
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-gdwarf
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-fno-omit-frame-pointer
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-fstack-protector-all
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-fsanitize=undefined
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-fsanitize=address)
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target_compile_options(${target} PRIVATE
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${WARNING_FLAGS}
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${BUILD_FLAGS}
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$<$<CONFIG:Release>:${BUILD_FLAGS_RELEASE}>
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$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>)
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target_link_options(${target} PRIVATE
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${BUILD_FLAGS}
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$<$<CONFIG:Release>:${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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PACKAGE_EXTENSION="${PACKAGE_EXTENSION}")
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endfunction()
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function(link_and_include_deps target)
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# header-only libraries should be marked as "system includes"
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# to suppress compiler warnings in their code (it's not my problem after all)
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set(THIRD_PARTY_INCLUDES
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third-party/physfs/src
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third-party/physfs/extras
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third-party/libxm/include
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third-party/glad/include
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third-party/stb
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)
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list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TOWNENGINE_DIR}/)
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target_include_directories(${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 ${TOWNENGINE_DIR})
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target_link_libraries(${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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xms
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)
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endfunction()
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function(use_townengine target)
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# system libraries
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find_library(MATH_LIBRARY m)
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if(MATH_LIBRARY)
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target_link_libraries(${target} PUBLIC ${MATH_LIBRARY})
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endif()
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give_options(${target})
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link_and_include_deps(${target})
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# third-party libraries
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target_link_libraries(${target} PUBLIC
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${TOWNENGINE_TARGET}
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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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xms
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)
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# copy dlls for baby windows
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add_custom_command(TARGET ${target} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy -t $<TARGET_FILE_DIR:${target}>
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$<TARGET_RUNTIME_DLLS:${target}>
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COMMAND_EXPAND_LISTS
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)
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endfunction()
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give_options(${TOWNENGINE_TARGET})
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link_and_include_deps(${TOWNENGINE_TARGET})
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add_subdirectory(apps/testgame)
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# zip up assets
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# currently, you must run cmake from the project root dir for this to work correctly
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#file(ARCHIVE_CREATE OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/data.${PACKAGE_EXTENSION}
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# PATHS ${PROJECT_SOURCE_DIR}/assets
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# FORMAT zip
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#)
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