townengine/CMakeLists.txt

303 lines
12 KiB
CMake

cmake_minimum_required(VERSION 3.21)
project(townengine LANGUAGES C)
# SDL dependencies
find_package(SDL2 REQUIRED GLOBAL)
find_package(SDL2_image REQUIRED GLOBAL)
# CMake actually has no default configuration and it's toolchain file dependent, set debug if not specified
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug)
endif()
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(TWN_TARGET townengine CACHE INTERNAL "")
set(TWN_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
# feature configuration, set them with -DFEATURE=ON/OFF in cli
option(TWN_FEATURE_DYNLIB_GAME "Enable dynamic library loading support" ON)
option(TWN_ARCHIVE_DATA "Enable archival of assets" OFF)
# add -fPIC globally so that it's linked well
add_compile_options($<$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>:-fPIC>)
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)
add_subdirectory(third-party/physfs SYSTEM)
add_subdirectory(third-party/libxm SYSTEM)
if(UNIX)
set(SYSTEM_SOURCE_FILES townengine/system/linux/elf.c)
else()
set(SYSTEM_SOURCE_FILES)
endif()
set(TWN_THIRD_PARTY_SOURCE_FILES
third-party/physfs/extras/physfsrwops.c
third-party/stb/stb_vorbis.c
third-party/glad/src/glad.c)
set(TWN_SOURCE_FILES
townengine/twn_loop.c
townengine/twn_main.c
townengine/config.h
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
townengine/input/input.c townengine/input.h
townengine/camera.c townengine/camera.h
townengine/textures/textures.c
townengine/twn_game_object.c
$<$<NOT:$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>>:townengine/twn_main.c>
${SYSTEM_SOURCE_FILES})
list(TRANSFORM TWN_SOURCE_FILES PREPEND ${TWN_ROOT_DIR}/)
add_library(twn_third_parties STATIC ${TWN_THIRD_PARTY_SOURCE_FILES})
# base engine code, reused for games and tools
if(TWN_FEATURE_DYNLIB_GAME)
add_library(${TWN_TARGET} SHARED ${TWN_SOURCE_FILES} ${twn_third_parties})
else()
add_library(${TWN_TARGET} STATIC ${TWN_SOURCE_FILES} ${twn_third_parties})
endif()
source_group(TREE ${TWN_ROOT_DIR} FILES ${TWN_SOURCE_FILES})
set_target_properties(${TWN_TARGET} PROPERTIES
C_STANDARD 11
C_STANDARD_REQUIRED ON
C_EXTENSIONS ON) # extensions are required by stb_ds.h
# precompile commonly used not-so-small headers
target_precompile_headers(${TWN_TARGET} PRIVATE
third-party/glad/include/glad/glad.h
third-party/stb/stb_ds.h)
# distribution definitions, set them with -DX=X in cli
set(ORGANIZATION_NAME "wanp" CACHE STRING
"App developer/publisher's identifier")
set(APP_NAME "townengine" CACHE STRING
"App identifier")
set(PACKAGE_EXTENSION "btw" CACHE STRING
"File extension used to look for data archives")
function(give_options_without_warnings target)
set(BUILD_FLAGS
# these SHOULDN'T break anything...
-fno-math-errno
-ffp-contract=fast
-fno-signed-zeros
-fno-trapping-math
-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
${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>:${BUILD_FLAGS_DEBUG}>)
target_compile_definitions(${target} PRIVATE
ORGANIZATION_NAME="${ORGANIZATION_NAME}"
APP_NAME="${APP_NAME}"
PACKAGE_EXTENSION="${PACKAGE_EXTENSION}"
$<$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>:TWN_FEATURE_DYNLIB_GAME>)
endfunction()
function(give_options target)
give_options_without_warnings(${target})
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
-Wno-missing-field-initializers
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-Wcast-align=strict>)
target_compile_options(${target} PRIVATE
${WARNING_FLAGS}
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Clang>:${WARNING_FLAGS_CLANG}>)
endfunction()
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)
set(THIRD_PARTY_INCLUDES
third-party/physfs/src
third-party/physfs/extras
third-party/libxm/include
third-party/glad/include
third-party/stb
third-party/x-watcher)
list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TWN_ROOT_DIR}/)
target_include_directories(${target} SYSTEM PRIVATE ${THIRD_PARTY_INCLUDES})
# allow access to headers from any point in source tree
target_include_directories(${target} PRIVATE ${TWN_ROOT_DIR})
endfunction()
function(link_deps target)
target_link_libraries(${target} PUBLIC
SDL2::SDL2
SDL2_image::SDL2_image
physfs-static
xms)
endfunction()
function(use_townengine target sources output_directory data_dir)
if(TWN_FEATURE_DYNLIB_GAME)
# game shared library, for reloading
add_library(${target}_game SHARED ${sources})
give_options(${target}_game)
include_deps(${target}_game)
target_link_libraries(${target}_game PUBLIC SDL2::SDL2 ${TWN_TARGET})
set_target_properties(${target}_game PROPERTIES
OUTPUT_NAME game
LIBRARY_OUTPUT_DIRECTORY ${output_directory}
RUNTIME_OUTPUT_DIRECTORY ${output_directory})
# launcher binary, loads game and engine shared library
add_executable(${target}_app ${TWN_ROOT_DIR}/townengine/twn_main.c)
# todo: copy instead?
# put libtownengine.so alongside the binary
set_target_properties(${TWN_TARGET} PROPERTIES
LIBRARY_OUTPUT_DIRECTORY ${output_directory})
else()
# build and link all statically
add_executable(${target}_app ${sources})
endif()
set_target_properties(${target}_app PROPERTIES
OUTPUT_NAME launcher
LIBRARY_OUTPUT_DIRECTORY ${output_directory})
# system libraries
find_library(MATH_LIBRARY m)
if (MATH_LIBRARY)
target_link_libraries(${target}_app PUBLIC ${MATH_LIBRARY})
endif()
give_options(${target}_app)
include_deps(${target}_app)
link_deps(${target}_app)
target_link_libraries(${target}_app PUBLIC ${TWN_TARGET})
set_target_properties(${target}_app PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${output_directory})
if(WIN32)
# copy dlls for baby windows
add_custom_command(TARGET ${target}_app POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different $<TARGET_RUNTIME_DLLS:${target}_app>
$<TARGET_FILE_DIR:${target}_app>
COMMAND_EXPAND_LISTS)
endif()
# bootstrapping scripts are used to setup the expected state for an application
set(TWN_BOOTSTRAP_EXEC_ARGS
"$<IF:$<BOOL:${TWN_ARCHIVE_DATA}>,--data-dir ./data.${PACKAGE_EXTENSION},--data-dir ${data_dir}>")
string(JOIN "\n" TWN_BOOTSTRAP_SH
"#!/bin/env sh"
"cd \"$(dirname \"$0\")\""
"LD_LIBRARY_PATH=./ ./launcher ${TWN_BOOTSTRAP_EXEC_ARGS}"
"")
FILE(GENERATE OUTPUT ${output_directory}/${target}
CONTENT "${TWN_BOOTSTRAP_SH}"
FILE_PERMISSIONS OWNER_EXECUTE OWNER_WRITE OWNER_READ)
if(WIN32)
string(JOIN "\n" TWN_BOOTSTRAP_BAT
"pushd \"%~dp0\""
"launcher ${TWN_BOOTSTRAP_EXEC_ARGS}"
"")
FILE(GENERATE OUTPUT ${output_directory}/${target}.bat
CONTENT "${TWN_BOOTSTRAP_BAT}"
FILE_PERMISSIONS OWNER_EXECUTE OWNER_WRITE OWNER_READ)
endif()
if (TWN_ARCHIVE_DATA)
# zip up assets
add_custom_target(archive-data ALL
COMMAND cd ${data_dir} && ${CMAKE_COMMAND} -E tar "cf" ${output_directory}/data.${PACKAGE_EXTENSION} --format=zip ./
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
endif()
endfunction()
give_options_without_warnings(twn_third_parties)
include_deps(twn_third_parties)
link_deps(twn_third_parties)
give_options(${TWN_TARGET})
include_deps(${TWN_TARGET})
link_deps(${TWN_TARGET})
target_link_libraries(${TWN_TARGET} PUBLIC twn_third_parties)
# build the testgame if this cmake list is built directly
if(${CMAKE_PROJECT_NAME} MATCHES townengine)
add_subdirectory(apps/testgame)
endif()
# move compie_commands.json into root directory so that it plays nicer with code editors without any configuration
add_custom_target(copy-compile-commands ALL
${CMAKE_COMMAND} -E copy_if_different ${CMAKE_BINARY_DIR}/compile_commands.json
${TWN_ROOT_DIR})