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VVVVVV/desktop_version/CMakeLists.txt
leo60228 6a17625727
Add support for Unicode rendering (#47)
This uses utfcpp combined with a custom font, in the form of a PNG and text file. By default, the game acts exactly as it did before; custom fonts can be provided by third parties.
2020-01-31 13:25:37 -05:00

181 lines
5 KiB
CMake

# CMake File for VVVVVV
# Written by Ethan "flibitijibibo" Lee
CMAKE_MINIMUM_REQUIRED(VERSION 2.8.12)
# CMake Options
OPTION(ENABLE_WARNINGS "Enable compilation warnings" ON)
OPTION(ENABLE_WERROR "Treat compilation warnings as errors" OFF)
# Architecture Flags
IF(APPLE)
# Wow, Apple is a huge jerk these days huh?
SET(OSX_10_9_SDK_PATH /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk)
IF(NOT CMAKE_OSX_SYSROOT)
IF(IS_DIRECTORY ${OSX_10_9_SDK_PATH})
SET(CMAKE_OSX_SYSROOT ${OSX_10_9_SDK_PATH})
ELSE()
MESSAGE(WARNING "CMAKE_OSX_SYSROOT not set and macOS 10.9 SDK not found! Using default one.")
ENDIF()
ENDIF()
SET(CMAKE_OSX_DEPLOYMENT_TARGET 10.9)
LINK_DIRECTORIES(/usr/local/lib)
ADD_COMPILE_OPTIONS(-Werror=partial-availability)
ENDIF()
PROJECT(VVVVVV)
IF(APPLE)
MESSAGE(STATUS "Using macOS SDK at ${CMAKE_OSX_SYSROOT}")
ENDIF()
# Compiler Flags
ADD_DEFINITIONS(-DPHYSFS_SUPPORTS_DEFAULT=0 -DPHYSFS_SUPPORTS_ZIP=1)
# RPATH
IF(NOT WIN32)
IF(APPLE)
SET(BIN_LIBROOT "osx")
SET(BIN_RPATH "@executable_path/osx")
ELSEIF(CMAKE_SIZEOF_VOID_P MATCHES "8")
SET(BIN_LIBROOT "lib64")
SET(BIN_RPATH "\$ORIGIN/lib64")
ELSE()
SET(BIN_LIBROOT "lib")
SET(BIN_RPATH "\$ORIGIN/lib")
ENDIF()
SET(CMAKE_SKIP_BUILD_RPATH TRUE)
SET(CMAKE_BUILD_WITH_INSTALL_RPATH TRUE)
SET(CMAKE_INSTALL_RPATH ${BIN_RPATH})
SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH FALSE)
ENDIF()
# Include Directories
INCLUDE_DIRECTORIES(
src
../third_party/tinyxml
../third_party/physfs
../third_party/lodepng
../third_party/utfcpp/source
)
# Source Lists
SET(VVV_SRC
src/BinaryBlob.cpp
src/BlockV.cpp
src/editor.cpp
src/Ent.cpp
src/Entity.cpp
src/FileSystemUtils.cpp
src/Finalclass.cpp
src/Game.cpp
src/Graphics.cpp
src/GraphicsResources.cpp
src/GraphicsUtil.cpp
src/Input.cpp
src/KeyPoll.cpp
src/Labclass.cpp
src/Logic.cpp
src/Map.cpp
src/Music.cpp
src/Otherlevel.cpp
src/preloader.cpp
src/Screen.cpp
src/Script.cpp
src/Scripts.cpp
src/SoundSystem.cpp
src/Spacestation2.cpp
src/TerminalScripts.cpp
src/Textbox.cpp
src/titlerender.cpp
src/Tower.cpp
src/UtilityClass.cpp
src/WarpClass.cpp
src/main.cpp
src/Network.c
src/SteamNetwork.c
src/GOGNetwork.c
)
SET(XML_SRC
../third_party/tinyxml/tinystr.cpp
../third_party/tinyxml/tinyxml.cpp
../third_party/tinyxml/tinyxmlerror.cpp
../third_party/tinyxml/tinyxmlparser.cpp
)
SET(PFS_SRC
../third_party/physfs/physfs.c
../third_party/physfs/physfs_archiver_dir.c
../third_party/physfs/physfs_archiver_unpacked.c
../third_party/physfs/physfs_archiver_zip.c
../third_party/physfs/physfs_byteorder.c
../third_party/physfs/physfs_unicode.c
../third_party/physfs/physfs_platform_posix.c
../third_party/physfs/physfs_platform_unix.c
../third_party/physfs/physfs_platform_windows.c
../third_party/physfs/physfs_platform_haiku.cpp
)
IF(APPLE)
# Are you noticing a pattern with this Apple crap yet?
SET(PFS_SRC ${PFS_SRC} ../third_party/physfs/physfs_platform_apple.m)
ENDIF()
SET(PNG_SRC ../third_party/lodepng/lodepng.c)
# Executable information
IF(WIN32)
ADD_EXECUTABLE(VVVVVV WIN32 ${VVV_SRC})
ELSE()
ADD_EXECUTABLE(VVVVVV ${VVV_SRC})
ENDIF()
# Build options
IF(ENABLE_WARNINGS)
# The weird syntax is due to CMake generator expressions.
# Saves quite a few lines and boilerplate at the price of readability.
TARGET_COMPILE_OPTIONS(VVVVVV PRIVATE
$<$<OR:$<CXX_COMPILER_ID:GNU>,$<CXX_COMPILER_ID:Clang>,$<CXX_COMPILER_ID:AppleClang>>:
-Wall $<$<BOOL:${ENABLE_WERROR}>:-Werror>>
$<$<CXX_COMPILER_ID:MSVC>:
/W4 $<$<BOOL:${ENABLE_WERROR}>:/WX>>)
ENDIF()
# Library information
ADD_LIBRARY(tinyxml-static STATIC ${XML_SRC})
ADD_LIBRARY(physfs-static STATIC ${PFS_SRC} ${PFSP_SRC})
ADD_LIBRARY(lodepng-static STATIC ${PNG_SRC})
# Static Dependencies
TARGET_LINK_LIBRARIES(VVVVVV physfs-static tinyxml-static lodepng-static)
# SDL2 Dependency (Detection pulled from FAudio)
if (DEFINED SDL2_INCLUDE_DIRS AND DEFINED SDL2_LIBRARIES)
message(STATUS "Using pre-defined SDL2 variables SDL2_INCLUDE_DIRS and SDL2_LIBRARIES")
target_include_directories(VVVVVV PUBLIC "$<BUILD_INTERFACE:${SDL2_INCLUDE_DIRS}>")
target_link_libraries(VVVVVV ${SDL2_LIBRARIES})
else()
# Only try to autodetect if both SDL2 variables aren't explicitly set
find_package(SDL2 CONFIG)
if (TARGET SDL2::SDL2)
message(STATUS "Using TARGET SDL2::SDL2")
target_link_libraries(VVVVVV SDL2::SDL2 SDL2_mixer)
elseif (TARGET SDL2)
message(STATUS "Using TARGET SDL2")
target_link_libraries(VVVVVV SDL2 SDL2_mixer)
else()
message(STATUS "No TARGET SDL2::SDL2, or SDL2, using variables")
target_include_directories(VVVVVV PUBLIC "$<BUILD_INTERFACE:${SDL2_INCLUDE_DIRS}>")
target_link_libraries(VVVVVV ${SDL2_LIBRARIES} SDL2_mixer)
endif()
endif()
# Yes, more Apple Crap
IF(APPLE)
FIND_LIBRARY(FOUNDATION NAMES Foundation)
FIND_LIBRARY(IOKIT NAMES IOKit)
TARGET_LINK_LIBRARIES(VVVVVV objc ${IOKIT} ${FOUNDATION})
ENDIF()
# But hey, also some Haiku crap
IF(HAIKU)
FIND_LIBRARY(BE_LIBRARY be)
FIND_LIBRARY(ROOT_LIBRARY root)
TARGET_LINK_LIBRARIES(VVVVVV ${BE_LIBRARY} ${ROOT_LIBRARY})
ENDIF()