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CMakeLists.txt
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289 lines (244 loc) · 10.3 KB
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cmake_minimum_required(VERSION 3.6.0...3.27.0)
project(ECWolf)
if(POLICY CMP0054)
cmake_policy(SET CMP0054 NEW)
endif()
include(src/versiondefs.cmake)
# Set the default MSVC runtime library for newer CMake versions that support it
if(CMAKE_VERSION VERSION_GREATER_EQUAL "3.15.0" AND MSVC)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>" CACHE STRING "MSVC runtime library to compile against")
endif()
# Note: CMake 3.11+ recommended for best results with packaging
set(CPACK_PACKAGE_CONTACT "First Last <example@example.com>" CACHE STRING "Contact info for archive maintainer.")
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Advanced source port of the Wolfenstein 3D engine.")
set(CPACK_PACKAGE_DESCRIPTION "Provides enhanced game engine for playing Wolfenstein 3D, Spear of Destiny, and\nSuper 3-D Noah's Ark. Requires the original game data files.")
string(TOLOWER "${PRODUCT_NAME}" CPACK_PACKAGE_NAME)
# Use same prefix for packaging for consistency
set(CPACK_PACKAGING_INSTALL_PREFIX "${CMAKE_INSTALL_PREFIX}")
set(CPACK_STRIP_FILES ON)
set(CPACK_INSTALL_DEFAULT_DIRECTORY_PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE GROUP_READ GROUP_EXECUTE WORLD_READ WORLD_EXECUTE)
set(CPACK_PACKAGE_VERSION_MAJOR ${VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${VERSION_PATCH})
set(CPACK_PROJECT_CONFIG_FILE "${CMAKE_CURRENT_SOURCE_DIR}/CPackProjectConfig.cmake")
if(${CMAKE_SYSTEM_NAME} MATCHES "Emscripten")
set(EMSCRIPTEN ON)
endif()
if(WIN32)
set(CPACK_GENERATOR "ZIP")
else()
set(CPACK_GENERATOR "DEB")
set(CPACK_DEB_COMPONENT_INSTALL ON)
set(CPACK_DEBIAN_FILE_NAME "DEB-DEFAULT")
set(CPACK_DEBIAN_PACKAGE_HOMEPAGE "https://maniacsvault.net/ecwolf/")
set(CPACK_DEBIAN_PACKAGE_SECTION "games")
set(CPACK_DEBIAN_PACKAGE_SHLIBDEPS ON)
set(CPACK_DEBIAN_PACKAGE_CONTROL_STRICT_PERMISSION ON)
set(CPACK_DEBIAN_COMPRESSION_TYPE "xz")
endif()
include(CPack)
# Multiarch support
if(UNIX AND NOT APPLE)
# We are in the games section
set(CMAKE_INSTALL_BINDIR "games")
include(GNUInstallDirs)
if(CPACK_PACKAGE_NAME)
# Match this to package name instead of project name
set(CMAKE_INSTALL_DOCDIR "${CMAKE_INSTALL_DATAROOTDIR}/doc/${CPACK_PACKAGE_NAME}")
endif()
# GNUInstallDirs doesn't provide this, but we could use share/product_name
set(CMAKE_INSTALL_DATAPRODUCTDIR "${CMAKE_INSTALL_DATADIR}/${PRODUCT_DIRECTORY}")
else()
# CMAKE_ prefix used here to match the variable set by GNUInstallDirs.
# Value currently doesn't matter outside of Linux these are more or less
# to keep the script working where values are expected.
if(NOT WIN32)
set(CMAKE_INSTALL_BINDIR "bin")
set(CMAKE_INSTALL_DATAROOTDIR "share")
set(CMAKE_INSTALL_LIBDIR "lib")
set(CMAKE_INSTALL_MANDIR "share/man")
set(CMAKE_INSTALL_DATADIR "${CMAKE_INSTALL_DATAROOTDIR}")
set(CMAKE_INSTALL_DATAPRODUCTDIR "${CMAKE_INSTALL_DATADIR}/${PRODUCT_DIRECTORY}")
if(CPACK_PACKAGE_NAME)
set(CMAKE_INSTALL_DOCDIR "${CMAKE_INSTALL_DATAROOTDIR}/doc/${CPACK_PACKAGE_NAME}")
else()
set(CMAKE_INSTALL_DOCDIR "${CMAKE_INSTALL_DATAROOTDIR}/doc/${PRODUCT_DIRECTORY}")
endif()
else()
set(CMAKE_INSTALL_BINDIR ".")
set(CMAKE_INSTALL_DATAROOTDIR ".")
set(CMAKE_INSTALL_LIBDIR ".")
set(CMAKE_INSTALL_MANDIR ".")
set(CMAKE_INSTALL_DATADIR ".")
set(CMAKE_INSTALL_DATAPRODUCTDIR ".")
set(CMAKE_INSTALL_DOCDIR ".")
endif()
# Vendored libraries might include GNUInstallDirs so do so now
include(GNUInstallDirs)
endif()
# Support cross compiling
option(TOOLS_ONLY "Only build the tools, not ecwolf itself (useful for cross-compiling)" OFF)
option( FORCE_CROSSCOMPILE "Turn on cross compiling." OFF)
if( FORCE_CROSSCOMPILE )
set( CMAKE_CROSSCOMPILING TRUE )
endif()
if(CMAKE_CROSSCOMPILING AND NOT EMSCRIPTEN)
set(IMPORT_EXECUTABLES "IMPORTFILE-NOTFOUND" CACHE FILEPATH "Export file from native build.")
include(${IMPORT_EXECUTABLES})
endif()
# Replacement variables for a possible long list of C/C++ compilers compatible with GCC
if( "${CMAKE_C_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_C_COMPILER_ID}" STREQUAL "Clang" )
set( ZD_CMAKE_COMPILER_IS_GNUC_COMPATIBLE TRUE )
else()
set( ZD_CMAKE_COMPILER_IS_GNUC_COMPATIBLE FALSE )
endif()
if( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
set( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE TRUE )
else()
set( ZD_CMAKE_COMPILER_IS_GNUCXX_COMPATIBLE FALSE )
endif()
# Simplify pk3 building, add_pk3(filename srcdirectory)
function( add_pk3 PK3_NAME PK3_DIR )
# Generate target name. Just use "pk3" for main pk3 target.
string( REPLACE "." "_" PK3_TARGET ${PK3_NAME} )
if( ${PK3_TARGET} STREQUAL "ecwolf_pk3" )
set( PK3_TARGET "pk3" )
endif()
# Touch the zipdir executable here so that the pk3s are forced to rebuild
# each time since their dependecy has "changed."
if( NOT ANDROID )
set(TARGET_DIR "$<TARGET_FILE_DIR:engine>")
add_custom_target( ${PK3_TARGET} ALL
COMMAND zipdir -udf $<TARGET_FILE_DIR:engine>/${PK3_NAME} ${PK3_DIR}
DEPENDS zipdir )
install(FILES ${TARGET_DIR}/${PK3_NAME} DESTINATION "${CMAKE_INSTALL_DATAPRODUCTDIR}")
else()
# On Android need to put pk3 in an assets directory
add_custom_target( ${PK3_TARGET} ALL
COMMAND ${CMAKE_COMMAND} -E make_directory ${OUTPUT_DIR}/assets
COMMAND zipdir -udf ${OUTPUT_DIR}/assets/${PK3_NAME} ${PK3_DIR}
DEPENDS zipdir )
endif()
endfunction()
set(OUTPUT_DIR ${CMAKE_BINARY_DIR} CACHE PATH "Directory in which to build ECWolf.")
option(GPL "Build GPL edition" ON)
option(USE_LIBTEXTSCREEN "Use libtextscreen instead of console iwad picker." ON)
option(INTERNAL_ZLIB "Force build with internal zlib" OFF)
option(INTERNAL_BZIP2 "Force build with internal bzip2" OFF)
option(INTERNAL_JPEG "Force build with internal libjpeg" OFF)
option(EMSCRIPTEN_DEBUG "Emscripten debug build" ON)
option(EMSCRIPTEN_DEFAULT_FRONTEND "Use Emscripten's built-in frontend - put ecwolf.pk3 in /js-static and IWADs in /js-static/iwad beforehand" ON)
if(EMSCRIPTEN)
# Use Emscripten libraries
set(USE_FLAGS "-D__EMSCRIPTEN__ -sUSE_SDL=2 -sUSE_SDL_MIXER=2 -sUSE_SDL_NET=2 -sUSE_ZLIB -sUSE_BZIP2 -sUSE_LIBJPEG -sDISABLE_EXCEPTION_CATCHING=0")
# Default asyncify stack size crashes on game save, can probably be optimized
# Use IndexedDB by default
set(USE_LINKER_FLAGS "-sENVIRONMENT=web -sINITIAL_MEMORY=48MB -sASYNCIFY -sASYNCIFY_STACK_SIZE=16384 -sMALLOC=emmalloc -lidbfs.js --pre-js \"${CMAKE_SOURCE_DIR}/src/emscripten/js/setupPreRun.js\"")
if(EMSCRIPTEN_DEBUG)
set(USE_FLAGS "${USE_FLAGS} -O0 -g")
else()
set(USE_FLAGS "${USE_FLAGS} -O3")
endif()
set(ZLIB_FOUND true)
set(BZIP2_FOUND true)
set(JPEG_FOUND true)
if(EMSCRIPTEN_DEFAULT_FRONTEND)
# Pack game files - custom frontends can e.g. preload files with FS.createPreloadedFile in Module.preRun JS scripts instead
set(USE_LINKER_FLAGS "${USE_LINKER_FLAGS} --preload-file \"${CMAKE_SOURCE_DIR}/js-static/ecwolf.pk3@ecwolf.pk3\" --preload-file \"${CMAKE_SOURCE_DIR}/js-static/iwad@/\"")
if(EMSCRIPTEN_DEBUG)
# Add emrun support - can pass command line arguments
set(USE_LINKER_FLAGS "${USE_LINKER_FLAGS} --emrun")
endif()
set(CMAKE_EXECUTABLE_SUFFIX .html)
else()
# Sane defaults for custom frontend
set(USE_LINKER_FLAGS "${USE_LINKER_FLAGS} -sMODULARIZE -sEXPORT_ES6 -sEXPORT_NAME=createModule -sINVOKE_RUN=0 -sEXIT_RUNTIME -sEXPORTED_RUNTIME_METHODS=callMain,FS,ccall")
set(CMAKE_EXECUTABLE_SUFFIX .js)
endif()
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${USE_FLAGS}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${USE_FLAGS}")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${USE_FLAGS} ${USE_LINKER_FLAGS}")
else()
if(NOT INTERNAL_ZLIB)
find_package(ZLIB QUIET)
endif()
if(NOT INTERNAL_BZIP2)
find_package(BZip2 QUIET)
endif()
if(NOT INTERNAL_JPEG)
find_package(JPEG QUIET)
endif()
endif()
if (NOT EMSCRIPTEN)
if(NOT ZLIB_FOUND OR INTERNAL_ZLIB)
message(STATUS "Using internal zlib")
set(ZLIB_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/deps/zlib)
add_subdirectory(deps/zlib)
set(ZLIB_LIBRARIES ZLIB::ZLIB)
set(ZLIB_LIBRARY ZLIB::ZLIB)
else()
message(STATUS "Using system zlib, includes found at ${ZLIB_INCLUDE_DIR}")
endif()
if(NOT BZIP2_FOUND OR INTERNAL_BZIP2)
message(STATUS "Using internal libbz2")
set(BZIP2_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/deps/bzip2)
add_subdirectory(deps/bzip2)
set(BZIP2_LIBRARIES bz2)
else()
message(STATUS "Using system libbz2, includes found at ${BZIP2_INCLUDE_DIR}")
endif()
if(NOT TOOLS_ONLY)
if(NOT JPEG_FOUND OR INTERNAL_JPEG)
message(STATUS "Using internal libjpeg")
set(JPEG_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/deps/jpeg-6b)
add_subdirectory(deps/jpeg-6b)
set(JPEG_LIBRARIES jpeg)
set(JPEG_LIBRARY jpeg)
else()
message(STATUS "Using system libjpeg, includes found at ${JPEG_INCLUDE_DIR}")
endif()
include(LocateSDL2.cmake)
endif()
endif()
if(MSVC)
add_definitions(-D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE)
endif()
add_subdirectory(tools/zipdir)
add_subdirectory(deps/gdtoa)
add_subdirectory(deps/lzma)
if(NOT TOOLS_ONLY)
if(GPL AND USE_LIBTEXTSCREEN)
add_subdirectory(deps/textscreen)
endif()
if(ANDROID)
set(LIBPNG_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/android-libs)
set(LIBPNG_LIBRARY png16_static)
add_subdirectory(android-libs/libpng)
add_subdirectory(android-libs/sigc++)
add_subdirectory(android-libs/TinyXML)
add_subdirectory(android-libs/TouchControls)
add_subdirectory(android-libs/launcher)
endif()
add_subdirectory(src)
if(NOT EMSCRIPTEN)
add_subdirectory(wadsrc)
endif()
endif()
if(NOT APPLE)
if(WIN32)
install(FILES docs/copyright DESTINATION "${CMAKE_INSTALL_DOCDIR}" RENAME licenses.txt)
else()
install(FILES docs/copyright DESTINATION "${CMAKE_INSTALL_DOCDIR}")
install(FILES docs/changelog DESTINATION "${CMAKE_INSTALL_DOCDIR}")
install(FILES docs/ecwolf.6 DESTINATION "${CMAKE_INSTALL_MANDIR}/man6")
# Lintian requires that man pages in deb packages are compressed.
find_program(GZIP_BINARY NAMES gzip DOC "gzip program for man page compression.")
if(GZIP_BINARY)
install(CODE "execute_process(COMMAND \"${GZIP_BINARY}\" -fn9 \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_DOCDIR}/changelog\")")
install(CODE "execute_process(COMMAND \"${GZIP_BINARY}\" -fn9 \"\$ENV{DESTDIR}\${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_MANDIR}/man6/ecwolf.6\")")
endif()
endif()
endif()
if( NOT CMAKE_CROSSCOMPILING )
export(TARGETS ${CROSS_EXPORTS} FILE "${CMAKE_BINARY_DIR}/ImportExecutables.cmake" )
endif()