CMakeLists.txt
author nemo
Tue, 30 Apr 2019 09:36:13 -0400
changeset 14864 8d65728c4ed0
parent 14863 13589d529899
child 14997 b35a036d6b97
permissions -rw-r--r--
Backed out changeset 13589d529899 So, we only disabled this on the release branch in r29d614a5c9eb due to having discovered it JUST before release. We should fix it properly in default...
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project(hedgewars)
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#initialise cmake environment
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cmake_minimum_required(VERSION 2.6.4)
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foreach(hwpolicy CMP0003 CMP0012 CMP0017 CMP0018)
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    if(POLICY ${hwpolicy})
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        cmake_policy(SET ${hwpolicy} NEW)
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    endif()
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endforeach()
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foreach(hwpolicy CMP0026 CMP0068)
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    if(POLICY ${hwpolicy})
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        cmake_policy(SET ${hwpolicy} OLD)
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    endif()
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endforeach()
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set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake_modules")
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include(${CMAKE_MODULE_PATH}/utils.cmake)
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#possible cmake configuration
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option(NOSERVER "Disable gameServer build (off)" OFF)
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option(NOPNG "Disable screenshoot compression (off)" OFF)
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option(NOVIDEOREC "Disable video recording (off)" OFF)
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#libraries are built shared unless explicitly added as a static
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option(BUILD_SHARED_LIBS "Build libraries as shared modules (on)" ON)
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if(WIN32 OR APPLE)
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    option(LUA_SYSTEM "Use system lua (off)" OFF)
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else()
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    option(LUA_SYSTEM "Use system lua (on)" ON)
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endif()
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option(BUILD_ENGINE_LIBRARY "Enable hwengine library (off)" OFF)
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option(ANDROID "Enable Android build (off)" OFF)
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option(MINIMAL_FLAGS "Respect system flags as much as possible (off)" OFF)
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option(NOAUTOUPDATE "Disable OS X Sparkle update checking (off)" OFF)
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option(SKIPBUNDLE "Do not create relocate bundle (off)" OFF)
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option(BUILD_ENGINE_C "Compile hwengine as native C (off)" OFF)
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option(BUILD_ENGINE_JS "Compile hwengine as javascript (off)" OFF)
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option(GL2 "Enable OpenGL 2 rendering !!!EXPERIMENTAL - DO NOT USE!!! [default: off)" OFF)
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set(GHFLAGS "" CACHE STRING "Additional Haskell flags")
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if(UNIX AND NOT APPLE)
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    set(DATA_INSTALL_DIR "share/hedgewars" CACHE STRING "Resource folder path")
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endif()
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option(NOVERSIONINFOUPDATE "Disable update of version_info.txt. To be used if source is in a git/repo that is NOT the hedgewars repo" OFF)
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if(BUILD_ENGINE_JS)
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    if(NOT CMAKE_TOOLCHAIN_FILE)
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        message(FATAL_ERROR "Missing emscripten toolchain file\nClean your cache and rerun cmake with -DCMAKE_TOOLCHAIN_FILE=${CMAKE_SOURCE_DIR}/cmake_modules/Platform/Emscripten.cmake")
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    endif()
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    set(BUILD_ENGINE_C ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
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    set(BUILD_ENGINE_LIBRARY ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
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    set(NOAUTOUPDATE ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
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    set(LUA_SYSTEM OFF CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
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    set(NOVIDEOREC ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
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    set(NOSERVER ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
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    set(GL2 ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
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    set(BUILD_SHARED_LIBS OFF CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
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    set(target_binary_install_dir "bin" CACHE PATH "install dest for binaries")
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    set(target_library_install_dir "lib" CACHE PATH "install dest for libs")
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endif()
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if("${CMAKE_SIZEOF_VOID_P}" EQUAL "4" AND UNIX AND NOT APPLE)
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    set(BUILD_ENGINE_C ON CACHE STRING "PAS2C force-enabled due to a freepascal 32 bit alignment bug" FORCE)
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endif()
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#system paths for finding required fonts (see share/hedgewars/Data/fonts)
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#subdirectories will NOT be searched.
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#all fonts that can't be found will be bundled with hedgewars
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set(FONTS_DIRS "" CACHE STRING "Additional paths to folders where required fonts can be found ( ; is separator)")
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#versioning
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set(CPACK_PACKAGE_VERSION_MAJOR 1)
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set(CPACK_PACKAGE_VERSION_MINOR 0)
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set(CPACK_PACKAGE_VERSION_PATCH 0)
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set(HEDGEWARS_PROTO_VER 58)
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if((CMAKE_BUILD_TYPE MATCHES "RELEASE") OR (CMAKE_BUILD_TYPE MATCHES "RELWITHDEBUGINFO"))
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    set(HEDGEWARS_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}")
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else()
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    set(HEDGEWARS_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}-dev")
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endif()
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include(${CMAKE_MODULE_PATH}/revinfo.cmake)
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message(STATUS "Building ${HEDGEWARS_VERSION}-r${HEDGEWARS_REVISION} (${HEDGEWARS_HASH})")
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#io library paths
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include(${CMAKE_MODULE_PATH}/paths.cmake)
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#general utilities
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include(${CMAKE_MODULE_PATH}/utils.cmake)
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#platform specific init code
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include(${CMAKE_MODULE_PATH}/platform.cmake)
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#when build type is not specified, assume Debug/Release according to build version information
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if(CMAKE_BUILD_TYPE)
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    string(TOUPPER ${CMAKE_BUILD_TYPE} CMAKE_BUILD_TYPE)
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    if(NOT((CMAKE_BUILD_TYPE MATCHES "RELEASE") OR
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           (CMAKE_BUILD_TYPE MATCHES "DEBUG") OR
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           (CMAKE_BUILD_TYPE MATCHES "RELWITHDEBINFO")))
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        set(CMAKE_BUILD_TYPE ${default_build_type} CACHE STRING "Build type (Debug/Release/RelWithDebInfo)" FORCE)
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        message(STATUS "Unknown build type ${CMAKE_BUILD_TYPE}, using default (${default_build_type})")
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    endif()
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else(CMAKE_BUILD_TYPE)
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    set(CMAKE_BUILD_TYPE ${default_build_type} CACHE STRING "Build type (Debug/Release/RelWithDebInfo)" FORCE)
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endif(CMAKE_BUILD_TYPE)
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#perform safe check that enable/disable compilation features
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#skip when crosscompiling to javascript
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if(NOT BUILD_ENGINE_JS)
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    include(${CMAKE_MODULE_PATH}/compilerchecks.cmake)
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endif()
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#set default compiler flags
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if(WIN32 AND VCPKG_TOOLCHAIN)
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    add_flag_append(CMAKE_C_FLAGS "/DWIN32_VCPKG /Wall")
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    add_flag_append(CMAKE_C_FLAGS_RELEASE "/Ox")
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    add_flag_append(CMAKE_C_FLAGS_DEBUG "/Od")
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    add_flag_append(CMAKE_CXX_FLAGS "/DWIN32_VCPKG /Wall")
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    add_flag_append(CMAKE_CXX_FLAGS_RELEASE "/Ox")
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    add_flag_append(CMAKE_CXX_FLAGS_DEBUG "/Od")    
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else()
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    add_flag_append(CMAKE_C_FLAGS "-Wall -pipe")
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    add_flag_append(CMAKE_C_FLAGS_RELEASE "-O2")
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    add_flag_append(CMAKE_C_FLAGS_DEBUG "-Wextra -O0")
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    add_flag_append(CMAKE_CXX_FLAGS "-Wall -pipe")
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    add_flag_append(CMAKE_CXX_FLAGS_RELEASE "-O2")
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    add_flag_append(CMAKE_CXX_FLAGS_DEBUG "-Wextra -O0")    
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endif()       
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#CMake adds a lot of additional configuration flags, so let's clear them up
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if(MINIMAL_FLAGS)
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    unset(CMAKE_C_FLAGS_RELEASE)
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    unset(CMAKE_C_FLAGS_DEBUG)
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    unset(CMAKE_CXX_FLAGS_RELEASE)
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    unset(CMAKE_CXX_FLAGS_DEBUG)
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endif()
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#parse additional parameters
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if(GHFLAGS)
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    if(${CMAKE_VERSION} VERSION_GREATER 2.6)
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        separate_arguments(ghflags_parsed UNIX_COMMAND ${GHFLAGS})
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    else()
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        message("*** GHFLAGS are available only when using CMake >= 2.8 ***")
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    endif()
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endif()
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#get BUILD_TYPE and enable/disable optimisation
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message(STATUS "Using ${CMAKE_BUILD_TYPE} configuration")
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if(CMAKE_BUILD_TYPE MATCHES "DEBUG")
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    list(APPEND haskell_flags "-Wall"       # all warnings
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                              "-debug"      # debug mode
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                              "-fno-warn-unused-do-bind"
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                              "-O0"
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                              )
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else()
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    list(APPEND haskell_flags "-w" # no warnings
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                              "-O2"
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                              )
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endif()
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#build engine without freepascal
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if(BUILD_ENGINE_C AND NOT BUILD_ENGINE_JS)
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    find_package(Clang REQUIRED)
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    if(${CLANG_VERSION} VERSION_LESS "3.0")
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        message(FATAL_ERROR "LLVM/Clang compiler required version is 3.0 but version ${CLANG_VERSION} was found!")
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    endif()
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    set(CMAKE_C_COMPILER ${CLANG_EXECUTABLE})
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    set(CMAKE_CXX_COMPILER ${CLANG_EXECUTABLE})
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endif()
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#server
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if(NOT NOSERVER)
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    add_subdirectory(gameServer)
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endif()
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#lua discovery
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if(LUA_SYSTEM)
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    if(NOT LUA_LIBRARY OR NOT LUA_INCLUDE_DIR)
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        find_package(Lua)
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    endif()
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    if(LUA_LIBRARY AND LUA_INCLUDE_DIR)
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        #use an IMPORTED tharget so that we can just use 'lua' to link
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        add_library(lua UNKNOWN IMPORTED)
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        set_target_properties(lua PROPERTIES IMPORTED_LOCATION ${LUA_LIBRARY})
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    else()
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        message(FATAL_ERROR "Missing Lua! Rerun cmake with -DLUA_SYSTEM=off to build the internal version")
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    endif()
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else()
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    if(NOT LUA_LIBRARY OR NOT LUA_INCLUDE_DIR)
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        message(STATUS "LUA will be provided by the bundled sources")
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    endif()
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    set(lua_output_name "hwlua")
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    add_subdirectory(misc/liblua)
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endif()
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#physfs discovery
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if(NOT PHYSFS_LIBRARY OR NOT PHYSFS_INCLUDE_DIR)
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    find_package(PhysFS)
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endif()
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find_file(physfs_h physfs.h ${PHYSFS_INCLUDE_DIR})
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if(physfs_h)
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    file(STRINGS ${physfs_h} physfs_majorversion REGEX "PHYSFS_VER_MAJOR[\t' ']+[0-9]+")
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    file(STRINGS ${physfs_h} physfs_minorversion REGEX "PHYSFS_VER_MINOR[\t' ']+[0-9]+")
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    file(STRINGS ${physfs_h} physfs_patchversion REGEX "PHYSFS_VER_PATCH[\t' ']+[0-9]+")
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    string(REGEX MATCH "([0-9]+)" physfs_majorversion "${physfs_majorversion}")
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    string(REGEX MATCH "([0-9]+)" physfs_minorversion "${physfs_minorversion}")
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    string(REGEX MATCH "([0-9]+)" physfs_patchversion "${physfs_patchversion}")
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    set(physfs_detected_ver "${physfs_majorversion}.${physfs_minorversion}.${physfs_patchversion}")
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    if(${physfs_detected_ver} VERSION_LESS 3.0.0)
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        message(FATAL_ERROR "PhysFS version is too old (detected ${physfs_detected_ver}, required 3.0.0)\n"
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                            "Perform an update of PhysFS to fix this.")
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    endif()
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endif()
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if(PHYSFS_LIBRARY AND PHYSFS_INCLUDE_DIR)
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    #use an IMPORTED tharget so that we can just use 'physfs' to link
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    add_library(physfs UNKNOWN IMPORTED)
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    set_target_properties(physfs PROPERTIES IMPORTED_LOCATION ${PHYSFS_LIBRARY})
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else()
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    message(FATAL_ERROR "Missing PhysFS! Install PhysFS to fix this.")
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endif()
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   243
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find_package_or_disable_msg(LIBAV NOVIDEOREC "Video recording will not be built")
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#physfs helper library
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add_subdirectory(misc/libphyslayer)
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#maybe this could be merged inside hedgewars/CMakeLists.txt
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if(BUILD_ENGINE_C)
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    #pascal to c converter
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    add_subdirectory(tools/pas2c)
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    add_subdirectory(project_files/hwc)
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else()
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    #main pascal engine
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    add_subdirectory(hedgewars)
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endif()
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#Android related build scripts
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#TODO: when ANDROID, BUILD_ENGINE_LIBRARY should be set
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if(ANDROID)
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    add_subdirectory(project_files/Android-build)
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   263
else(ANDROID)
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   264
    #skip frontend for javascript
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   265
    if(NOT BUILD_ENGINE_JS)
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        add_subdirectory(QTfrontend)
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        add_subdirectory(share)
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    endif()
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    add_subdirectory(bin)
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    add_subdirectory(tools)
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endif(ANDROID)
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koda
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include(${CMAKE_MODULE_PATH}/cpackvars.cmake)
184
f97a7a3dc8f6 - Update more headers
unc0rr
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sheepluva
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enable_testing()
10660
79fa79c77c38 fix size of PtrInt. enable tests for pas2c (all passing now)
sheepluva
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56e401fb45ea Rename test to test_normal, to comply with policy CMP0037
Gianfranco Costamagna <costamagnagianfranco@yahoo.it>
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add_custom_target(test_normal  COMMAND ${CMAKE_CTEST_COMMAND} -E '^todo/' --timeout 300 --schedule-random)
10559
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Gianfranco Costamagna <costamagnagianfranco@yahoo.it>
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add_custom_target(test_verbose COMMAND ${CMAKE_CTEST_COMMAND} -E '^todo/' --timeout 300 --schedule-random -V)
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sheepluva
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set(LUATESTS_DIR "${CMAKE_SOURCE_DIR}/tests/lua")
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set(TESTSDATA_DIR "${CMAKE_SOURCE_DIR}/share/hedgewars/Data")
10028
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sheepluva
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9e742fc72696 add a test based on unC0Rr's suggestion. still a lot of mess and redundancy involved, sry :P
sheepluva
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# set set this to "" if you want to see what's going on
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# TODO: engine should do this implicitly when running tests,
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# unless some env var like HWENGINE_SHOWTESTS is set or something
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sheepluva
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set(STATSONLYFLAG "--stats-only")
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# add all lua tests
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file(GLOB_RECURSE luatests RELATIVE "${LUATESTS_DIR}" "${LUATESTS_DIR}/*.lua")
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foreach(luatest ${luatests})
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    add_test("${luatest}" "bin/hwengine" "--prefix" "${TESTSDATA_DIR}" "--nosound" "--nomusic" "${STATSONLYFLAG}" "--lua-test" "${LUATESTS_DIR}/${luatest}")
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sheepluva
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endforeach(luatest)
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