hedgewars/CMakeLists.txt
author Periklis Ntanasis <pntanasis@gmail.com>
Sat, 03 Aug 2013 03:16:40 +0300
branchspacecampaign
changeset 9459 8c653c0dd332
parent 9339 14f5f3a1e2f7
child 9521 8054d9d775fd
child 9650 1c7c87ce37fd
permissions -rw-r--r--
making it a little bit more difficult
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find_package(SDL)
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find_package(SDL_image)
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find_package(SDL_net)
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find_package(SDL_ttf)
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find_package(SDL_mixer)
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include (CheckLibraryExists)
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enable_language(Pascal)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/config.inc.in ${CMAKE_CURRENT_BINARY_DIR}/config.inc)
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include_directories(${CMAKE_CURRENT_BINARY_DIR})
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#set the sources with the correct order of dependencies so that cmake won't be confused
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set(engine_sources
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    SDLh.pas
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    uSinTable.pas
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    uFloat.pas
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    uConsts.pas
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    LuaPas.pas
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    uTypes.pas
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    uVariables.pas
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    uUtils.pas
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    uMisc.pas
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    uConsole.pas
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    uCommands.pas
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    uDebug.pas
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    uInputHandler.pas
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    uTextures.pas
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    uRenderUtils.pas
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    uRender.pas
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    uCaptions.pas
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    uIO.pas
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    uChat.pas
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    uPhysFSLayer.pas
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    uSound.pas
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    ArgParsers.pas
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    uRandom.pas
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    uLocale.pas
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    uStats.pas
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    uCursor.pas
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    uVideoRec.pas
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    uAILandMarks.pas
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    adler32.pas
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    uLandTemplates.pas
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    uLandTexture.pas
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    uLandGraphics.pas
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    uLandPainted.pas
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    uLandOutline.pas
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    uLandGenMaze.pas
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    #this is where dependency tracking becomes hard
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    uStore.pas
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    uAmmos.pas
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    uLandObjects.pas
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    uLand.pas
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    uGearsList.pas
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    uCollisions.pas
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    uAIMisc.pas
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    uAIActions.pas
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    uAIAmmoTests.pas
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    uAI.pas
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    uWorld.pas
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    uVisualGearsList.pas
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    uVisualGearsHandlers.pas
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    uVisualGears.pas
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    uGears.pas
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    uGame.pas
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    uCommandHandlers.pas
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    uGearsRender.pas
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    uGearsHedgehog.pas
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    uGearsHandlers.pas
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    uGearsHandlersRope.pas
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    uGearsHandlersMess.pas
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    uGearsUtils.pas
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    uTeams.pas
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    #these interact with everything, so compile last
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    uScript.pas
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    hwengine.pas
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    #we also have uTouch.pas
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    options.inc
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    ${CMAKE_CURRENT_BINARY_DIR}/config.inc
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    )
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include(${CMAKE_MODULE_PATH}/utils.cmake)
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if (${CMAKE_Pascal_COMPILER_VERSION} VERSION_LESS 2.2 OR # older versions are just ancient
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    (${CMAKE_Pascal_COMPILER_VERSION} VERSION_LESS 2.6 AND APPLE)) # because of 64bit and opengl bindings
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    message(FATAL_ERROR "Your FreePascal installation is too old (fpc ${CMAKE_Pascal_COMPILER_VERSION})!")
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elseif(CMAKE_Pascal_COMPILER_VERSION VERSION_GREATER 2.4)
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    #enable INLINE only with a recent version of fpc
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    add_flag_prepend(CMAKE_Pascal_FLAGS_RELEASE -Si)
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endif()
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#DEPENDECIES AND EXECUTABLES SECTION
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if(NOT ${BUILD_ENGINE_LIBRARY} AND APPLE)
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    #on OSX we need to provide the SDL_main() function when building as executable
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    add_subdirectory(sdlmain)
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    list(APPEND HW_LINK_LIBS SDLmain)
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    add_flag_append(CMAKE_Pascal_FLAGS -Fl${LIBRARY_OUTPUT_PATH})
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endif()
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if(FFMPEG_FOUND)
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    add_subdirectory(avwrapper)
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    list(APPEND HW_LINK_LIBS avwrapper)
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    add_definitions(-dUSE_VIDEO_RECORDING)
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    add_flag_append(CMAKE_Pascal_FLAGS -Fl${LIBRARY_OUTPUT_PATH})
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    #only for SDL < 2, linking carried out by fpc
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    find_package_or_disable_msg(GLUT NOVIDEOREC "Video recording will not be built")
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endif()
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find_package_or_disable_msg(PNG NOPNG "Screenshots will be saved in BMP")
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if(PNG_FOUND)
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    list(INSERT engine_sources 0 PNGh.pas)
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    list(REMOVE_AT PNG_LIBRARIES 1) #removing the zlib library path
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    get_filename_component(PNG_LIBRARY_DIR ${PNG_LIBRARIES} PATH)
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    add_flag_append(CMAKE_Pascal_FLAGS -Fl${PNG_LIBRARY_DIR})
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endif()
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if(LUA_FOUND AND LUA_SYSTEM)
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    get_filename_component(LUA_LIBRARY_DIR ${LUA_LIBRARY} PATH)
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    get_filename_component(LUA_LIBRARY_NAME ${LUA_LIBRARY} NAME)
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    #NAME_WE would strip the .1 (or .2) next to the ".so"
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    string(REGEX REPLACE "${CMAKE_SHARED_LIBRARY_PREFIX}(.*)${CMAKE_SHARED_LIBRARY_SUFFIX}" "\\1" LUA_LIBRARY_NAME "${LUA_LIBRARY_NAME}")
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    add_flag_append(CMAKE_Pascal_FLAGS "-Fl${LUA_LIBRARY_DIR} -XLAlua=${LUA_LIBRARY_NAME}")
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else()
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    add_definitions(-dLUA_INTERNAL)
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    list(APPEND HW_LINK_LIBS lua)
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    add_flag_append(CMAKE_Pascal_FLAGS "-XLAlua=${lua_output_name}")
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endif()
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if(NOT PHYSFS_FOUND)
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    add_definitions(-dPHYSFS_INTERNAL)
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    list(APPEND HW_LINK_LIBS physfs)
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    #-XLA is a beta fpc flag that renames libraries before passing them to the linker
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    #we also have to pass PHYSFS_INTERNAL to satisfy windows runtime requirements
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    #(should be harmless on other platforms)
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    add_flag_append(CMAKE_Pascal_FLAGS "-Fl${LIBRARY_OUTPUT_PATH} -XLAphysfs=${physfs_output_name}")
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endif()
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list(APPEND HW_LINK_LIBS physlayer)
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#Mix_Init/Mix_Quit from SDL_mixer 1.2.10
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check_library_exists(${SDLMIXER_LIBRARY} Mix_Init "" HAVE_MIXINIT)
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if(HAVE_MIXINIT)
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    add_definitions(-dSDL_MIXER_NEWER)
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endif(HAVE_MIXINIT)
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#IMG_Init/IMG_Quit from SDL_image 1.2.8
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check_library_exists(${SDLIMAGE_LIBRARY} IMG_Init "" HAVE_IMGINIT)
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if(HAVE_IMGINIT)
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    add_definitions(-dSDL_IMAGE_NEWER)
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endif(HAVE_IMGINIT)
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#needs to be last
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add_definitions(-dDEBUGFILE)
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#SOURCE AND PROGRAMS SECTION
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if(BUILD_ENGINE_LIBRARY)
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    message("***Engine will be built as library (experimental)***")
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    if(APPLE AND current_macosx_version VERSION_GREATER "10.5")
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        # due to compiler/linker issues on Max OS X 10.6 -k-no_order_inits is needed to avoid linking fail
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        add_flag_prepend(CMAKE_Pascal_FLAGS "-k-no_order_inits")
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    endif()
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    #workaround for missing <TARGET> support during object generation
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    set(engine_output_name "${CMAKE_SHARED_LIBRARY_PREFIX}hwengine${CMAKE_SHARED_LIBRARY_SUFFIX}")
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    set(destination_dir ${target_library_install_dir})
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    add_flag_prepend(CMAKE_Pascal_FLAGS "-o${LIBRARY_OUTPUT_PATH}/${engine_output_name}")
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    add_definitions(-dHWLIBRARY)
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    add_library(hwengine SHARED ${engine_sources} hwLibrary.pas)
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else()
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    # no need to change name here because target has same name
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    set(engine_output_name "hwengine${CMAKE_EXECUTABLE_SUFFIX}")
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    set(destination_dir ${target_binary_install_dir})
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    add_executable(hwengine ${engine_sources})
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endif()
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#even though not actually used, this will trigger relink if any lib changes
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target_link_libraries(hwengine ${HW_LINK_LIBS})
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install(PROGRAMS "${EXECUTABLE_OUTPUT_PATH}/${engine_output_name}" DESTINATION ${destination_dir})