CMakeLists.txt
author nemo
Tue, 30 Apr 2019 09:36:13 -0400
changeset 14859 8d65728c4ed0
parent 14858 13589d529899
child 14992 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...

project(hedgewars)


#initialise cmake environment
cmake_minimum_required(VERSION 2.6.4)
foreach(hwpolicy CMP0003 CMP0012 CMP0017 CMP0018)
    if(POLICY ${hwpolicy})
        cmake_policy(SET ${hwpolicy} NEW)
    endif()
endforeach()

foreach(hwpolicy CMP0026 CMP0068)
    if(POLICY ${hwpolicy})
        cmake_policy(SET ${hwpolicy} OLD)
    endif()
endforeach()

set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake_modules")
include(${CMAKE_MODULE_PATH}/utils.cmake)

#possible cmake configuration
option(NOSERVER "Disable gameServer build (off)" OFF)
option(NOPNG "Disable screenshoot compression (off)" OFF)
option(NOVIDEOREC "Disable video recording (off)" OFF)

#libraries are built shared unless explicitly added as a static
option(BUILD_SHARED_LIBS "Build libraries as shared modules (on)" ON)

if(WIN32 OR APPLE)
    option(LUA_SYSTEM "Use system lua (off)" OFF)
else()
    option(LUA_SYSTEM "Use system lua (on)" ON)
endif()

option(BUILD_ENGINE_LIBRARY "Enable hwengine library (off)" OFF)
option(ANDROID "Enable Android build (off)" OFF)

option(MINIMAL_FLAGS "Respect system flags as much as possible (off)" OFF)
option(NOAUTOUPDATE "Disable OS X Sparkle update checking (off)" OFF)
option(SKIPBUNDLE "Do not create relocate bundle (off)" OFF)

option(BUILD_ENGINE_C "Compile hwengine as native C (off)" OFF)
option(BUILD_ENGINE_JS "Compile hwengine as javascript (off)" OFF)
option(GL2 "Enable OpenGL 2 rendering !!!EXPERIMENTAL - DO NOT USE!!! [default: off)" OFF)

set(GHFLAGS "" CACHE STRING "Additional Haskell flags")
if(UNIX AND NOT APPLE)
    set(DATA_INSTALL_DIR "share/hedgewars" CACHE STRING "Resource folder path")
endif()

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)


if(BUILD_ENGINE_JS)
    if(NOT CMAKE_TOOLCHAIN_FILE)
        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")
    endif()

    set(BUILD_ENGINE_C ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
    set(BUILD_ENGINE_LIBRARY ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
    set(NOAUTOUPDATE ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
    set(LUA_SYSTEM OFF CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
    set(NOVIDEOREC ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
    set(NOSERVER ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
    set(GL2 ON CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)
    set(BUILD_SHARED_LIBS OFF CACHE STRING "Required for BUILD_ENGINE_JS" FORCE)

    set(target_binary_install_dir "bin" CACHE PATH "install dest for binaries")
    set(target_library_install_dir "lib" CACHE PATH "install dest for libs")
endif()

if("${CMAKE_SIZEOF_VOID_P}" EQUAL "4" AND UNIX AND NOT APPLE)
    set(BUILD_ENGINE_C ON CACHE STRING "PAS2C force-enabled due to a freepascal 32 bit alignment bug" FORCE)
endif()

#system paths for finding required fonts (see share/hedgewars/Data/fonts)
#subdirectories will NOT be searched.
#all fonts that can't be found will be bundled with hedgewars
set(FONTS_DIRS "" CACHE STRING "Additional paths to folders where required fonts can be found ( ; is separator)")

#versioning
set(CPACK_PACKAGE_VERSION_MAJOR 1)
set(CPACK_PACKAGE_VERSION_MINOR 0)
set(CPACK_PACKAGE_VERSION_PATCH 0)
set(HEDGEWARS_PROTO_VER 58)
if((CMAKE_BUILD_TYPE MATCHES "RELEASE") OR (CMAKE_BUILD_TYPE MATCHES "RELWITHDEBUGINFO"))
    set(HEDGEWARS_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}")
else()
    set(HEDGEWARS_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}-dev")
endif()
include(${CMAKE_MODULE_PATH}/revinfo.cmake)

message(STATUS "Building ${HEDGEWARS_VERSION}-r${HEDGEWARS_REVISION} (${HEDGEWARS_HASH})")

#io library paths
include(${CMAKE_MODULE_PATH}/paths.cmake)
#general utilities
include(${CMAKE_MODULE_PATH}/utils.cmake)
#platform specific init code
include(${CMAKE_MODULE_PATH}/platform.cmake)


#when build type is not specified, assume Debug/Release according to build version information
if(CMAKE_BUILD_TYPE)
    string(TOUPPER ${CMAKE_BUILD_TYPE} CMAKE_BUILD_TYPE)
    if(NOT((CMAKE_BUILD_TYPE MATCHES "RELEASE") OR
           (CMAKE_BUILD_TYPE MATCHES "DEBUG") OR
           (CMAKE_BUILD_TYPE MATCHES "RELWITHDEBINFO")))
        set(CMAKE_BUILD_TYPE ${default_build_type} CACHE STRING "Build type (Debug/Release/RelWithDebInfo)" FORCE)
        message(STATUS "Unknown build type ${CMAKE_BUILD_TYPE}, using default (${default_build_type})")
    endif()
else(CMAKE_BUILD_TYPE)
    set(CMAKE_BUILD_TYPE ${default_build_type} CACHE STRING "Build type (Debug/Release/RelWithDebInfo)" FORCE)
endif(CMAKE_BUILD_TYPE)


#perform safe check that enable/disable compilation features
#skip when crosscompiling to javascript
if(NOT BUILD_ENGINE_JS)
    include(${CMAKE_MODULE_PATH}/compilerchecks.cmake)
endif()

#set default compiler flags
if(WIN32 AND VCPKG_TOOLCHAIN)
    add_flag_append(CMAKE_C_FLAGS "/DWIN32_VCPKG /Wall")
    add_flag_append(CMAKE_C_FLAGS_RELEASE "/Ox")
    add_flag_append(CMAKE_C_FLAGS_DEBUG "/Od")
    add_flag_append(CMAKE_CXX_FLAGS "/DWIN32_VCPKG /Wall")
    add_flag_append(CMAKE_CXX_FLAGS_RELEASE "/Ox")
    add_flag_append(CMAKE_CXX_FLAGS_DEBUG "/Od")    
else()
    add_flag_append(CMAKE_C_FLAGS "-Wall -pipe")
    add_flag_append(CMAKE_C_FLAGS_RELEASE "-O2")
    add_flag_append(CMAKE_C_FLAGS_DEBUG "-Wextra -O0")
    add_flag_append(CMAKE_CXX_FLAGS "-Wall -pipe")
    add_flag_append(CMAKE_CXX_FLAGS_RELEASE "-O2")
    add_flag_append(CMAKE_CXX_FLAGS_DEBUG "-Wextra -O0")    
endif()       

#CMake adds a lot of additional configuration flags, so let's clear them up
if(MINIMAL_FLAGS)
    unset(CMAKE_C_FLAGS_RELEASE)
    unset(CMAKE_C_FLAGS_DEBUG)
    unset(CMAKE_CXX_FLAGS_RELEASE)
    unset(CMAKE_CXX_FLAGS_DEBUG)
endif()


#parse additional parameters
if(GHFLAGS)
    if(${CMAKE_VERSION} VERSION_GREATER 2.6)
        separate_arguments(ghflags_parsed UNIX_COMMAND ${GHFLAGS})
    else()
        message("*** GHFLAGS are available only when using CMake >= 2.8 ***")
    endif()
endif()


#get BUILD_TYPE and enable/disable optimisation
message(STATUS "Using ${CMAKE_BUILD_TYPE} configuration")
if(CMAKE_BUILD_TYPE MATCHES "DEBUG")
    list(APPEND haskell_flags "-Wall"       # all warnings
                              "-debug"      # debug mode
                              "-fno-warn-unused-do-bind"
                              "-O0"
                              )
else()
    list(APPEND haskell_flags "-w" # no warnings
                              "-O2"
                              )
endif()


#build engine without freepascal
if(BUILD_ENGINE_C AND NOT BUILD_ENGINE_JS)
    find_package(Clang REQUIRED)

    if(${CLANG_VERSION} VERSION_LESS "3.0")
        message(FATAL_ERROR "LLVM/Clang compiler required version is 3.0 but version ${CLANG_VERSION} was found!")
    endif()

    set(CMAKE_C_COMPILER ${CLANG_EXECUTABLE})
    set(CMAKE_CXX_COMPILER ${CLANG_EXECUTABLE})
endif()


#server
if(NOT NOSERVER)
    add_subdirectory(gameServer)
endif()


#lua discovery
if(LUA_SYSTEM)
    if(NOT LUA_LIBRARY OR NOT LUA_INCLUDE_DIR)
        find_package(Lua)
    endif()

    if(LUA_LIBRARY AND LUA_INCLUDE_DIR)
        #use an IMPORTED tharget so that we can just use 'lua' to link
        add_library(lua UNKNOWN IMPORTED)
        set_target_properties(lua PROPERTIES IMPORTED_LOCATION ${LUA_LIBRARY})
    else()
        message(FATAL_ERROR "Missing Lua! Rerun cmake with -DLUA_SYSTEM=off to build the internal version")
    endif()
else()
    if(NOT LUA_LIBRARY OR NOT LUA_INCLUDE_DIR)
        message(STATUS "LUA will be provided by the bundled sources")
    endif()
    set(lua_output_name "hwlua")
    add_subdirectory(misc/liblua)
endif()


#physfs discovery
if(NOT PHYSFS_LIBRARY OR NOT PHYSFS_INCLUDE_DIR)
    find_package(PhysFS)
endif()

find_file(physfs_h physfs.h ${PHYSFS_INCLUDE_DIR})
if(physfs_h)
    file(STRINGS ${physfs_h} physfs_majorversion REGEX "PHYSFS_VER_MAJOR[\t' ']+[0-9]+")
    file(STRINGS ${physfs_h} physfs_minorversion REGEX "PHYSFS_VER_MINOR[\t' ']+[0-9]+")
    file(STRINGS ${physfs_h} physfs_patchversion REGEX "PHYSFS_VER_PATCH[\t' ']+[0-9]+")
    string(REGEX MATCH "([0-9]+)" physfs_majorversion "${physfs_majorversion}")
    string(REGEX MATCH "([0-9]+)" physfs_minorversion "${physfs_minorversion}")
    string(REGEX MATCH "([0-9]+)" physfs_patchversion "${physfs_patchversion}")
    set(physfs_detected_ver "${physfs_majorversion}.${physfs_minorversion}.${physfs_patchversion}")

    if(${physfs_detected_ver} VERSION_LESS 3.0.0)
        message(FATAL_ERROR "PhysFS version is too old (detected ${physfs_detected_ver}, required 3.0.0)\n"
                            "Perform an update of PhysFS to fix this.")
    endif()
endif()

if(PHYSFS_LIBRARY AND PHYSFS_INCLUDE_DIR)
    #use an IMPORTED tharget so that we can just use 'physfs' to link
    add_library(physfs UNKNOWN IMPORTED)
    set_target_properties(physfs PROPERTIES IMPORTED_LOCATION ${PHYSFS_LIBRARY})
else()
    message(FATAL_ERROR "Missing PhysFS! Install PhysFS to fix this.")
endif()

find_package_or_disable_msg(LIBAV NOVIDEOREC "Video recording will not be built")

#physfs helper library
add_subdirectory(misc/libphyslayer)

#maybe this could be merged inside hedgewars/CMakeLists.txt
if(BUILD_ENGINE_C)
    #pascal to c converter
    add_subdirectory(tools/pas2c)
    add_subdirectory(project_files/hwc)
else()
    #main pascal engine
    add_subdirectory(hedgewars)
endif()

#Android related build scripts
#TODO: when ANDROID, BUILD_ENGINE_LIBRARY should be set
if(ANDROID)
    add_subdirectory(project_files/Android-build)
else(ANDROID)
    #skip frontend for javascript
    if(NOT BUILD_ENGINE_JS)
        add_subdirectory(QTfrontend)
        add_subdirectory(share)
    endif()

    add_subdirectory(bin)
    add_subdirectory(tools)
endif(ANDROID)

include(${CMAKE_MODULE_PATH}/cpackvars.cmake)

enable_testing()

add_custom_target(test_normal  COMMAND ${CMAKE_CTEST_COMMAND} -E '^todo/' --timeout 300 --schedule-random)
add_custom_target(test_verbose COMMAND ${CMAKE_CTEST_COMMAND} -E '^todo/' --timeout 300 --schedule-random -V)

set(LUATESTS_DIR "${CMAKE_SOURCE_DIR}/tests/lua")
set(TESTSDATA_DIR "${CMAKE_SOURCE_DIR}/share/hedgewars/Data")

# set set this to "" if you want to see what's going on
# TODO: engine should do this implicitly when running tests,
# unless some env var like HWENGINE_SHOWTESTS is set or something
set(STATSONLYFLAG "--stats-only")

# add all lua tests
file(GLOB_RECURSE luatests RELATIVE "${LUATESTS_DIR}" "${LUATESTS_DIR}/*.lua")
foreach(luatest ${luatests})
    add_test("${luatest}" "bin/hwengine" "--prefix" "${TESTSDATA_DIR}" "--nosound" "--nomusic" "${STATSONLYFLAG}" "--lua-test" "${LUATESTS_DIR}/${luatest}")
endforeach(luatest)