#the usual set of dependencies find_package(OpenGL REQUIRED) find_package(GLEW REQUIRED) find_package(SDL2 REQUIRED) find_package(SDL2_mixer REQUIRED) find_package(SDL2_net REQUIRED) find_package(SDL2_image REQUIRED) find_package(SDL2_ttf REQUIRED) #compile our rtl implementation include_directories(${GLEW_INCLUDE_DIR}) include_directories(${CMAKE_CURRENT_SOURCE_DIR}/rtl) include_directories(${PHYSFS_INCLUDE_DIR}) include_directories(${PHYSLAYER_INCLUDE_DIR}) include_directories(${LUA_INCLUDE_DIR}) include_directories(${SDL2_INCLUDE_DIR}) add_subdirectory(rtl) # convert list into pascal array if(FONTS_DIRS) list(LENGTH FONTS_DIRS ndirs) set(FONTS_DIRS_ARRAY "array [0..${ndirs}] of PChar = (") foreach(fontdir ${FONTS_DIRS}) set(FONTS_DIRS_ARRAY "${FONTS_DIRS_ARRAY}\n_P'${fontdir}',") endforeach(fontdir) set(FONTS_DIRS_ARRAY "${FONTS_DIRS_ARRAY}\nnil);\n") else(FONTS_DIRS) set(FONTS_DIRS_ARRAY "array [0..1] of PChar = (nil, nil);") endif(FONTS_DIRS) configure_file(${CMAKE_SOURCE_DIR}/hedgewars/config.inc.in ${CMAKE_CURRENT_BINARY_DIR}/config.inc) #get the list of pas files that are going to be converted and compiled file(GLOB engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/*.pas") #TODO: temporary until cmake can configure itself accordingly list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/uWeb.pas") list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/uVideoRec.pas") list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/uTouch.pas") list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/PNGh.pas") list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/pas2cSystem.pas") list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/pas2cRedo.pas") list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/hwLibrary.pas") list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/uMatrix.pas") #remove and readd hwengine so that it is compiled first, compiling every other file in the process list(REMOVE_ITEM engine_sources_pas ${CMAKE_SOURCE_DIR}/hedgewars/hwengine.pas) list(APPEND engine_sources_pas ${CMAKE_SOURCE_DIR}/hedgewars/hwengine.pas) #process files .pas -> .c foreach(sourcefile ${engine_sources_pas}) get_filename_component(sourcename ${sourcefile} NAME_WE) #drops .pas list(APPEND engine_sources "${CMAKE_CURRENT_BINARY_DIR}/${sourcename}.c") endforeach() #add again files for external functions and for fpcrtl_ functions list(APPEND engine_sources_pas ${CMAKE_SOURCE_DIR}/hedgewars/pas2cSystem.pas) list(APPEND engine_sources_pas ${CMAKE_SOURCE_DIR}/hedgewars/pas2cRedo.pas) set(pas2c_args -n hwengine -i ${CMAKE_SOURCE_DIR}/hedgewars -o ${CMAKE_CURRENT_BINARY_DIR} -a ${CMAKE_CURRENT_BINARY_DIR} -d ENDIAN_LITTLE -d DEBUGFILE) if(BUILD_ENGINE_JS) set(pas2c_args ${pas2c_args} -d WEBGL) endif() #invoke pas2c on main module, it will call all the others add_custom_command(OUTPUT ${engine_sources} COMMAND "${EXECUTABLE_OUTPUT_PATH}/pas2c${CMAKE_EXECUTABLE_SUFFIX}" ARGS ${pas2c_args} DEPENDS pas2c #converter tool ${engine_sources_pas} #original pascal file ) #wrap conversion for all source in this command add_custom_target(engine_c DEPENDS ${engine_sources}) #compile the c files add_definitions(-DPAS2C) add_definitions(-Werror=incompatible-pointer-types) add_executable(hwengine WIN32 ${engine_sources}) if(BUILD_ENGINE_JS) set_target_properties(hwengine PROPERTIES SUFFIX ".html") endif() target_link_libraries(hwengine fpcrtl ${LUA_LIBRARY} ${OPENGL_LIBRARY} ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY} ${SDL2_NET_LIBRARY} ${SDL2_IMAGE_LIBRARY} ${SDL2_TTF_LIBRARY} ${GLEW_LIBRARY} physfs physlayer m #TODO: add other libraries ) install(PROGRAMS "${EXECUTABLE_OUTPUT_PATH}/hwengine${CMAKE_EXECUTABLE_SUFFIX}" DESTINATION ${target_binary_install_dir})