# HG changeset patch # User koda # Date 1352386316 0 # Node ID 889ad929cc8170ae5e48a90ddaeb81e6de3858a8 # Parent 5b5083dc6837c54e8b3577a1120cb4a00c75c4bf rename BUILD_ENGINE_LIBRARY to LIBENGINE option, so that no _ are used for cmake options diff -r 5b5083dc6837 -r 889ad929cc81 CMakeLists.txt --- a/CMakeLists.txt Thu Nov 08 14:46:55 2012 +0000 +++ b/CMakeLists.txt Thu Nov 08 14:51:56 2012 +0000 @@ -53,11 +53,11 @@ option(NOPNG "Disable screenshoot compression [default: auto]" OFF) option(NOVIDEOREC "Disable video recording [default: auto]" OFF) -option(BUILD_ENGINE_LIBRARY "Enable hwengine library [default: off]" OFF) option(ANDROID "Enable Android build [default: off]" OFF) option(WEBGL "Enable WebGL build (implies NOPASCAL) [default: off]" OFF) +option(LIBENGINE "Enable hwengine library [default: off]" OFF) + option(NOPASCAL "Compile hwengine as native C [default: off]" ${WEBGL}) - option(NOAUTOUPDATE "Disable OS X Sparkle update checking" OFF) option(CROSSAPPLE "Enable OSX when not on OSX [default: off]" OFF) @@ -265,8 +265,8 @@ add_subdirectory(project_files/Android-build) endif() - #TODO: when ANDROID, BUILD_ENGINE_LIBRARY should be set - if(NOT (BUILD_ENGINE_LIBRARY OR ANDROID)) + #TODO: when ANDROID, LIBENGINE should be set + if(NOT (LIBENGINE OR ANDROID)) add_subdirectory(bin) add_subdirectory(misc/quazip) add_subdirectory(QTfrontend) diff -r 5b5083dc6837 -r 889ad929cc81 hedgewars/CMakeLists.txt --- a/hedgewars/CMakeLists.txt Thu Nov 08 14:46:55 2012 +0000 +++ b/hedgewars/CMakeLists.txt Thu Nov 08 14:51:56 2012 +0000 @@ -79,7 +79,7 @@ ${CMAKE_CURRENT_BINARY_DIR}/config.inc ) -if(BUILD_ENGINE_LIBRARY) +if(LIBENGINE) message(STATUS "Engine will be built as library (experimental)") set(hwengine_project ${hedgewars_SOURCE_DIR}/hedgewars/hwLibrary.pas) set(pascal_flags "-dHWLIBRARY" ${pascal_flags}) @@ -97,7 +97,7 @@ if (APPLE) set(engine_output_name "hwengine.dylib") endif (APPLE) -endif(BUILD_ENGINE_LIBRARY) +endif(LIBENGINE) IF(FPC) set(fpc_executable ${FPC}) @@ -133,7 +133,7 @@ endif() #on OSX we need to provide the SDL_main() function when building as executable - if(NOT BUILD_ENGINE_LIBRARY) + if(NOT LIBENGINE) #let's look for the installed sdlmain file; if it is not found, let's build our own find_package(SDL REQUIRED) #remove the ";-framework Cocoa" from the SDL_LIBRARY variable