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CMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required( VERSION 2.4 )
if( COMMAND cmake_policy )
cmake_policy( SET CMP0003 NEW )
endif( COMMAND cmake_policy )
include( CheckCXXSourceCompiles )
include( CheckFunctionExists )
include( CheckCXXCompilerFlag )
include( FindPkgConfig )
include( FindOpenGL )
if( NOT APPLE )
option( NO_ASM "Disable assembly code" OFF )
else( NOT APPLE )
# At the moment asm code doesn't work with OS X, so disable by default
option( NO_ASM "Disable assembly code" ON )
endif( NOT APPLE )
if( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
option( NO_STRIP "Do not strip Release or MinSizeRel builds" )
# At least some versions of Xcode fail if you strip with the linker
# instead of the separate strip utility.
if( APPLE )
set( NO_STRIP ON )
endif( APPLE )
endif( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
option( DYN_FLUIDSYNTH "Dynamically load fluidsynth" )
if( CMAKE_SIZEOF_VOID_P MATCHES "8" )
set( X64 64 )
endif( CMAKE_SIZEOF_VOID_P MATCHES "8" )
# You can either use "make install" on the FMOD distribution to put it
# in standard system locations, or you can unpack the FMOD distribution
# in the root of the zdoom tree. e.g.:
# zdoom
# docs
# fmodapi<version>linux[64] -or simply- fmod
# jpeg-6b
# ...
# The recommended method is to put it in the zdoom tree, since its
# headers are unversioned. Especially now that we can't work properly
# with anything newer than 4.26.xx, you probably don't want to use
# a system-wide version.
# Construct version numbers for searching for the FMOD library on Linux.
set( MINOR_VERSIONS "50" "49" "48" "47" "46" "45" "44" "43" "42" "41"
"40" "39" "38" "37" "36" "35" "34" "33" "32" "31" "30" "29" "28"
"27" "26" "25" "24" "23" "22" "21" "20" "21" "19" "18" "17" "16"
"15" "14" "13" "12" "11" "10" "09" "08" "07" "06" "05" "04" "03"
"02" "01" "00" )
set( MAJOR_VERSIONS "44" "34" "28" "26" "24" "22" "20" )
set( FMOD_DIR_VERSIONS ${FMOD_DIR_VERSIONS} "../fmod" )
foreach( majver ${MAJOR_VERSIONS} )
foreach( minver ${MINOR_VERSIONS} )
set( FMOD_VERSIONS ${FMOD_VERSIONS} "fmodex${X64}-4.${majver}.${minver}" )
set( FMOD_DIR_VERSIONS ${FMOD_DIR_VERSIONS} "${CMAKE_HOME_DIRECTORY}/fmodapi4${majver}${minver}linux${X64}" )
endforeach( minver ${MINOR_VERSIONS} )
foreach( dir ${FMOD_DIR_VERSIONS} )
set( FMOD_LOCAL_INC_DIRS ${FMOD_LOCAL_INC_DIRS} "${dir}/api/inc" )
set( FMOD_LOCAL_LIB_DIRS ${FMOD_LOCAL_LIB_DIRS} "${dir}/api/lib" )
endforeach( dir ${FMOD_DIR_VERSIONS} )
endforeach( majver ${MAJOR_VERSIONS} )
if( WIN32 )
if( X64 )
set( WIN_TYPE Win64 )
set( XBITS x64 )
else( X64 )
set( WIN_TYPE Win32 )
set( XBITS x86 )
endif( X64 )
add_definitions( -D_WIN32 )
set( FMOD_SEARCH_PATHS
"C:/Program Files/FMOD SoundSystem/FMOD Programmers API ${WIN_TYPE}/api"
"C:/Program Files (x86)/FMOD SoundSystem/FMOD Programmers API ${WIN_TYPE}/api"
# This next one is for me.
"D:/portable/FMOD SoundSystem 4.26/FMOD Programmers API WIN32/api"
"E:/Software/Dev/FMOD/${WIN_TYPE}/api" )
set( FMOD_INC_PATH_SUFFIXES PATH_SUFFIXES inc )
set( FMOD_LIB_PATH_SUFFIXES PATH_SUFFIXES lib )
set( NASM_NAMES nasmw nasm )
find_path( D3D_INCLUDE_DIR d3d9.h
PATHS ENV DXSDK_DIR
PATH_SUFFIXES Include )
if( NOT D3D_INCLUDE_DIR )
message( SEND_ERROR "Could not find DirectX 9 header files" )
else( NOT D3D_INCLUDE_DIR )
include_directories( ${D3D_INCLUDE_DIR} )
endif( NOT D3D_INCLUDE_DIR )
find_path( XINPUT_INCLUDE_DIR xinput.h
PATHS ENV DXSDK_DIR
PATH_SUFFIXES Include )
if( NOT XINPUT_INCLUDE_DIR )
message( SEND_ERROR "Could not find xinput.h. XInput will be disabled." )
add_definitions( -DNO_XINPUT )
else( NOT XINPUT_INCLUDE_DIR )
include_directories( ${XINPUT_INCLUDE_DIR} )
endif( NOT XINPUT_INCLUDE_DIR )
find_library( DX_ddraw_LIBRARY ddraw
PATHS ENV DXSDK_DIR
PATH_SUFFIXES Lib Lib/${XBITS} )
find_library( DX_dxguid_LIBRARY dxguid
PATHS ENV DXSDK_DIR
PATH_SUFFIXES Lib Lib/${XBITS} )
find_library( DX_dinput8_LIBRARY dinput8
PATHS ENV DXSDK_DIR
PATH_SUFFIXES Lib Lib/${XBITS} )
set( DX_LIBS_FOUND YES )
if( NOT DX_ddraw_LIBRARY )
set( DX_LIBS_FOUND NO )
endif( NOT DX_ddraw_LIBRARY )
if( NOT DX_dxguid_LIBRARY )
set( DX_LIBS_FOUND NO )
endif( NOT DX_dxguid_LIBRARY )
if( NOT DX_dinput8_LIBRARY )
set( DX_LIBS_FOUND NO )
endif( NOT DX_dinput8_LIBRARY )
if( NOT DX_LIBS_FOUND )
message( FATAL_ERROR "Could not find DirectX 9 libraries" )
endif( NOT DX_LIBS_FOUND )
set( ZDOOM_LIBS
wsock32
winmm
"${DX_ddraw_LIBRARY}"
"${DX_dxguid_LIBRARY}"
"${DX_dinput8_LIBRARY}"
ole32
user32
gdi32
comctl32
comdlg32
ws2_32
setupapi
oleaut32 )
else( WIN32 )
if( APPLE )
set( FMOD_SEARCH_PATHS "/Developer/FMOD Programmers API Mac/api" )
set( FMOD_INC_PATH_SUFFIXES PATH_SUFFIXES inc )
set( FMOD_LIB_PATH_SUFFIXES PATH_SUFFIXES lib )
set( NO_GTK ON )
else( APPLE )
option( NO_GTK "Disable GTK+ dialogs (Not applicable to Windows)" )
option( VALGRIND "Add special Valgrind sequences to self-modifying code" )
set( FMOD_SEARCH_PATHS
/usr/local/include
/usr/local/include/fmodex
/usr/include
/usr/include/fmodex
/opt/local/include
/opt/local/include/fmodex
/opt/include
/opt/include/fmodex )
set( FMOD_INC_PATH_SUFFIXES PATH_SUFFIXES fmodex )
# Use GTK+ for the IWAD picker, if available.
if( NOT NO_GTK )
pkg_check_modules( GTK2 gtk+-2.0 )
if( GTK2_FOUND )
set( ZDOOM_LIBS ${ZDOOM_LIBS} ${GTK2_LIBRARIES} )
include_directories( ${GTK2_INCLUDE_DIRS} )
else( GTK2_FOUND )
set( NO_GTK ON )
endif( GTK2_FOUND )
endif( NOT NO_GTK )
# Check for Xcursor library and header files
find_library( XCURSOR_LIB Xcursor )
if( XCURSOR_LIB )
find_file( XCURSOR_HEADER "X11/Xcursor/Xcursor.h" )
if( XCURSOR_HEADER )
add_definitions( -DUSE_XCURSOR=1 )
message( STATUS "Found Xcursor at ${XCURSOR_LIB}" )
set( ZDOOM_LIBS ${ZDOOM_LIBS} ${XCURSOR_LIB} )
else( XCURSOR_HEADER )
unset( XCURSOR_LIB )
endif( XCURSOR_HEADER )
endif( XCURSOR_LIB )
endif( APPLE )
set( NASM_NAMES nasm )
if( NO_GTK )
add_definitions( -DNO_GTK=1 )
endif( NO_GTK )
# Non-Windows version also needs SDL
find_package( SDL )
if( NOT SDL_FOUND )
message( SEND_ERROR "SDL is required for building." )
endif( NOT SDL_FOUND )
set( ZDOOM_LIBS ${ZDOOM_LIBS} "${SDL_LIBRARY}" )
include_directories( "${SDL_INCLUDE_DIR}" )
find_path( FPU_CONTROL_DIR fpu_control.h )
if( FPU_CONTROL_DIR )
include_directories( ${FPU_CONTROL_DIR} )
add_definitions( -DHAVE_FPU_CONTROL )
endif( FPU_CONTROL_DIR )
endif( WIN32 )
if( X64 )
set( NO_ASM ON )
endif( X64 )
# Check if we have OpenGL
if( NOT OPENGL_FOUND )
message( FATAL_ERROR "OpenGL is required for building." )
endif( NOT OPENGL_FOUND )
if( NOT OPENGL_GLU_FOUND )
message( FATAL_ERROR "OpenGL GLU is required for building." )
endif( NOT OPENGL_GLU_FOUND )
set( ZDOOM_LIBS ${ZDOOM_LIBS} ${OPENGL_LIBRARIES} )
include_directories( ${OPENGL_INCLUDE_DIR} )
# Decide on the name of the FMOD library we want to use.
if( NOT FMOD_LIB_NAME AND MSVC )
set( FMOD_LIB_NAME fmodex${X64}_vc )
endif( NOT FMOD_LIB_NAME AND MSVC )
if( NOT FMOD_LIB_NAME AND BORLAND )
set( FMOD_LIB_NAME fmodex${X64}_bc )
endif( NOT FMOD_LIB_NAME AND BORLAND )
if( NOT FMOD_LIB_NAME )
set( FMOD_LIB_NAME fmodex${X64} )
endif( NOT FMOD_LIB_NAME )
# Search for FMOD include files
if( NOT WIN32 )
find_path( FMOD_INCLUDE_DIR fmod.hpp
PATHS ${FMOD_LOCAL_INC_DIRS} )
endif( NOT WIN32 )
if( NOT FMOD_INCLUDE_DIR )
find_path( FMOD_INCLUDE_DIR fmod.hpp
PATHS ${FMOD_SEARCH_PATHS}
${FMOD_INC_PATH_SUFFIXES} )
endif( NOT FMOD_INCLUDE_DIR )
if( FMOD_INCLUDE_DIR )
message( STATUS "FMOD include files found at ${FMOD_INCLUDE_DIR}" )
else( FMOD_INCLUDE_DIR )
message( SEND_ERROR "Could not find FMOD include files" )
endif( FMOD_INCLUDE_DIR )
# Search for FMOD library
if( WIN32 OR APPLE )
find_library( FMOD_LIBRARY ${FMOD_LIB_NAME}
PATHS ${FMOD_SEARCH_PATHS}
${FMOD_LIB_PATH_SUFFIXES} )
else( WIN32 OR APPLE )
find_library( FMOD_LIBRARY
NAMES ${FMOD_VERSIONS}
PATHS ${FMOD_LOCAL_LIB_DIRS} )
endif( WIN32 OR APPLE )
if( FMOD_LIBRARY )
message( STATUS "FMOD library found at ${FMOD_LIBRARY}" )
else( FMOD_LIBRARY )
message( SEND_ERROR "Could not find FMOD library" )
endif( FMOD_LIBRARY )
# Search for FluidSynth
find_package( FluidSynth )
# Search for NASM
if( NOT NO_ASM )
if( UNIX AND X64 )
find_program( GAS_PATH as )
if( GAS_PATH )
set( ASSEMBLER ${GAS_PATH} )
else( GAS_PATH )
message( STATUS "Could not find as. Disabling assembly code." )
set( NO_ASM ON )
endif( GAS_PATH )
else( UNIX AND X64 )
find_program( NASM_PATH NAMES ${NASM_NAMES} )
find_program( YASM_PATH yasm )
if( X64 )
if( YASM_PATH )
set( ASSEMBLER ${YASM_PATH} )
else( YASM_PATH )
message( STATUS "Could not find YASM. Disabling assembly code." )
set( NO_ASM ON )
endif( YASM_PATH )
else( X64 )
if( NASM_PATH )
set( ASSEMBLER ${NASM_PATH} )
else( NASM_PATH )
message( STATUS "Could not find NASM. Disabling assembly code." )
set( NO_ASM ON )
endif( NASM_PATH )
endif( X64 )
endif( UNIX AND X64 )
# I think the only reason there was a version requirement was because the
# executable name for Windows changed from 0.x to 2.0, right? This is
# how to do it in case I need to do something similar later.
# execute_process( COMMAND ${NASM_PATH} -v
# OUTPUT_VARIABLE NASM_VER_STRING )
# string( REGEX REPLACE ".*version ([0-9]+[.][0-9]+).*" "\\1" NASM_VER "${NASM_VER_STRING}" )
# if( NOT NASM_VER LESS 2 )
# message( SEND_ERROR "NASM version should be 2 or later. (Installed version is ${NASM_VER}.)" )
# endif( NOT NASM_VER LESS 2 )
endif( NOT NO_ASM )
if( NOT NO_ASM )
# Valgrind support is meaningless without assembly code.
if( VALGRIND )
add_definitions( -DVALGRIND_AWARE=1 )
# If you're Valgrinding, you probably want to keep symbols around.
set( NO_STRIP ON )
endif( VALGRIND )
# Tell CMake how to assemble our files
if( UNIX )
set( ASM_OUTPUT_EXTENSION .o )
if( X64 )
set( ASM_FLAGS )
set( ASM_SOURCE_EXTENSION .s )
else( X64 )
if( APPLE )
set( ASM_FLAGS -fmacho -DM_TARGET_MACHO )
else( APPLE )
set( ASM_FLAGS -felf -DM_TARGET_LINUX )
endif( APPLE )
set( ASM_FLAGS "${ASM_FLAGS}" -i${CMAKE_CURRENT_SOURCE_DIR}/ )
set( ASM_SOURCE_EXTENSION .asm )
endif( X64 )
else( UNIX )
set( ASM_OUTPUT_EXTENSION .obj )
set( ASM_SOURCE_EXTENSION .asm )
if( X64 )
set( ASM_FLAGS -f win64 -DWIN32 -DWIN64 )
else( X64 )
set( ASM_FLAGS -f win32 -DWIN32 -i${CMAKE_CURRENT_SOURCE_DIR}/ )
endif( X64 )
endif( UNIX )
if( WIN32 )
set( FIXRTEXT fixrtext )
endif( WIN32 )
message( STATUS "Selected assembler: ${ASSEMBLER}" )
MACRO( ADD_ASM_FILE indir infile )
set( ASM_OUTPUT_${infile} "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/zdoom.dir/${indir}/${infile}${ASM_OUTPUT_EXTENSION}" )
if( WIN32 )
set( FIXRTEXT_${infile} COMMAND ${FIXRTEXT} "${ASM_OUTPUT_${infile}}" )
endif( WIN32 )
add_custom_command( OUTPUT ${ASM_OUTPUT_${infile}}
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/zdoom.dir/${indir}
COMMAND ${ASSEMBLER} ${ASM_FLAGS} -o"${ASM_OUTPUT_${infile}}" "${CMAKE_CURRENT_SOURCE_DIR}/${indir}/${infile}${ASM_SOURCE_EXTENSION}"
${FIXRTEXT_${infile}}
DEPENDS ${indir}/${infile}.asm ${FIXRTEXT} )
set( ASM_SOURCES ${ASM_SOURCES} "${ASM_OUTPUT_${infile}}" )
ENDMACRO( ADD_ASM_FILE )
endif( NOT NO_ASM )
# OpenGL on OS X: Search for GLEW include files
if( APPLE )
find_path( GLEW_INCLUDE_DIR GL/glew.h
PATHS "/usr/include"
"/usr/local/include" )
if( GLEW_INCLUDE_DIR )
message( STATUS "GLEW include files found at ${GLEW_INCLUDE_DIR}" )
else( GLEW_INCLUDE_DIR )
message( SEND_ERROR "Could not find GLEW include files" )
endif( GLEW_INCLUDE_DIR )
endif( APPLE )
# Decide on SSE setup
set( SSE_MATTERS NO )
# SSE only matters on 32-bit targets. We check compiler flags to know if we can do it.
if( CMAKE_SIZEOF_VOID_P MATCHES "4" AND NOT CMAKE_OSX_ARCHITECTURES MATCHES ppc )
CHECK_CXX_COMPILER_FLAG( "-msse2 -mfpmath=sse" CAN_DO_MFPMATH )
CHECK_CXX_COMPILER_FLAG( -arch:SSE2 CAN_DO_ARCHSSE2 )
if( CAN_DO_MFPMATH )
set( SSE1_ENABLE "-msse -mfpmath=sse" )
set( SSE2_ENABLE "-msse2 -mfpmath=sse" )
set( SSE_MATTERS YES )
elseif( CAN_DO_ARCHSSE2 )
set( SSE1_ENABLE -arch:SSE )
set( SSE2_ENABLE -arch:SSE2 )
set( SSE_MATTERS YES )
endif( CAN_DO_MFPMATH )
endif( CMAKE_SIZEOF_VOID_P MATCHES "4" AND NOT CMAKE_OSX_ARCHITECTURES MATCHES ppc )
if( SSE_MATTERS )
if( WIN32 )
set( BACKPATCH 1 CACHE BOOL "Enable backpatching." )
else( WIN32 )
CHECK_FUNCTION_EXISTS(mprotect HAVE_MPROTECT)
if( HAVE_MPROTECT )
set( BACKPATCH 1 CACHE BOOL "Enable backpatching." )
else( HAVE_MPROTECT )
set( BACKPATCH 0 )
endif( HAVE_MPROTECT )
endif( WIN32 )
set( SSE 1 CACHE BOOL "Build SSE and SSE2 versions of key code." )
else( SSE_MATTERS )
set( BACKPATCH 0 )
endif( SSE_MATTERS )
# Set up flags for GCC
if( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
if( PROFILE )
set( CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -pg" )
set( CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -pg" )
set( CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -pg" )
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -pg" )
endif( PROFILE )
set( REL_CXX_FLAGS "-fno-rtti" )
if( NOT PROFILE )
set( REL_CXX_FLAGS "${REL_CXX_FLAGS} -fomit-frame-pointer" )
endif( NOT PROFILE )
set( CMAKE_CXX_FLAGS_RELEASE "${REL_CXX_FLAGS} ${CMAKE_CXX_FLAGS_RELEASE}" )
set( CMAKE_CXX_FLAGS_MINSIZEREL "${REL_CXX_FLAGS} ${CMAKE_CXX_FLAGS_MINSIZEREL}" )
set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${REL_CXX_FLAGS} ${CMAKE_CXX_FLAGS_RELWITHDEBINFO}" )
set( CMAKE_CXX_FLAGS "-Wall -Wno-unused -Wextra -Wno-missing-field-initializers ${CMAKE_CXX_FLAGS}" )
# Remove extra warnings when using the official DirectX headers.
# Also, TDM-GCC 4.4.0 no longer accepts glibc-style printf formats as valid,
# which is a royal pain. The previous version I had been using was fine with them.
if( WIN32 )
set( CMAKE_CXX_FLAGS "-Wno-unknown-pragmas -Wno-comment -Wno-format ${CMAKE_CXX_FLAGS}" )
endif( WIN32 )
if( NOT NO_STRIP )
set (CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} -s" )
set (CMAKE_EXE_LINKER_FLAGS_MINSIZEREL "${CMAKE_EXE_LINKER_FLAGS_MINSIZEREL} -s" )
endif( NOT NO_STRIP )
endif( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
# Check for functions that may or may not exist.
CHECK_FUNCTION_EXISTS( filelength FILELENGTH_EXISTS )
if( FILELENGTH_EXISTS )
add_definitions( -DHAVE_FILELENGTH=1 )
endif( FILELENGTH_EXISTS )
CHECK_FUNCTION_EXISTS( strupr STRUPR_EXISTS )
if( NOT STRUPR_EXISTS )
add_definitions( -DNEED_STRUPR=1 )
endif( NOT STRUPR_EXISTS )
CHECK_FUNCTION_EXISTS( stricmp STRICMP_EXISTS )
if( NOT STRICMP_EXISTS )
add_definitions( -Dstricmp=strcasecmp )
endif( NOT STRICMP_EXISTS )
CHECK_FUNCTION_EXISTS( strnicmp STRNICMP_EXISTS )
if( NOT STRNICMP_EXISTS )
add_definitions( -Dstrnicmp=strncasecmp )
endif( NOT STRNICMP_EXISTS )
if( NOT MSVC )
add_definitions( -D__forceinline=inline )
endif( NOT MSVC )
if( UNIX )
CHECK_LIBRARY_EXISTS( rt clock_gettime "" CLOCK_GETTIME_IN_RT )
if( NOT CLOCK_GETTIME_IN_RT )
CHECK_FUNCTION_EXISTS( clock_gettime CLOCK_GETTIME_EXISTS )
if( NOT CLOCK_GETTIME_EXISTS )
message( STATUS "Could not find clock_gettime. Timing statistics will not be available." )
add_definitions( -DNO_CLOCK_GETTIME )
endif( NOT CLOCK_GETTIME_EXISTS )
else( NOT CLOCK_GETTIME_IN_RT )
set( ZDOOM_LIBS ${ZDOOM_LIBS} rt )
endif( NOT CLOCK_GETTIME_IN_RT )
endif( UNIX )
CHECK_CXX_SOURCE_COMPILES(
"#include <stdarg.h>
int main() { va_list list1, list2; va_copy(list1, list2); return 0; }"
HAS_VA_COPY )
if( NOT HAS_VA_COPY )
CHECK_CXX_SOURCE_COMPILES(
"#include <stdarg.h>
int main() { va_list list1, list2; __va_copy(list1, list2); return 0; }"
HAS___VA_COPY )
if( HAS___VA_COPY )
add_definitions( -Dva_copy=__va_copy )
else( HAS___VA_COPY )
add_definitions( -DNO_VA_COPY )
endif( HAS___VA_COPY )
endif( NOT HAS_VA_COPY )
# Flags
if( BACKPATCH )
add_definitions( -DBACKPATCH )
endif( BACKPATCH )
# Update gitinfo.h
get_target_property( UPDATEREVISION_EXE updaterevision LOCATION )
add_custom_target( revision_check ALL
COMMAND ${UPDATEREVISION_EXE} src/gitinfo.h
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
DEPENDS updaterevision )
# Libraries ZDoom needs
message( STATUS "Fluid synth libs: ${FLUIDSYNTH_LIBRARIES}" )
set( ZDOOM_LIBS ${ZDOOM_LIBS} "${ZLIB_LIBRARIES}" "${JPEG_LIBRARIES}" "${BZIP2_LIBRARIES}" "${FMOD_LIBRARY}" )
include_directories( "${ZLIB_INCLUDE_DIR}" "${FMOD_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" )
if( FLUIDSYNTH_FOUND )
if( NOT DYN_FLUIDSYNTH)
set( ZDOOM_LIBS ${ZDOOM_LIBS} "${FLUIDSYNTH_LIBRARIES}" )
include_directories( "${FLUIDSYNTH_INCLUDE_DIR}" )
endif( NOT DYN_FLUIDSYNTH )
endif( FLUIDSYNTH_FOUND )
# OpenGL on OS X: GLEW include directory
if( APPLE )
include_directories( "${GLEW_INCLUDE_DIR}" )
endif( APPLE )
# Start defining source files for ZDoom
set( PLAT_WIN32_SOURCES
win32/eaxedit.cpp
win32/fb_d3d9.cpp
win32/fb_d3d9_wipe.cpp
win32/fb_ddraw.cpp
win32/hardware.cpp
win32/helperthread.cpp
win32/i_cd.cpp
win32/i_crash.cpp
win32/i_input.cpp
win32/i_keyboard.cpp
win32/i_mouse.cpp
win32/i_dijoy.cpp
win32/i_rawps2.cpp
win32/i_xinput.cpp
win32/i_main.cpp
win32/i_movie.cpp
win32/i_system.cpp
win32/st_start.cpp
win32/win32gliface.cpp
win32/win32video.cpp )
set( PLAT_SDL_SOURCES
sdl/crashcatcher.c
sdl/hardware.cpp
sdl/i_cd.cpp
sdl/i_input.cpp
sdl/i_joystick.cpp
sdl/i_main.cpp
sdl/i_movie.cpp
sdl/i_system.cpp
sdl/sdlvideo.cpp
sdl/sdlglvideo.cpp
sdl/st_start.cpp )
set( PLAT_MAC_SOURCES
sdl/SDLMain.m
sdl/iwadpicker_cocoa.mm
sdl/i_system_cocoa.mm )
if( WIN32 )
set( SYSTEM_SOURCES_DIR win32 )
set( SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} )
set( OTHER_SYSTEM_SOURCES ${PLAT_SDL_SOURCES} ${PLAT_MAC_SOURCES} )
if( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
# CMake is not set up to compile and link rc files with GCC. :(
add_custom_command( OUTPUT zdoom-rc.o
COMMAND windres -o zdoom-rc.o -i ${CMAKE_CURRENT_SOURCE_DIR}/win32/zdoom.rc
DEPENDS win32/zdoom.rc )
set( SYSTEM_SOURCES ${SYSTEM_SOURCES} zdoom-rc.o )
else( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
set( SYSTEM_SOURCES ${SYSTEM_SOURCES} win32/zdoom.rc )
endif( "${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang" )
# [BB] Maxim Stepin's hq2x/3x/4x pixel upsampling algorithm as library. Currently only used with VC++.
if( MSVC )
set( SYSTEM_SOURCES
${SYSTEM_SOURCES}
gl/hqnx/Image.cpp
gl/hqnx/hq2x.cpp
gl/hqnx/hq3x.cpp
gl/hqnx/hq4x.cpp
)
endif( MSVC )
else( WIN32 )
set( SYSTEM_SOURCES_DIR sdl )
set( SYSTEM_SOURCES ${PLAT_SDL_SOURCES} )
if( APPLE )
set( SYSTEM_SOURCES ${SYSTEM_SOURCES} ${PLAT_MAC_SOURCES} )
set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} )
else( APPLE )
set( OTHER_SYSTEM_SOURCES ${PLAT_WIN32_SOURCES} ${PLAT_MAC_SOURCES} )
endif( APPLE )
endif( WIN32 )
if( NO_ASM )
add_definitions( -DNOASM )
else( NO_ASM )
if( X64 )
ADD_ASM_FILE( asm_x86_64 tmap3 )
else( X64 )
ADD_ASM_FILE( asm_ia32 a )
ADD_ASM_FILE( asm_ia32 misc )
ADD_ASM_FILE( asm_ia32 tmap )
ADD_ASM_FILE( asm_ia32 tmap2 )
ADD_ASM_FILE( asm_ia32 tmap3 )
endif( X64 )
endif( NO_ASM )
get_target_property( LEMON_EXE lemon LOCATION )
get_target_property( RE2C_EXE re2c LOCATION )
add_custom_command( OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/xlat_parser.c ${CMAKE_CURRENT_BINARY_DIR}/xlat_parser.h
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${CMAKE_CURRENT_SOURCE_DIR}/xlat/xlat_parser.y .
COMMAND ${LEMON_EXE} xlat_parser.y
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
DEPENDS lemon ${CMAKE_CURRENT_SOURCE_DIR}/xlat/xlat_parser.y )
add_custom_command( OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/sc_man_scanner.h
COMMAND ${RE2C_EXE} --no-generation-date -s -o ${CMAKE_CURRENT_BINARY_DIR}/sc_man_scanner.h ${CMAKE_CURRENT_SOURCE_DIR}/sc_man_scanner.re
DEPENDS re2c ${CMAKE_CURRENT_SOURCE_DIR}/sc_man_scanner.re )
include_directories( ${CMAKE_CURRENT_BINARY_DIR} )
if( SSE_MATTERS )
if( SSE )
set( X86_SOURCES nodebuild_classify_sse2.cpp )
set_source_files_properties( nodebuild_classify_sse2.cpp PROPERTIES COMPILE_FLAGS "${SSE2_ENABLE}" )
else( SSE )
add_definitions( -DDISABLE_SSE )
endif( SSE )
else( SSE_MATTERS )
add_definitions( -DDISABLE_SSE )
set( X86_SOURCES )
endif( SSE_MATTERS )
if( DYN_FLUIDSYNTH )
add_definitions( -DHAVE_FLUIDSYNTH -DDYN_FLUIDSYNTH )
elseif( FLUIDSYNTH_FOUND )
add_definitions( -DHAVE_FLUIDSYNTH )
endif( DYN_FLUIDSYNTH )
# Project files should be aware of the header files. We can GLOB these since
# there's generally a new cpp for every header so this file will get changed
if( WIN32 )
set( EXTRA_HEADER_DIRS win32/*.h )
else( WIN32 )
set( EXTRA_HEADER_DIRS sdl/*.h )
endif( WIN32 )
file( GLOB HEADER_FILES
${EXTRA_HEADER_DIRS}
fragglescript/*.h
g_doom/*.h
g_heretic/*.h
g_hexen/*.h
g_raven/*.h
g_shared/*.h
g_strife/*.h
intermission/*.h
menu/*.h
oplsynth/*.h
oplsynth/dosbox/*.h
r_data/*.h
resourcefiles/*.h
sdl/*.h
sfmt/*.h
sound/*.h
textures/*.h
thingdef/*.h
xlat/*.h
gl/*.h
gl/api/*.h
gl/data/*.h
gl/dynlights/*.h
gl/hqnx/*.h
gl/models/*.h
gl/renderer/*.h
gl/scene/*.h
gl/shaders/*.h
gl/system/*.h
gl/textures/*.h
gl/utility/*.h
*.h
)
# These files will be flagged as "headers" so that they appear in project files
# without being compiled.
set( NOT_COMPILED_SOURCE_FILES
${OTHER_SYSTEM_SOURCES}
sc_man_scanner.h
sc_man_scanner.re
g_doom/a_arachnotron.cpp
g_doom/a_archvile.cpp
g_doom/a_bossbrain.cpp
g_doom/a_bruiser.cpp
g_doom/a_cacodemon.cpp
g_doom/a_cyberdemon.cpp
g_doom/a_demon.cpp
g_doom/a_doomimp.cpp
g_doom/a_doomweaps.cpp
g_doom/a_fatso.cpp
g_doom/a_keen.cpp
g_doom/a_lostsoul.cpp
g_doom/a_painelemental.cpp
g_doom/a_possessed.cpp
g_doom/a_revenant.cpp
g_doom/a_scriptedmarine.cpp
g_doom/a_spidermaster.cpp
g_heretic/a_chicken.cpp
g_heretic/a_dsparil.cpp
g_heretic/a_hereticartifacts.cpp
g_heretic/a_hereticimp.cpp
g_heretic/a_hereticweaps.cpp
g_heretic/a_ironlich.cpp
g_heretic/a_knight.cpp
g_heretic/a_wizard.cpp
g_hexen/a_bats.cpp
g_hexen/a_bishop.cpp
g_hexen/a_blastradius.cpp
g_hexen/a_boostarmor.cpp
g_hexen/a_centaur.cpp
g_hexen/a_clericflame.cpp
g_hexen/a_clericholy.cpp
g_hexen/a_clericmace.cpp
g_hexen/a_clericstaff.cpp
g_hexen/a_dragon.cpp
g_hexen/a_fighteraxe.cpp
g_hexen/a_fighterhammer.cpp
g_hexen/a_fighterplayer.cpp
g_hexen/a_fighterquietus.cpp
g_hexen/a_firedemon.cpp
g_hexen/a_flechette.cpp
g_hexen/a_fog.cpp
g_hexen/a_healingradius.cpp
g_hexen/a_heresiarch.cpp
g_hexen/a_hexenspecialdecs.cpp
g_hexen/a_iceguy.cpp
g_hexen/a_korax.cpp
g_hexen/a_magecone.cpp
g_hexen/a_magelightning.cpp
g_hexen/a_magestaff.cpp
g_hexen/a_pig.cpp
g_hexen/a_serpent.cpp
g_hexen/a_spike.cpp
g_hexen/a_summon.cpp
g_hexen/a_teleportother.cpp
g_hexen/a_wraith.cpp
g_strife/a_acolyte.cpp
g_strife/a_alienspectres.cpp
g_strife/a_coin.cpp
g_strife/a_crusader.cpp
g_strife/a_entityboss.cpp
g_strife/a_inquisitor.cpp
g_strife/a_oracle.cpp
g_strife/a_programmer.cpp
g_strife/a_reaver.cpp
g_strife/a_rebels.cpp
g_strife/a_sentinel.cpp
g_strife/a_stalker.cpp
g_strife/a_strifeitems.cpp
g_strife/a_strifeweapons.cpp
g_strife/a_templar.cpp
g_strife/a_thingstoblowup.cpp
g_shared/sbarinfo_commands.cpp
xlat/xlat_parser.y
xlat_parser.c
xlat_parser.h
# We could have the ASM macro add these files, but it wouldn't add all
# platforms.
asm_ia32/a.asm
asm_ia32/misc.asm
asm_ia32/tmap.asm
asm_ia32/tmap2.asm
asm_ia32/tmap3.asm
asm_x86_64/tmap3.asm
asm_x86_64/tmap3.s
)
add_executable( zdoom WIN32
${HEADER_FILES}
${NOT_COMPILED_SOURCE_FILES}
autostart.cpp
${ASM_SOURCES}
${SYSTEM_SOURCES}
${X86_SOURCES}
x86.cpp
actorptrselect.cpp
am_map.cpp
b_bot.cpp
b_func.cpp
b_game.cpp
b_move.cpp
b_think.cpp
bbannouncer.cpp
c_bind.cpp
c_cmds.cpp
c_console.cpp
c_cvars.cpp
c_dispatch.cpp
c_expr.cpp
cmdlib.cpp
colormatcher.cpp
compatibility.cpp
configfile.cpp
ct_chat.cpp
d_dehacked.cpp
d_iwad.cpp
d_main.cpp
d_net.cpp
d_netinfo.cpp
d_protocol.cpp
decallib.cpp
dobject.cpp
dobjgc.cpp
dobjtype.cpp
doomdef.cpp
doomstat.cpp
dsectoreffect.cpp
dthinker.cpp
f_wipe.cpp
farchive.cpp
files.cpp
g_game.cpp
g_hub.cpp
g_level.cpp
g_mapinfo.cpp
g_skill.cpp
gameconfigfile.cpp
gi.cpp
gitinfo.cpp
hu_scores.cpp
i_net.cpp
info.cpp
keysections.cpp
lumpconfigfile.cpp
m_alloc.cpp
m_argv.cpp
m_bbox.cpp
m_cheat.cpp
m_joy.cpp
m_misc.cpp
m_png.cpp
m_random.cpp
m_specialpaths.cpp
memarena.cpp
md5.cpp
name.cpp
nodebuild.cpp
nodebuild_classify_nosse2.cpp
nodebuild_events.cpp
nodebuild_extract.cpp
nodebuild_gl.cpp
nodebuild_utility.cpp
p_3dfloors.cpp
p_3dmidtex.cpp
p_acs.cpp
p_buildmap.cpp
p_ceiling.cpp
p_conversation.cpp
p_doors.cpp
p_effect.cpp
p_enemy.cpp
p_floor.cpp
p_glnodes.cpp
p_interaction.cpp
p_lights.cpp
p_linkedsectors.cpp
p_lnspec.cpp
p_map.cpp
p_maputl.cpp
p_mobj.cpp
p_pillar.cpp
p_plats.cpp
p_pspr.cpp
p_saveg.cpp
p_sectors.cpp
p_setup.cpp
p_sight.cpp
p_slopes.cpp
p_spec.cpp
p_states.cpp
p_switch.cpp
p_teleport.cpp
p_terrain.cpp
p_things.cpp
p_tick.cpp
p_trace.cpp
p_udmf.cpp
p_usdf.cpp
p_user.cpp
p_writemap.cpp
p_xlat.cpp
parsecontext.cpp
po_man.cpp
r_swrenderer.cpp
r_utility.cpp
r_3dfloors.cpp
r_bsp.cpp
r_draw.cpp
r_drawt.cpp
r_main.cpp
r_plane.cpp
r_polymost.cpp
r_segs.cpp
r_sky.cpp
r_things.cpp
s_advsound.cpp
s_environment.cpp
s_playlist.cpp
s_sndseq.cpp
s_sound.cpp
sc_man.cpp
st_stuff.cpp
statistics.cpp
stats.cpp
stringtable.cpp
strnatcmp.c
tables.cpp
teaminfo.cpp
tempfiles.cpp
v_blend.cpp
v_collection.cpp
v_draw.cpp
v_font.cpp
v_palette.cpp
v_pfx.cpp
v_text.cpp
v_video.cpp
w_wad.cpp
wi_stuff.cpp
zstrformat.cpp
zstring.cpp
g_doom/a_doommisc.cpp
g_heretic/a_hereticmisc.cpp
g_hexen/a_hexenmisc.cpp
g_raven/a_artitele.cpp
g_raven/a_minotaur.cpp
g_strife/a_strifestuff.cpp
g_strife/strife_sbar.cpp
g_shared/a_action.cpp
g_shared/a_armor.cpp
g_shared/a_artifacts.cpp
g_shared/a_bridge.cpp
g_shared/a_camera.cpp
g_shared/a_debris.cpp
g_shared/a_decals.cpp
g_shared/a_fastprojectile.cpp
g_shared/a_flashfader.cpp
g_shared/a_fountain.cpp
g_shared/a_hatetarget.cpp
g_shared/a_keys.cpp
g_shared/a_lightning.cpp
g_shared/a_mapmarker.cpp
g_shared/a_morph.cpp
g_shared/a_movingcamera.cpp
g_shared/a_pickups.cpp
g_shared/a_puzzleitems.cpp
g_shared/a_quake.cpp
g_shared/a_randomspawner.cpp
g_shared/a_secrettrigger.cpp
g_shared/a_sectoraction.cpp
g_shared/a_setcolor.cpp
g_shared/a_skies.cpp
g_shared/a_soundenvironment.cpp
g_shared/a_soundsequence.cpp
g_shared/a_spark.cpp
g_shared/a_specialspot.cpp
g_shared/a_waterzone.cpp
g_shared/a_weaponpiece.cpp
g_shared/a_weapons.cpp