cmake_minimum_required(VERSION 3.16) if(NOT BINARY_NAME) set(BINARY_NAME openttd) endif() project(${BINARY_NAME} VERSION 15.0 LANGUAGES CXX ) if(CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR) message(FATAL_ERROR "In-source builds not allowed. Please run \"cmake ..\" from the build directory. You may need to delete \"${CMAKE_SOURCE_DIR}/CMakeCache.txt\" first.") endif() # Debug mode by default. if(NOT CMAKE_BUILD_TYPE) set(CMAKE_BUILD_TYPE Debug) endif() if (EMSCRIPTEN) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/os/emscripten/cmake") endif() set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake") set(CMAKE_OSX_DEPLOYMENT_TARGET 10.15) # Use GNUInstallDirs to allow customisation # but set our own default data and bin dir if(NOT CMAKE_INSTALL_DATADIR) set(CMAKE_INSTALL_DATADIR "share/games") endif() if(NOT CMAKE_INSTALL_BINDIR) set(CMAKE_INSTALL_BINDIR "games") endif() include(GNUInstallDirs) include(Options) set_options() set_directory_options() include(Static) set_static_if_needed() set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED YES) set(CMAKE_CXX_EXTENSIONS NO) set(CMAKE_EXPORT_COMPILE_COMMANDS YES) # An empty target for the tools add_custom_target(tools) include(Endian) add_endian_definition() include(CompileFlags) compile_flags() if(APPLE OR UNIX) add_definitions(-DUNIX) endif() if(UNIX) find_package(Doxygen) endif() list(APPEND GENERATED_SOURCE_FILES "${CMAKE_BINARY_DIR}/generated/rev.cpp") if(WIN32) list(APPEND GENERATED_SOURCE_FILES "${CMAKE_BINARY_DIR}/generated/ottdres.rc") endif() # Generate a target to determine version, which is execute every 'make' run add_custom_target(find_version ${CMAKE_COMMAND} -DFIND_VERSION_BINARY_DIR=${CMAKE_BINARY_DIR}/generated -DCPACK_BINARY_DIR=${CMAKE_BINARY_DIR} -DREV_MAJOR=${PROJECT_VERSION_MAJOR} -DREV_MINOR=${PROJECT_VERSION_MINOR} -DWINDOWS=${WIN32} -P "${CMAKE_SOURCE_DIR}/cmake/scripts/FindVersion.cmake" WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} BYPRODUCTS ${GENERATED_SOURCE_FILES} ) # Documentation if(DOXYGEN_EXECUTABLE) add_custom_target(docs) add_custom_target(docs_source ${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/docs COMMAND ${DOXYGEN_EXECUTABLE} ${CMAKE_BINARY_DIR}/Doxyfile WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Generating documentation for source" ) add_dependencies(docs_source find_version ) add_dependencies(docs docs_source ) endif() include(AddCustomXXXTimestamp) if(OPTION_TOOLS_ONLY) if(HOST_BINARY_DIR) unset(HOST_BINARY_DIR CACHE) endif() add_subdirectory(${CMAKE_SOURCE_DIR}/src) return() endif() if(APPLE) # Avoid searching for headers in Frameworks, and libraries in LIBDIR. set(CMAKE_FIND_FRAMEWORK LAST) endif() # Prefer -pthread over -lpthread, which is often the better option of the two. set(CMAKE_THREAD_PREFER_PTHREAD YES) # Make sure we have Threads available. find_package(Threads REQUIRED) find_package(ZLIB) find_package(LibLZMA) find_package(LZO) find_package(PNG) if(WIN32 OR EMSCRIPTEN) # Windows uses WinHttp for HTTP requests. # Emscripten uses Javascript for HTTP requests. else() # All other targets use libcurl. find_package(CURL) endif() # Breakpad doesn't support emscripten. if(NOT EMSCRIPTEN) find_package(unofficial-breakpad) endif() if(NOT OPTION_DEDICATED) if(NOT WIN32) find_package(Allegro) if(NOT APPLE) find_package(Freetype) find_package(SDL2) if(NOT SDL2_FOUND) find_package(SDL) endif() find_package(Fluidsynth) if(Freetype_FOUND) find_package(Fontconfig) endif() find_package(Harfbuzz) find_package(ICU OPTIONAL_COMPONENTS i18n) endif() endif() endif() if(APPLE) enable_language(OBJCXX) find_package(Iconv) find_library(AUDIOTOOLBOX_LIBRARY AudioToolbox) find_library(AUDIOUNIT_LIBRARY AudioUnit) find_library(COCOA_LIBRARY Cocoa) find_library(QUARTZCORE_LIBRARY QuartzCore) endif() if(NOT EMSCRIPTEN AND NOT OPTION_DEDICATED) find_package(OpenGL COMPONENTS OpenGL) endif() if(MSVC) find_package(Editbin REQUIRED) endif() find_package(SSE) find_package(Xaudio2) find_package(Grfcodec) include(CheckIPOSupported) check_ipo_supported(RESULT IPO_FOUND) show_options() if(UNIX AND NOT APPLE AND NOT OPTION_DEDICATED) if(NOT SDL_FOUND AND NOT SDL2_FOUND AND NOT ALLEGRO_FOUND) message(FATAL_ERROR "SDL, SDL2 or Allegro is required for this platform") endif() if(HARFBUZZ_FOUND AND NOT ICU_i18n_FOUND) message(WARNING "HarfBuzz depends on ICU i18n to function; HarfBuzz will be disabled") endif() if(NOT HARFBUZZ_FOUND) message(WARNING "Without HarfBuzz and ICU i18n the game will not be able to render right-to-left languages correctly") endif() endif() if(APPLE) if(NOT AUDIOTOOLBOX_LIBRARY) message(FATAL_ERROR "AudioToolbox is required for this platform") endif() if(NOT AUDIOUNIT_LIBRARY) message(FATAL_ERROR "AudioUnit is required for this platform") endif() if(NOT COCOA_LIBRARY) message(FATAL_ERROR "Cocoa is required for this platform") endif() if(NOT QUARTZCORE_LIBRARY) message(FATAL_ERROR "QuartzCore is required for this platform") endif() endif() if(OPTION_PACKAGE_DEPENDENCIES) if(NOT UNIX) message(FATAL_ERROR "Can only package dependencies on Linux") endif() if(OPTION_INSTALL_FHS) message(FATAL_ERROR "Cannot install in FHS folders when we are packaging dependencies") endif() if(${CMAKE_VERSION} VERSION_LESS "3.16.0") message(FATAL_ERROR "OPTION_PACKAGE_DEPENDENCIES can only work with CMake 3.16+; you are using ${CMAKE_VERSION}") endif() # If we are packaging dependencies, we do two things: # 1) set the RPATH to include $ORIGIN/lib; $ORIGIN (that literal string) # is a Linux indicator for "path where application is". In CMake, we # have to do this before add_executable() is executed. # 2) copy the libraries that we compile against to the "lib" folder. # This is done in InstallAndPackage.cmake. set(CMAKE_INSTALL_RPATH "\$ORIGIN/lib") set(CMAKE_BUILD_WITH_INSTALL_RPATH ON) endif() include(CTest) include(SourceList) # Needed by rev.cpp include_directories(${CMAKE_SOURCE_DIR}/src) # Needed by everything that uses Squirrel include_directories(${CMAKE_SOURCE_DIR}/src/3rdparty/squirrel/include) include(MSVCFilters) add_library(openttd_lib OBJECT ${GENERATED_SOURCE_FILES}) add_executable(openttd WIN32) add_executable(openttd_test) set_target_properties(openttd PROPERTIES OUTPUT_NAME "${BINARY_NAME}") # All other files are added via target_sources() if(MSVC) # Add DPI manifest to project; other WIN32 targets get this via ottdres.rc target_sources(openttd PRIVATE "${CMAKE_SOURCE_DIR}/os/windows/openttd.manifest") # If target -static is used, switch our project to static (/MT) too. # If the target ends on -static-md, it will remain dynamic (/MD). if(VCPKG_TARGET_TRIPLET MATCHES "-static" AND NOT VCPKG_TARGET_TRIPLET MATCHES "-md") set_property(TARGET openttd_lib PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>") set_property(TARGET openttd PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>") set_property(TARGET openttd_test PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>") endif() endif() target_precompile_headers(openttd_lib PRIVATE src/stdafx.h src/core/format.hpp ) add_subdirectory(${CMAKE_SOURCE_DIR}/bin) add_subdirectory(${CMAKE_SOURCE_DIR}/src) add_subdirectory(${CMAKE_SOURCE_DIR}/media) add_dependencies(openttd find_version) target_link_libraries(openttd_lib openttd::languages openttd::settings openttd::script_api Threads::Threads ) target_link_libraries(openttd openttd_lib openttd::media openttd::basesets ) target_link_libraries(openttd_test PRIVATE openttd_lib) if(ANDROID) target_link_libraries(openttd_test PRIVATE log) endif() include(Catch) catch_discover_tests(openttd_test) if(HAIKU) target_link_libraries(openttd_lib "be" "network" "midi") endif() if(IPO_FOUND) set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_RELEASE True) set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_MINSIZEREL True) set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_RELWITHDEBINFO True) endif() set_target_properties(openttd PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_BINARY_DIR}") process_compile_flags() include(LinkPackage) link_package(PNG TARGET PNG::PNG ENCOURAGED) link_package(ZLIB TARGET ZLIB::ZLIB ENCOURAGED) link_package(LIBLZMA TARGET LibLZMA::LibLZMA ENCOURAGED) link_package(LZO) if(NOT WIN32 AND NOT EMSCRIPTEN) link_package(CURL ENCOURAGED) target_link_libraries(openttd_lib ${CMAKE_DL_LIBS}) endif() if(NOT EMSCRIPTEN) link_package(unofficial-breakpad TARGET unofficial::breakpad::libbreakpad_client ENCOURAGED) endif() if(NOT OPTION_DEDICATED) link_package(Fluidsynth) link_package(SDL) link_package(SDL2 TARGET SDL2::SDL2) link_package(Allegro) link_package(FREETYPE TARGET Freetype::Freetype) link_package(Fontconfig TARGET Fontconfig::Fontconfig) link_package(Harfbuzz TARGET harfbuzz::harfbuzz) link_package(ICU_i18n) if(SDL2_FOUND AND OPENGL_FOUND AND UNIX) # SDL2 dynamically loads OpenGL if needed, so do not link to OpenGL when # on Linux. For Windows, we need to link to OpenGL as we also have a win32 # driver using it. add_definitions(-DWITH_OPENGL) message(STATUS "OpenGL found -- -DWITH_OPENGL -- (via SDL2)") else() link_package(OpenGL TARGET OpenGL::GL) endif() endif() include(3rdparty/llvm/CheckAtomic) if(APPLE) link_package(Iconv TARGET Iconv::Iconv) target_link_libraries(openttd_lib ${AUDIOTOOLBOX_LIBRARY} ${AUDIOUNIT_LIBRARY} ${COCOA_LIBRARY} ${QUARTZCORE_LIBRARY} ) add_definitions( -DWITH_COCOA ) endif() if(EMSCRIPTEN) add_library(WASM::WASM INTERFACE IMPORTED) # Allow heap-growth, and start with a bigger memory size. target_link_libraries(WASM::WASM INTERFACE "-s ALLOW_MEMORY_GROWTH=1") target_link_libraries(WASM::WASM INTERFACE "-s INITIAL_MEMORY=33554432") target_link_libraries(WASM::WASM INTERFACE "-s DISABLE_EXCEPTION_CATCHING=0") target_link_libraries(WASM::WASM INTERFACE "-s WASM_BIGINT") add_definitions(-s DISABLE_EXCEPTION_CATCHING=0) # Export functions to Javascript. target_link_libraries(WASM::WASM INTERFACE "-s EXPORTED_FUNCTIONS='[\"_main\", \"_em_openttd_add_server\"]' -s EXPORTED_RUNTIME_METHODS='[\"cwrap\"]'") # Preload all the files we generate during build. # As we do not compile with FreeType / FontConfig, we also have no way to # render several languages (like Chinese, ..), so where do you draw the # line what languages to include and which not? In the end, especially as # the more languages you add the slower downloading becomes, we decided to # only ship the English language. target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_BINARY_DIR}/baseset@/baseset") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_BINARY_DIR}/lang/english.lng@/lang/english.lng") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/bin/ai@/ai") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/bin/game@/game") # Documentation files for the in-game text file viewer target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/README.md@/README.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/CREDITS.md@/CREDITS.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/CONTRIBUTING.md@/CONTRIBUTING.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/COPYING.md@/COPYING.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/known-bugs.txt@/known-bugs.txt") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/changelog.txt@/changelog.txt") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/admin_network.md@/docs/admin_network.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/debugging_desyncs.md@/docs/debugging_desyncs.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/desync.md@/docs/desync.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/directory_structure.md@/docs/directory_structure.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/eints.md@/docs/eints.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/linkgraph.md@/docs/linkgraph.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/logging_and_performance_metrics.md@/docs/logging_and_performance_metrics.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/multiplayer.md@/docs/multiplayer.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/savegame_format.md@/docs/savegame_format.md") target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/symbol_server.md@/docs/symbol_server.md") # We use IDBFS for persistent storage. target_link_libraries(WASM::WASM INTERFACE "-lidbfs.js") # Use custom pre-js and shell.html. target_link_libraries(WASM::WASM INTERFACE "--pre-js ${CMAKE_SOURCE_DIR}/os/emscripten/pre.js") target_link_libraries(WASM::WASM INTERFACE "--shell-file ${CMAKE_SOURCE_DIR}/os/emscripten/shell.html") # Build the .html (which builds the .js, .wasm, and .data too). set_target_properties(openttd PROPERTIES SUFFIX ".html") target_link_libraries(openttd WASM::WASM) endif() if(NOT PERSONAL_DIR STREQUAL "(not set)") add_definitions( -DWITH_PERSONAL_DIR -DPERSONAL_DIR="${PERSONAL_DIR}" ) endif() if(NOT SHARED_DIR STREQUAL "(not set)") add_definitions( -DWITH_SHARED_DIR -DSHARED_DIR="${SHARED_DIR}" ) endif() if(NOT GLOBAL_DIR STREQUAL "(not set)") add_definitions( -DGLOBAL_DATA_DIR="${GLOBAL_DIR}" ) endif() link_package(SSE) add_definitions_based_on_options() if(WIN32) add_definitions( -DUNICODE -D_UNICODE -DWITH_UNISCRIBE -DPSAPI_VERSION=1 ) target_link_libraries(openttd_lib ws2_32 winmm imm32 usp10 psapi winhttp bcrypt ) endif() if(CMAKE_SIZEOF_VOID_P EQUAL 8) add_definitions(-DPOINTER_IS_64BIT) endif() enable_testing() add_subdirectory(regression) if(APPLE OR WIN32) find_package(Pandoc) endif() include(InstallAndPackage)