mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-13 07:10:57 +00:00
472 lines
15 KiB
CMake
472 lines
15 KiB
CMake
cmake_minimum_required(VERSION 3.16)
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if(NOT BINARY_NAME)
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set(BINARY_NAME openttd)
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endif()
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project(${BINARY_NAME}
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VERSION 14.0
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LANGUAGES CXX
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)
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if(CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR)
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message(FATAL_ERROR "In-source builds not allowed. Please run \"cmake ..\" from the build directory. You may need to delete \"${CMAKE_SOURCE_DIR}/CMakeCache.txt\" first.")
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endif()
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# Debug mode by default.
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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if (EMSCRIPTEN)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/os/emscripten/cmake")
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endif()
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake")
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set(CMAKE_OSX_DEPLOYMENT_TARGET 10.15)
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# Use GNUInstallDirs to allow customisation
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# but set our own default data and bin dir
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if(NOT CMAKE_INSTALL_DATADIR)
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set(CMAKE_INSTALL_DATADIR "share/games")
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endif()
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if(NOT CMAKE_INSTALL_BINDIR)
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set(CMAKE_INSTALL_BINDIR "games")
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endif()
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include(GNUInstallDirs)
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include(Options)
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set_options()
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set_directory_options()
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include(Static)
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set_static_if_needed()
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED YES)
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set(CMAKE_CXX_EXTENSIONS NO)
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set(CMAKE_EXPORT_COMPILE_COMMANDS YES)
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# An empty target for the tools
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add_custom_target(tools)
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include(Endian)
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add_endian_definition()
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include(CompileFlags)
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compile_flags()
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if(APPLE OR UNIX)
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add_definitions(-DUNIX)
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endif()
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if(UNIX)
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find_package(Doxygen)
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endif()
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list(APPEND GENERATED_SOURCE_FILES "${CMAKE_BINARY_DIR}/generated/rev.cpp")
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if(WIN32)
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list(APPEND GENERATED_SOURCE_FILES "${CMAKE_BINARY_DIR}/generated/ottdres.rc")
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endif()
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# Generate a target to determine version, which is execute every 'make' run
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add_custom_target(find_version
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${CMAKE_COMMAND}
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-DFIND_VERSION_BINARY_DIR=${CMAKE_BINARY_DIR}/generated
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-DCPACK_BINARY_DIR=${CMAKE_BINARY_DIR}
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-DREV_MAJOR=${PROJECT_VERSION_MAJOR}
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-DREV_MINOR=${PROJECT_VERSION_MINOR}
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-DWINDOWS=${WIN32}
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-P "${CMAKE_SOURCE_DIR}/cmake/scripts/FindVersion.cmake"
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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BYPRODUCTS ${GENERATED_SOURCE_FILES}
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)
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# Documentation
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if(DOXYGEN_EXECUTABLE)
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add_custom_target(docs)
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add_custom_target(docs_source
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${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/docs
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COMMAND ${DOXYGEN_EXECUTABLE} ${CMAKE_BINARY_DIR}/Doxyfile
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Generating documentation for source"
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)
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add_dependencies(docs_source
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find_version
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)
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add_dependencies(docs
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docs_source
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)
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endif()
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include(AddCustomXXXTimestamp)
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if(OPTION_TOOLS_ONLY)
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if(HOST_BINARY_DIR)
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unset(HOST_BINARY_DIR CACHE)
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endif()
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add_subdirectory(${CMAKE_SOURCE_DIR}/src)
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return()
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endif()
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if(APPLE)
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# Avoid searching for headers in Frameworks, and libraries in LIBDIR.
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set(CMAKE_FIND_FRAMEWORK LAST)
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endif()
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# Prefer -pthread over -lpthread, which is often the better option of the two.
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set(CMAKE_THREAD_PREFER_PTHREAD YES)
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# Make sure we have Threads available.
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find_package(Threads REQUIRED)
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find_package(ZLIB)
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find_package(LibLZMA)
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find_package(LZO)
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find_package(PNG)
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if(WIN32 OR EMSCRIPTEN)
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# Windows uses WinHttp for HTTP requests.
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# Emscripten uses Javascript for HTTP requests.
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else()
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# All other targets use libcurl.
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find_package(CURL)
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endif()
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# Breakpad doesn't support emscripten.
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if(NOT EMSCRIPTEN)
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find_package(unofficial-breakpad)
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endif()
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if(NOT OPTION_DEDICATED)
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if(NOT WIN32)
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find_package(Allegro)
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if(NOT APPLE)
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find_package(Freetype)
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find_package(SDL2)
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if(NOT SDL2_FOUND)
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find_package(SDL)
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endif()
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find_package(Fluidsynth)
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if(Freetype_FOUND)
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find_package(Fontconfig)
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endif()
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find_package(Harfbuzz)
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find_package(ICU OPTIONAL_COMPONENTS i18n)
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endif()
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endif()
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endif()
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if(APPLE)
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enable_language(OBJCXX)
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find_package(Iconv)
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find_library(AUDIOTOOLBOX_LIBRARY AudioToolbox)
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find_library(AUDIOUNIT_LIBRARY AudioUnit)
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find_library(COCOA_LIBRARY Cocoa)
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find_library(QUARTZCORE_LIBRARY QuartzCore)
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endif()
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if(NOT EMSCRIPTEN AND NOT OPTION_DEDICATED)
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find_package(OpenGL COMPONENTS OpenGL)
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endif()
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if(MSVC)
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find_package(Editbin REQUIRED)
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endif()
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find_package(SSE)
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find_package(Xaudio2)
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find_package(Grfcodec)
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include(CheckIPOSupported)
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check_ipo_supported(RESULT IPO_FOUND)
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show_options()
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if(UNIX AND NOT APPLE AND NOT OPTION_DEDICATED)
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if(NOT SDL_FOUND AND NOT SDL2_FOUND AND NOT ALLEGRO_FOUND)
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message(FATAL_ERROR "SDL, SDL2 or Allegro is required for this platform")
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endif()
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if(HARFBUZZ_FOUND AND NOT ICU_i18n_FOUND)
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message(WARNING "HarfBuzz depends on ICU i18n to function; HarfBuzz will be disabled")
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endif()
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if(NOT HARFBUZZ_FOUND)
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message(WARNING "Without HarfBuzz and ICU i18n the game will not be able to render right-to-left languages correctly")
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endif()
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endif()
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if(APPLE)
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if(NOT AUDIOTOOLBOX_LIBRARY)
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message(FATAL_ERROR "AudioToolbox is required for this platform")
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endif()
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if(NOT AUDIOUNIT_LIBRARY)
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message(FATAL_ERROR "AudioUnit is required for this platform")
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endif()
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if(NOT COCOA_LIBRARY)
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message(FATAL_ERROR "Cocoa is required for this platform")
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endif()
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if(NOT QUARTZCORE_LIBRARY)
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message(FATAL_ERROR "QuartzCore is required for this platform")
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endif()
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endif()
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if(OPTION_PACKAGE_DEPENDENCIES)
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if(NOT UNIX)
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message(FATAL_ERROR "Can only package dependencies on Linux")
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endif()
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if(OPTION_INSTALL_FHS)
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message(FATAL_ERROR "Cannot install in FHS folders when we are packaging dependencies")
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endif()
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if(${CMAKE_VERSION} VERSION_LESS "3.16.0")
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message(FATAL_ERROR "OPTION_PACKAGE_DEPENDENCIES can only work with CMake 3.16+; you are using ${CMAKE_VERSION}")
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endif()
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# If we are packaging dependencies, we do two things:
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# 1) set the RPATH to include $ORIGIN/lib; $ORIGIN (that literal string)
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# is a Linux indicator for "path where application is". In CMake, we
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# have to do this before add_executable() is executed.
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# 2) copy the libraries that we compile against to the "lib" folder.
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# This is done in InstallAndPackage.cmake.
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set(CMAKE_INSTALL_RPATH "\$ORIGIN/lib")
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set(CMAKE_BUILD_WITH_INSTALL_RPATH ON)
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endif()
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include(CTest)
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include(SourceList)
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# Needed by rev.cpp
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include_directories(${CMAKE_SOURCE_DIR}/src)
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# Needed by everything that uses Squirrel
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include_directories(${CMAKE_SOURCE_DIR}/src/3rdparty/squirrel/include)
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include(MSVCFilters)
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add_library(openttd_lib OBJECT ${GENERATED_SOURCE_FILES})
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add_executable(openttd WIN32)
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add_executable(openttd_test)
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set_target_properties(openttd PROPERTIES OUTPUT_NAME "${BINARY_NAME}")
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# All other files are added via target_sources()
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if(MSVC)
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# Add DPI manifest to project; other WIN32 targets get this via ottdres.rc
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target_sources(openttd PRIVATE "${CMAKE_SOURCE_DIR}/os/windows/openttd.manifest")
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# If target -static is used, switch our project to static (/MT) too.
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# If the target ends on -static-md, it will remain dynamic (/MD).
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if(VCPKG_TARGET_TRIPLET MATCHES "-static" AND NOT VCPKG_TARGET_TRIPLET MATCHES "-md")
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set_property(TARGET openttd_lib PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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set_property(TARGET openttd PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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set_property(TARGET openttd_test PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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endif()
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endif()
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target_precompile_headers(openttd_lib
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PRIVATE
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src/stdafx.h
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src/core/format.hpp
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)
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add_subdirectory(${CMAKE_SOURCE_DIR}/bin)
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add_subdirectory(${CMAKE_SOURCE_DIR}/src)
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add_subdirectory(${CMAKE_SOURCE_DIR}/media)
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add_dependencies(openttd
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find_version)
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target_link_libraries(openttd_lib
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openttd::languages
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openttd::settings
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openttd::script_api
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Threads::Threads
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)
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target_link_libraries(openttd
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openttd_lib
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openttd::media
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openttd::basesets
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)
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target_link_libraries(openttd_test PRIVATE openttd_lib)
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if(ANDROID)
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target_link_libraries(openttd_test PRIVATE log)
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endif()
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include(Catch)
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catch_discover_tests(openttd_test)
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if(HAIKU)
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target_link_libraries(openttd_lib "be" "network" "midi")
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endif()
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if(IPO_FOUND)
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set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_RELEASE True)
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set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_MINSIZEREL True)
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set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_RELWITHDEBINFO True)
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endif()
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set_target_properties(openttd PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_BINARY_DIR}")
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process_compile_flags()
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include(LinkPackage)
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link_package(PNG TARGET PNG::PNG ENCOURAGED)
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link_package(ZLIB TARGET ZLIB::ZLIB ENCOURAGED)
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link_package(LIBLZMA TARGET LibLZMA::LibLZMA ENCOURAGED)
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link_package(LZO)
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if(NOT WIN32 AND NOT EMSCRIPTEN)
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link_package(CURL ENCOURAGED)
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target_link_libraries(openttd_lib ${CMAKE_DL_LIBS})
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endif()
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if(NOT EMSCRIPTEN)
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link_package(unofficial-breakpad TARGET unofficial::breakpad::libbreakpad_client ENCOURAGED)
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endif()
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if(NOT OPTION_DEDICATED)
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link_package(Fluidsynth)
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link_package(SDL)
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link_package(SDL2 TARGET SDL2::SDL2)
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link_package(Allegro)
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link_package(FREETYPE TARGET Freetype::Freetype)
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link_package(Fontconfig TARGET Fontconfig::Fontconfig)
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link_package(Harfbuzz TARGET harfbuzz::harfbuzz)
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link_package(ICU_i18n)
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if(SDL2_FOUND AND OPENGL_FOUND AND UNIX)
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# SDL2 dynamically loads OpenGL if needed, so do not link to OpenGL when
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# on Linux. For Windows, we need to link to OpenGL as we also have a win32
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# driver using it.
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add_definitions(-DWITH_OPENGL)
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message(STATUS "OpenGL found -- -DWITH_OPENGL -- (via SDL2)")
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else()
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link_package(OpenGL TARGET OpenGL::GL)
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endif()
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endif()
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include(CheckAtomic)
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if(APPLE)
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link_package(Iconv TARGET Iconv::Iconv)
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target_link_libraries(openttd_lib
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${AUDIOTOOLBOX_LIBRARY}
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${AUDIOUNIT_LIBRARY}
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${COCOA_LIBRARY}
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${QUARTZCORE_LIBRARY}
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)
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add_definitions(
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-DWITH_COCOA
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)
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endif()
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if(EMSCRIPTEN)
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add_library(WASM::WASM INTERFACE IMPORTED)
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# Allow heap-growth, and start with a bigger memory size.
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target_link_libraries(WASM::WASM INTERFACE "-s ALLOW_MEMORY_GROWTH=1")
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target_link_libraries(WASM::WASM INTERFACE "-s INITIAL_MEMORY=33554432")
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target_link_libraries(WASM::WASM INTERFACE "-s DISABLE_EXCEPTION_CATCHING=0")
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target_link_libraries(WASM::WASM INTERFACE "-s WASM_BIGINT")
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add_definitions(-s DISABLE_EXCEPTION_CATCHING=0)
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# Export functions to Javascript.
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target_link_libraries(WASM::WASM INTERFACE "-s EXPORTED_FUNCTIONS='[\"_main\", \"_em_openttd_add_server\"]' -s EXPORTED_RUNTIME_METHODS='[\"cwrap\"]'")
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# Preload all the files we generate during build.
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# As we do not compile with FreeType / FontConfig, we also have no way to
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# render several languages (like Chinese, ..), so where do you draw the
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# line what languages to include and which not? In the end, especially as
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# the more languages you add the slower downloading becomes, we decided to
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# only ship the English language.
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_BINARY_DIR}/baseset@/baseset")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_BINARY_DIR}/lang/english.lng@/lang/english.lng")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/bin/ai@/ai")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/bin/game@/game")
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# Documentation files for the in-game text file viewer
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/README.md@/README.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/CREDITS.md@/CREDITS.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/CONTRIBUTING.md@/CONTRIBUTING.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/COPYING.md@/COPYING.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/known-bugs.txt@/known-bugs.txt")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/changelog.txt@/changelog.txt")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/admin_network.md@/docs/admin_network.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/debugging_desyncs.md@/docs/debugging_desyncs.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/desync.md@/docs/desync.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/directory_structure.md@/docs/directory_structure.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/eints.md@/docs/eints.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/linkgraph.md@/docs/linkgraph.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/logging_and_performance_metrics.md@/docs/logging_and_performance_metrics.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/multiplayer.md@/docs/multiplayer.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/savegame_format.md@/docs/savegame_format.md")
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target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/docs/symbol_server.md@/docs/symbol_server.md")
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# We use IDBFS for persistent storage.
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target_link_libraries(WASM::WASM INTERFACE "-lidbfs.js")
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# Use custom pre-js and shell.html.
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target_link_libraries(WASM::WASM INTERFACE "--pre-js ${CMAKE_SOURCE_DIR}/os/emscripten/pre.js")
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target_link_libraries(WASM::WASM INTERFACE "--shell-file ${CMAKE_SOURCE_DIR}/os/emscripten/shell.html")
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# Build the .html (which builds the .js, .wasm, and .data too).
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set_target_properties(openttd PROPERTIES SUFFIX ".html")
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target_link_libraries(openttd WASM::WASM)
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endif()
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if(NOT PERSONAL_DIR STREQUAL "(not set)")
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add_definitions(
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-DWITH_PERSONAL_DIR
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-DPERSONAL_DIR="${PERSONAL_DIR}"
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)
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endif()
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if(NOT SHARED_DIR STREQUAL "(not set)")
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add_definitions(
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-DWITH_SHARED_DIR
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-DSHARED_DIR="${SHARED_DIR}"
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)
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endif()
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if(NOT GLOBAL_DIR STREQUAL "(not set)")
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add_definitions(
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-DGLOBAL_DATA_DIR="${GLOBAL_DIR}"
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)
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endif()
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link_package(SSE)
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add_definitions_based_on_options()
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if(WIN32)
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add_definitions(
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-DUNICODE
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-D_UNICODE
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-DWITH_UNISCRIBE
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-DPSAPI_VERSION=1
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)
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target_link_libraries(openttd_lib
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ws2_32
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winmm
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imm32
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|
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)
|