ref: 4a4774d417461522ffb82f189eef2e25dcdecc28
dir: /CMakeLists.txt/
if(APPLE OR WIN32) cmake_minimum_required(VERSION 3.21) else() # Oldest supported Ubuntu is 20.04, which ships with cmake 3.16. # When we can stop supporting Ubuntu 20.04, bump to CMake 3.21. cmake_minimum_required(VERSION 3.16) endif() if(APPLE OR WIN32) set(GAME_TARGET "CandyCrisis") else() set(GAME_TARGET "candycrisis") endif() set(GAME_FRIENDLY_NAME "Candy Crisis") set(GAME_BUNDLE_ID "io.jor.candycrisis") set(GAME_DATA_DIR "CandyCrisisResources") set(GAME_MAC_COPYRIGHT "https://github.com/jorio/CandyCrisis") # Apply macOS deployment target and architectures to all subprojects set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "Minimum macOS deployment version") set(CMAKE_OSX_ARCHITECTURES "arm64;x86_64" CACHE STRING "Target macOS architectures") if (${CMAKE_VERSION} VERSION_LESS "3.21") set(CMAKE_C_STANDARD 11) else() set(CMAKE_C_STANDARD 17) endif() project(${GAME_TARGET} LANGUAGES C VERSION 3.0.1) # Create an option to switch between a system sdl library and a vendored sdl library option(BUILD_SDL_FROM_SOURCE "Build SDL from source" OFF) option(STATIC_SDL "Static link SDL" OFF) option(SANITIZE "Build with asan/ubsan" OFF) set(CODE_SIGN_IDENTITY "" CACHE STRING "macOS code signing identity. If omitted, the app won't be signed.") if(NOT WIN32 AND NOT APPLE) if(SANITIZE) message("Sanitizers enabled") else() message("Sanitizers disabled (pass -DSANITIZE=1 to enable)") endif() endif() # Set Visual Studio startup project set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${GAME_TARGET}) set(GAME_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/src) #------------------------------------------------------------------------------ # FIND SDL #------------------------------------------------------------------------------ # If SDL2_DIR wasn't specified, discover if the user put some prebuilt SDL2 package in the project's root directory if(NOT DEFINED SDL2_DIR) if(APPLE) set(_sdl2_maybe "${CMAKE_SOURCE_DIR}/SDL2.framework/Resources/CMake") elseif(WIN32) set(_sdl2_maybe "${CMAKE_SOURCE_DIR}/SDL2/cmake") endif() if(DEFINED _sdl2_maybe AND EXISTS "${_sdl2_maybe}") set(SDL2_DIR "${_sdl2_maybe}") else() message("Couldn't find prebuilt SDL2 package in: ${_sdl2_maybe}") endif() unset(_sdl2_maybe) endif() if(NOT BUILD_SDL_FROM_SOURCE) # 1. Look for an SDL2 package, 2. look for the SDL2 component and 3. fail if none can be found find_package(SDL2 CONFIG REQUIRED COMPONENTS SDL2) # 1. Look for an SDL2 package, 2. Look for the SDL2maincomponent and 3. DO NOT fail when SDL2main is not available find_package(SDL2 REQUIRED CONFIG COMPONENTS SDL2main) message("Found pre-built SDL: " ${SDL2_PREFIX}) else() if(NOT DEFINED SDL2_DIR) set(SDL2_DIR "${CMAKE_SOURCE_DIR}/SDL") endif() message("Building SDL from source: " ${SDL2_DIR}) add_subdirectory("${SDL2_DIR}" EXCLUDE_FROM_ALL) endif() #------------------------------------------------------------------------------ # GENERATED FILES #------------------------------------------------------------------------------ # Write header file containing version info configure_file(${GAME_SOURCE_DIR}/version.h.in ${GAME_SOURCE_DIR}/version.h) # Readme file containing version info configure_file(${CMAKE_CURRENT_SOURCE_DIR}/packaging/ReadMe.txt.in ${CMAKE_CURRENT_BINARY_DIR}/ReadMe.txt) configure_file(${CMAKE_CURRENT_SOURCE_DIR}/packaging/version.txt.in ${CMAKE_CURRENT_BINARY_DIR}/version.txt) #------------------------------------------------------------------------------ # EXECUTABLE TARGET #------------------------------------------------------------------------------ file(GLOB_RECURSE GAME_SOURCES CONFIGURE_DEPENDS ${GAME_SOURCE_DIR}/*.c ${GAME_SOURCE_DIR}/*.h) if(WIN32) list(APPEND GAME_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/packaging/app.exe.rc) elseif(APPLE) list(APPEND GAME_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/packaging/app.icns) set_source_files_properties(${CMAKE_CURRENT_SOURCE_DIR}/packaging/app.icns PROPERTIES MACOSX_PACKAGE_LOCATION "Resources") endif() # Executable add_executable(${GAME_TARGET} ${GAME_SOURCES}) target_include_directories(${GAME_TARGET} PRIVATE ${GAME_SOURCE_DIR}) # Create macOS app bundle with friendly name if(APPLE) set_target_properties(${GAME_TARGET} PROPERTIES OUTPUT_NAME "${GAME_FRIENDLY_NAME}") endif() set_target_properties(${GAME_TARGET} PROPERTIES #-------------------------------------------------------------------------- # MSVC/WIN32 #-------------------------------------------------------------------------- WIN32_EXECUTABLE TRUE # GUI application instead of console application VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" VS_DPI_AWARE "PerMonitor" #-------------------------------------------------------------------------- # APPLE #-------------------------------------------------------------------------- # Build it as an .app bundle MACOSX_BUNDLE TRUE # Set up Info.plist values MACOSX_BUNDLE_ICON_FILE "app.icns" # CFBundleIconFile MACOSX_BUNDLE_EXECUTABLE_NAME "${GAME_TARGET}" # CFBundleExecutable - executable name inside the bundle MACOSX_BUNDLE_SHORT_VERSION_STRING "${PROJECT_VERSION}" # CFBundleShortVersionString MACOSX_BUNDLE_COPYRIGHT "${GAME_MAC_COPYRIGHT}" # NSHumanReadableCopyright (supersedes CFBundleGetInfoString (MACOSX_BUNDLE_INFO_STRING)) MACOSX_BUNDLE_BUNDLE_NAME "${GAME_FRIENDLY_NAME}" # CFBundleName - user-visible short name for the bundle MACOSX_BUNDLE_GUI_IDENTIFIER "${GAME_BUNDLE_ID}" # CFBundleIdentifier - unique bundle ID in reverse-DNS format # Set framework search path to (App bundle)/Contents/Frameworks so the game can use its embedded SDL2.framework XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS "@executable_path/../Frameworks" # If CODE_SIGN_IDENTITY is NOT empty: tell Xcode to codesign the app properly # Otherwise, if it's empty: explicitly turn off code signing, otherwise downloaded app will be quarantined forever XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "${CODE_SIGN_IDENTITY}" XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY[variant=Debug] "" # don't bother signing debug build # Bundle ID required for code signing - must match CFBundleIdentifier otherwise xcode will complain XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER ${GAME_BUNDLE_ID} # Don't bother with universal builds when we're working on the debug version XCODE_ATTRIBUTE_ONLY_ACTIVE_ARCH[variant=Debug] "YES" XCODE_EMBED_FRAMEWORKS "${SDL2_FRAMEWORK_PATH}" XCODE_EMBED_FRAMEWORKS_CODE_SIGN_ON_COPY "YES" # frameworks must be signed by the same developer as the binary XCODE_EMBED_FRAMEWORKS_REMOVE_HEADERS_ON_COPY "YES" # not strictly necessary, but that's cleaner XCODE_ATTRIBUTE_COPY_PHASE_STRIP[variant=Debug] "NO" # avoid "skipping copy phase strip" warning while working on Debug config # The following is to pass notarization requirements XCODE_ATTRIBUTE_ENABLE_HARDENED_RUNTIME "YES" XCODE_ATTRIBUTE_CODE_SIGN_INJECT_BASE_ENTITLEMENTS "NO" XCODE_ATTRIBUTE_OTHER_CODE_SIGN_FLAGS "--options=runtime --timestamp" ) #------------------------------------------------------------------------------ # COMPILER/LINKER OPTIONS #------------------------------------------------------------------------------ add_compile_definitions( "$<$<CONFIG:DEBUG>:_DEBUG>" ) if(NOT MSVC) target_compile_options(${GAME_TARGET} PRIVATE -Wall -Wextra #-Wshadow # Note: Candy Crisis goes crazy with shadowing -Werror=return-type -Wstrict-aliasing=2 -Wno-multichar ) # Sanitizers in debug mode (Linux only) # When using a debugger, you should export LSAN_OPTIONS=detect_leaks=0 if(SANITIZE) list(INSERT GAME_LIBRARIES 0 asan ubsan) target_compile_options(${GAME_TARGET} PRIVATE -fsanitize=alignment -fsanitize=address -fsanitize=leak -fsanitize=undefined -fno-omit-frame-pointer ) endif() else() # On Win32, we need NOGDI and NOUSER to be able to define some Mac functions # whose names are otherwise taken by Windows APIs. target_compile_definitions(${GAME_TARGET} PRIVATE WIN32_LEAN_AND_MEAN _CRT_SECURE_NO_WARNINGS # quit whining about snprintf_s ) target_compile_options(${GAME_TARGET} PRIVATE /W4 /wd5105 # see https://developercommunity.visualstudio.com/t/1249671 /we4013 # treat warning as error: undefined function (assuming extern returning int) /MP # multiprocessor build /Zi # output info to PDB ) # Let executable be debugged with PDB, even in Release builds target_link_options(${GAME_TARGET} PRIVATE /DEBUG) # Enable console for debug builds set_target_properties(${GAME_TARGET} PROPERTIES LINK_FLAGS_DEBUG "/SUBSYSTEM:CONSOLE") set_target_properties(${GAME_TARGET} PROPERTIES COMPILE_DEFINITIONS_DEBUG "_CONSOLE") endif() #------------------------------------------------------------------------------ # LINK LIBRARIES #------------------------------------------------------------------------------ # Explicitly link math lib on Linux if(NOT APPLE AND NOT WIN32) target_link_libraries(${GAME_TARGET} PRIVATE m) endif() # SDL2::SDL2main may or may not be available. It is e.g. required by Windows GUI applications if(TARGET SDL2::SDL2main) # It has an implicit dependency on SDL2 functions, so it MUST be added before SDL2::SDL2 (or SDL2::SDL2-static) target_link_libraries(${GAME_TARGET} PRIVATE SDL2::SDL2main) endif() if(NOT STATIC_SDL) target_link_libraries(${GAME_TARGET} PRIVATE SDL2::SDL2) else() target_link_libraries(${GAME_TARGET} PRIVATE SDL2::SDL2-static) endif() #------------------------------------------------------------------------------ # COPY ASSETS #------------------------------------------------------------------------------ if(APPLE) set(GAME_DATA_TARGET_LOCATION "$<TARGET_FILE_DIR:${GAME_TARGET}>/../Resources") else() set(GAME_DATA_TARGET_LOCATION "$<TARGET_FILE_DIR:${GAME_TARGET}>/${GAME_DATA_DIR}") endif() add_custom_command(TARGET ${GAME_TARGET} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/${GAME_DATA_DIR}" "${GAME_DATA_TARGET_LOCATION}") # Copy SDL2 DLL for convenience (WARNING: TARGET_RUNTIME_DLLS requires CMake 3.21, so this copy command was separated from the command above.) if(WIN32) add_custom_command(TARGET ${GAME_TARGET} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_RUNTIME_DLLS:${GAME_TARGET}> $<TARGET_FILE_DIR:${GAME_TARGET}>) endif() #------------------------------------------------------------------------------ # INSTALL #------------------------------------------------------------------------------ # Install Windows-specific libraries (cmake --install): copy Visual Studio redistributable DLLs to install location if(WIN32) include(InstallRequiredSystemLibraries) elseif(APPLE) # no-op else() install(TARGETS ${GAME_TARGET} DESTINATION bin) install(FILES ${CMAKE_SOURCE_DIR}/packaging/${GAME_TARGET}.desktop DESTINATION share/applications/) install(FILES ${CMAKE_SOURCE_DIR}/packaging/${GAME_TARGET}.png DESTINATION share/icons/hicolor/128x128/apps/) install(DIRECTORY ${CMAKE_SOURCE_DIR}/${GAME_DATA_DIR}/ DESTINATION share/${GAME_TARGET}/) endif()