ref: ff44d2fd0653d45f549a7f85dac736447083844b
dir: /CMakeLists.txt/
cmake_minimum_required(VERSION 3.8) if((${CMAKE_VERSION} VERSION_EQUAL 3.9) OR (${CMAKE_VERSION} VERSION_GREATER 3.9)) cmake_policy(SET CMP0069 NEW) endif() ############# # Constants # ############# set(ASSETS_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/assets") ########### # Options # ########### option(JAPANESE "Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)" OFF) option(FIX_BUGS "Fix various bugs in the game" OFF) option(FIX_MAJOR_BUGS "Fix bugs that invoke undefined behaviour or cause memory leaks" ON) option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF) option(DOCONFIG "Compile a DoConfig clone tool - not useful for console ports" ON) option(LANCZOS_RESAMPLER "Use Lanczos filtering for audio resampling instead of linear-interpolation (Lanczos is more performance-intensive, but higher quality)" OFF) option(FREETYPE_FONTS "Use FreeType2 to render the DejaVu Mono (English) or Migu1M (Japanese) fonts, instead of using pre-rendered copies of Courier New (English) and MS Gothic (Japanese)" OFF) set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, 'Wii U' for the Wii U's hardware-accelerated GX2 API, or 'Software' for a handwritten software renderer") set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2', 'miniaudio', 'WiiU-Hardware', 'WiiU-Software', or 'Null'") set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2', 'GLFW3', 'WiiU', or 'Null'") option(LTO "Enable link-time optimisation" OFF) option(PKG_CONFIG_STATIC_LIBS "On platforms with pkg-config, static-link the dependencies (good for Windows builds, so you don't need to bundle DLL files)" OFF) option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library (Visual Studio only)" OFF) option(FORCE_LOCAL_LIBS "Compile the built-in versions of SDL2, GLFW3, and FreeType instead of using the system-provided ones" OFF) ######### # Setup # ######### project(CSE2 LANGUAGES C CXX) add_executable(CSE2 WIN32 "${ASSETS_DIRECTORY}/resources/CSE2.rc" "src/ArmsItem.cpp" "src/ArmsItem.h" "src/Back.cpp" "src/Back.h" "src/Bitmap.cpp" "src/Bitmap.h" "src/Boss.cpp" "src/Boss.h" "src/BossAlmo1.cpp" "src/BossAlmo1.h" "src/BossAlmo2.cpp" "src/BossAlmo2.h" "src/BossBallos.cpp" "src/BossBallos.h" "src/BossFrog.cpp" "src/BossFrog.h" "src/BossIronH.cpp" "src/BossIronH.h" "src/BossLife.cpp" "src/BossLife.h" "src/BossOhm.cpp" "src/BossOhm.h" "src/BossPress.cpp" "src/BossPress.h" "src/BossTwinD.cpp" "src/BossTwinD.h" "src/BossX.cpp" "src/BossX.h" "src/BulHit.cpp" "src/BulHit.h" "src/Bullet.cpp" "src/Bullet.h" "src/Caret.cpp" "src/Caret.h" "src/CommonDefines.h" "src/Config.cpp" "src/Config.h" "src/Draw.cpp" "src/Draw.h" "src/Ending.cpp" "src/Ending.h" "src/Escape.cpp" "src/Escape.h" "src/Fade.cpp" "src/Fade.h" "src/File.cpp" "src/File.h" "src/Flags.cpp" "src/Flags.h" "src/Flash.cpp" "src/Flash.h" "src/Font.cpp" "src/Font.h" "src/Frame.cpp" "src/Frame.h" "src/Game.cpp" "src/Game.h" "src/Generic.cpp" "src/Generic.h" "src/GenericLoad.cpp" "src/GenericLoad.h" "src/Input.cpp" "src/Input.h" "src/KeyControl.cpp" "src/KeyControl.h" "src/Main.cpp" "src/Main.h" "src/Map.cpp" "src/Map.h" "src/MapName.cpp" "src/MapName.h" "src/MiniMap.cpp" "src/MiniMap.h" "src/MyChar.cpp" "src/MyChar.h" "src/MycHit.cpp" "src/MycHit.h" "src/MycParam.cpp" "src/MycParam.h" "src/NpcAct.h" "src/NpcAct000.cpp" "src/NpcAct020.cpp" "src/NpcAct040.cpp" "src/NpcAct060.cpp" "src/NpcAct080.cpp" "src/NpcAct100.cpp" "src/NpcAct120.cpp" "src/NpcAct140.cpp" "src/NpcAct160.cpp" "src/NpcAct180.cpp" "src/NpcAct200.cpp" "src/NpcAct220.cpp" "src/NpcAct240.cpp" "src/NpcAct260.cpp" "src/NpcAct280.cpp" "src/NpcAct300.cpp" "src/NpcAct320.cpp" "src/NpcAct340.cpp" "src/NpChar.cpp" "src/NpChar.h" "src/NpcHit.cpp" "src/NpcHit.h" "src/NpcTbl.cpp" "src/NpcTbl.h" "src/Organya.cpp" "src/Organya.h" "src/PixTone.cpp" "src/PixTone.h" "src/Profile.cpp" "src/Profile.h" "src/Random.cpp" "src/Random.h" "src/Resource.cpp" "src/Resource.h" "src/SelStage.cpp" "src/SelStage.h" "src/Shoot.cpp" "src/Shoot.h" "src/Sound.cpp" "src/Sound.h" "src/Stage.cpp" "src/Stage.h" "src/Star.cpp" "src/Star.h" "src/TextScr.cpp" "src/TextScr.h" "src/Triangle.cpp" "src/Triangle.h" "src/ValueView.cpp" "src/ValueView.h" "src/WindowsWrapper.h" "src/Backends/Audio.h" "src/Backends/Controller.h" "src/Backends/Misc.h" "src/Backends/Rendering.h" ) set(RESOURCES "BITMAP/Credit01.bmp" "BITMAP/Credit02.bmp" "BITMAP/Credit03.bmp" "BITMAP/Credit04.bmp" "BITMAP/Credit05.bmp" "BITMAP/Credit06.bmp" "BITMAP/Credit07.bmp" "BITMAP/Credit08.bmp" "BITMAP/Credit09.bmp" "BITMAP/Credit10.bmp" "BITMAP/Credit11.bmp" "BITMAP/Credit12.bmp" "BITMAP/Credit14.bmp" "BITMAP/Credit15.bmp" "BITMAP/Credit16.bmp" "BITMAP/Credit17.bmp" "BITMAP/Credit18.bmp" "CURSOR/CURSOR_IKA.bmp" "CURSOR/CURSOR_NORMAL.bmp" "ORG/Access.org" "ORG/Anzen.org" "ORG/Balcony.org" "ORG/Ballos.org" "ORG/BreakDown.org" "ORG/Cemetery.org" "ORG/Curly.org" "ORG/Dr.org" "ORG/Ending.org" "ORG/Escape.org" "ORG/Fanfale1.org" "ORG/Fanfale2.org" "ORG/Fanfale3.org" "ORG/FireEye.org" "ORG/Gameover.org" "ORG/Ginsuke.org" "ORG/Grand.org" "ORG/Gravity.org" "ORG/Hell.org" "ORG/ironH.org" "ORG/Jenka.org" "ORG/Jenka2.org" "ORG/Kodou.org" "ORG/LastBtl3.org" "ORG/LastBtl.org" "ORG/LastCave.org" "ORG/Marine.org" "ORG/Maze.org" "ORG/MDown2.org" "ORG/Mura.org" "ORG/Oside.org" "ORG/Plant.org" "ORG/quiet.org" "ORG/Requiem.org" "ORG/Toroko.org" "ORG/Vivi.org" "ORG/Wanpak2.org" "ORG/Wanpaku.org" "ORG/Weed.org" "ORG/White.org" "ORG/XXXX.org" "ORG/Zonbie.org" "WAVE/Wave.dat" ) list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake" ) ################### # Option handling # ################### if(JAPANESE) set(BUILD_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/game_japanese") list(APPEND RESOURCES "BITMAP/pixel_jp.bmp") target_compile_definitions(CSE2 PRIVATE JAPANESE) else() set(BUILD_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/game_english") list(APPEND RESOURCES "BITMAP/pixel.bmp") endif() if(FIX_BUGS) target_compile_definitions(CSE2 PRIVATE FIX_BUGS) endif() if(FIX_BUGS OR FIX_MAJOR_BUGS) target_compile_definitions(CSE2 PRIVATE FIX_MAJOR_BUGS) endif() if(DEBUG_SAVE) target_compile_definitions(CSE2 PRIVATE DEBUG_SAVE) endif() if(LANCZOS_RESAMPLER) target_compile_definitions(CSE2 PRIVATE LANCZOS_RESAMPLER) endif() if(FREETYPE_FONTS) target_compile_definitions(CSE2 PRIVATE FREETYPE_FONTS) endif() if(PKG_CONFIG_STATIC_LIBS) target_link_options(CSE2 PRIVATE "-static") endif() if(LTO) include(CheckIPOSupported) check_ipo_supported(RESULT result) if(result) set_target_properties(CSE2 PROPERTIES INTERPROCEDURAL_OPTIMIZATION TRUE) endif() endif() # This is messy as hell, and has been replaced by CMAKE_MSVC_RUNTIME_LIBRARY, # but that's a very recent CMake addition, so we're still doing it this way for now if(MSVC AND MSVC_LINK_STATIC_RUNTIME) # Statically-link the CRT (vcpkg static libs do this) foreach(flag_var CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO CMAKE_CXX_FLAGS CMAKE_CXX_FLAGS_DEBUG CMAKE_CXX_FLAGS_RELEASE CMAKE_CXX_FLAGS_MINSIZEREL CMAKE_CXX_FLAGS_RELWITHDEBINFO) if(${flag_var} MATCHES "/MD") string(REGEX REPLACE "/MD" "/MT" ${flag_var} "${${flag_var}}") endif() endforeach() endif() if(BACKEND_RENDERER MATCHES "OpenGL3") target_sources(CSE2 PRIVATE "src/Backends/Rendering/OpenGL3.cpp") elseif(BACKEND_RENDERER MATCHES "OpenGLES2") target_sources(CSE2 PRIVATE "src/Backends/Rendering/OpenGLES2.cpp") elseif(BACKEND_RENDERER MATCHES "SDLTexture") target_sources(CSE2 PRIVATE "src/Backends/Rendering/SDLTexture.cpp") elseif(BACKEND_RENDERER MATCHES "SDLSurface") target_sources(CSE2 PRIVATE "src/Backends/Rendering/SDLSurface.cpp") elseif(BACKEND_RENDERER MATCHES "WiiU") target_sources(CSE2 PRIVATE "src/Backends/Rendering/WiiU.cpp") elseif(BACKEND_RENDERER MATCHES "Software") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Software.cpp") else() message(FATAL_ERROR "Invalid BACKEND_RENDERER selected") endif() if(BACKEND_AUDIO MATCHES "SDL2") target_sources(CSE2 PRIVATE "src/Backends/Audio/SoftwareMixer.cpp" "src/Backends/Audio/SoftwareMixer/Mixer.cpp" "src/Backends/Audio/SoftwareMixer/Mixer.h" "src/Backends/Audio/SoftwareMixer/Backend.h" "src/Backends/Audio/SoftwareMixer/SDL2.cpp" ) elseif(BACKEND_AUDIO MATCHES "miniaudio") target_sources(CSE2 PRIVATE "src/Backends/Audio/SoftwareMixer.cpp" "src/Backends/Audio/SoftwareMixer/Mixer.cpp" "src/Backends/Audio/SoftwareMixer/Mixer.h" "src/Backends/Audio/SoftwareMixer/Backend.h" "src/Backends/Audio/SoftwareMixer/miniaudio.cpp" ) # Link libdl, libm, and libpthread include(CheckLibraryExists) check_library_exists(m pow "" LIBM) if(LIBM) target_link_libraries(CSE2 PRIVATE m) endif() check_library_exists(pthread pthread_create "" LIBPTHREAD) if(LIBPTHREAD) target_link_libraries(CSE2 PRIVATE pthread) endif() target_link_libraries(CSE2 PRIVATE ${CMAKE_DL_LIBS}) elseif(BACKEND_AUDIO MATCHES "WiiU-Hardware") target_sources(CSE2 PRIVATE "src/Backends/Audio/WiiU-Hardware.cpp" ) elseif(BACKEND_AUDIO MATCHES "WiiU-Software") target_sources(CSE2 PRIVATE "src/Backends/Audio/SoftwareMixer.cpp" "src/Backends/Audio/SoftwareMixer/Mixer.cpp" "src/Backends/Audio/SoftwareMixer/Mixer.h" "src/Backends/Audio/SoftwareMixer/Backend.h" "src/Backends/Audio/SoftwareMixer/WiiU-Software.cpp" ) elseif(BACKEND_AUDIO MATCHES "Null") target_sources(CSE2 PRIVATE "src/Backends/Audio/Null.cpp" ) else() message(FATAL_ERROR "Invalid BACKEND_AUDIO selected") endif() if(BACKEND_PLATFORM MATCHES "SDL2") target_sources(CSE2 PRIVATE "src/Backends/Controller/SDL2.cpp" "src/Backends/Platform/SDL2.cpp" "src/Backends/Shared/SDL2.h" ) elseif(BACKEND_PLATFORM MATCHES "GLFW3") target_sources(CSE2 PRIVATE "src/Backends/Controller/GLFW3.cpp" "src/Backends/Platform/GLFW3.cpp" "src/Backends/Shared/GLFW3.h" ) elseif(BACKEND_PLATFORM MATCHES "WiiU") target_sources(CSE2 PRIVATE "src/Backends/Controller/WiiU.cpp" "src/Backends/Platform/WiiU.cpp" ) elseif(BACKEND_PLATFORM MATCHES "Null") target_sources(CSE2 PRIVATE "src/Backends/Controller/Null.cpp" "src/Backends/Platform/Null.cpp" ) endif() if(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "OpenGL3") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/OpenGL3/SDL2.cpp") elseif(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "OpenGLES2") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/OpenGLES2/SDL2.cpp") elseif(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "SDLTexture") elseif(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "SDLSurface") elseif(BACKEND_PLATFORM MATCHES "SDL2" AND BACKEND_RENDERER MATCHES "Software") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/Software/SDL2.cpp") elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "OpenGL3") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/OpenGL3/GLFW3.cpp") elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "OpenGLES2") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/OpenGLES2/GLFW3.cpp") elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "Software") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/Software/GLFW3.cpp") elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "WiiU") elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "Software") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/Software/WiiU.cpp") elseif(BACKEND_PLATFORM MATCHES "Null" AND BACKEND_RENDERER MATCHES "Software") target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/Software/Null.cpp") else() message(FATAL_ERROR "Invalid BACKEND_PLATFORM/BACKEND_RENDERER combination") endif() ########## # Tweaks # ########## # Make some tweaks if we're using MSVC if(MSVC) # Disable warnings that normally fire up on MSVC when using "unsafe" functions instead of using MSVC's "safe" _s functions target_compile_definitions(CSE2 PRIVATE _CRT_SECURE_NO_WARNINGS) # Make it so source files are recognized as UTF-8 by MSVC target_compile_options(CSE2 PRIVATE "/utf-8") # Use `main` instead of `WinMain` set_target_properties(CSE2 PROPERTIES LINK_FLAGS "/ENTRY:mainCRTStartup") endif() # On Windows, we use native icons instead if(NOT WIN32) list(APPEND RESOURCES "ICON/ICON_MINI.bmp") endif() ################## # Misc. settings # ################## # Force strict C90 set_target_properties(CSE2 PROPERTIES C_STANDARD 90 C_STANDARD_REQUIRED ON C_EXTENSIONS OFF ) if(NOT BACKEND_PLATFORM MATCHES "WiiU") # Force strict C++98 set_target_properties(CSE2 PROPERTIES CXX_STANDARD 98 CXX_STANDARD_REQUIRED ON CXX_EXTENSIONS OFF ) endif() # Name debug builds "CSE2_debug", to distinguish them set_target_properties(CSE2 PROPERTIES DEBUG_OUTPUT_NAME "CSE2_debug") # Send executable to the build_en/build_jp directory set_target_properties(CSE2 PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${BUILD_DIRECTORY} RUNTIME_OUTPUT_DIRECTORY_RELEASE ${BUILD_DIRECTORY} RUNTIME_OUTPUT_DIRECTORY_MINSIZEREL ${BUILD_DIRECTORY} RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${BUILD_DIRECTORY} RUNTIME_OUTPUT_DIRECTORY_DEBUG ${BUILD_DIRECTORY} ) ################ # Dependencies # ################ if(NOT FORCE_LOCAL_LIBS) find_package(PkgConfig QUIET) endif() if(BACKEND_PLATFORM MATCHES "GLFW3") if(NOT FORCE_LOCAL_LIBS) find_package(glfw3) if (PKG_CONFIG_FOUND) pkg_check_modules(glfw3 QUIET IMPORTED_TARGET glfw3) endif() endif() if(TARGET PkgConfig::glfw3) # pkg-config if (PKG_CONFIG_STATIC_LIBS) message(STATUS "Using system GLFW3 (pkg-config, static)") target_compile_options(CSE2 PRIVATE ${glfw3_STATIC_CFLAGS}) target_link_libraries(CSE2 PRIVATE ${glfw3_STATIC_LDFLAGS}) else() message(STATUS "Using system GLFW3 (pkg-config, dynamic)") target_compile_options(CSE2 PRIVATE ${glfw3_CFLAGS}) target_link_libraries(CSE2 PRIVATE ${glfw3_LDFLAGS}) endif() elseif(TARGET glfw) # CMake message(STATUS "Using system GLFW3 (CMake)") target_link_libraries(CSE2 PRIVATE glfw) else() # Compile it ourselves message(STATUS "Using local GLFW3") set(GLFW_BUILD_EXAMPLES OFF CACHE INTERNAL "" FORCE) set(GLFW_BUILD_TESTS OFF CACHE INTERNAL "" FORCE) set(GLFW_BUILD_DOCS OFF CACHE INTERNAL "" FORCE) set(GLFW_INSTALL OFF CACHE INTERNAL "" FORCE) add_subdirectory("external/glfw" EXCLUDE_FROM_ALL) target_link_libraries(CSE2 PRIVATE glfw) endif() endif() if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2") if(NOT FORCE_LOCAL_LIBS) find_package(SDL2 2.0.6) if (PKG_CONFIG_FOUND) pkg_check_modules(sdl2 QUIET IMPORTED_TARGET sdl2) endif() endif() if(TARGET PkgConfig::sdl2) # pkg-config if (PKG_CONFIG_STATIC_LIBS) message(STATUS "Using system SDL2 (pkg-config, static)") # Do not link libSDL2main.a, otherwise we get weird linker errors about SDL_main not being found. # We don't need SDL2's WinMain->main shim anyway, so we can just ignore it. list(REMOVE_ITEM sdl2_STATIC_CFLAGS "-Dmain=SDL_main") list(REMOVE_ITEM sdl2_STATIC_LDFLAGS "-lSDL2main") target_compile_options(CSE2 PRIVATE ${sdl2_STATIC_CFLAGS}) target_link_libraries(CSE2 PRIVATE ${sdl2_STATIC_LDFLAGS}) else() message(STATUS "Using system SDL2 (pkg-config, dynamic)") # Do not link libSDL2main.a, otherwise we get weird linker errors about SDL_main not being found. # We don't need SDL2's WinMain->main shim anyway, so we can just ignore it. list(REMOVE_ITEM sdl2_CFLAGS "-Dmain=SDL_main") list(REMOVE_ITEM sdl2_LDFLAGS "-lSDL2main") target_compile_options(CSE2 PRIVATE ${sdl2_CFLAGS}) target_link_libraries(CSE2 PRIVATE ${sdl2_LDFLAGS}) endif() elseif(TARGET SDL2::SDL2) # CMake-generated config (Arch, vcpkg, Raspbian) message(STATUS "Using system SDL2 (CMake, dynamic)") target_link_libraries(CSE2 PRIVATE SDL2::SDL2) elseif(TARGET SDL2::SDL2-static) # CMake-generated config (Arch, vcpkg, Raspbian) message(STATUS "Using system SDL2 (CMake, static)") target_link_libraries(CSE2 PRIVATE SDL2::SDL2-static) elseif(SDL2_FOUND) # Autotools-generated config (MSYS2) message(STATUS "Using system SDL2 (Autotools)") target_include_directories(CSE2 PRIVATE ${SDL2_INCLUDE_DIRS}) target_link_libraries(CSE2 PRIVATE ${SDL2_LIBRARIES}) else() # Compile it ourselves message(STATUS "Using local SDL2") set(SDL_SHARED_ENABLED_BY_DEFAULT OFF) if(MSVC) set(LIBC ON CACHE INTERNAL "" FORCE) # Needed to prevent possible 'symbol already defined' errors endif() add_subdirectory("external/SDL2" EXCLUDE_FROM_ALL) target_link_libraries(CSE2 PRIVATE SDL2-static) endif() endif() if(FREETYPE_FONTS) if(NOT FORCE_LOCAL_LIBS) find_package(Freetype) if (PKG_CONFIG_FOUND) pkg_check_modules(freetype2 QUIET IMPORTED_TARGET freetype2) endif() endif() if(TARGET PkgConfig::freetype2) # pkg-config if (PKG_CONFIG_STATIC_LIBS) message(STATUS "Using system FreeType (pkg-config, static)") target_compile_options(CSE2 PRIVATE ${freetype2_STATIC_CFLAGS}) target_link_libraries(CSE2 PRIVATE ${freetype2_STATIC_LDFLAGS}) else() message(STATUS "Using system FreeType (pkg-config, dynamic)") target_compile_options(CSE2 PRIVATE ${freetype2_CFLAGS}) target_link_libraries(CSE2 PRIVATE ${freetype2_LDFLAGS}) endif() elseif(FREETYPE_FOUND) message(STATUS "Using system FreeType (CMake)") target_include_directories(CSE2 PRIVATE ${FREETYPE_INCLUDE_DIRS}) target_link_libraries(CSE2 PRIVATE ${FREETYPE_LIBRARIES}) else() # Compile it ourselves message(STATUS "Using local FreeType") if(FORCE_LOCAL_LIBS) set(CMAKE_DISABLE_FIND_PACKAGE_HarfBuzz ON CACHE INTERNAL "" FORCE) set(CMAKE_DISABLE_FIND_PACKAGE_ZLIB ON CACHE INTERNAL "" FORCE) set(CMAKE_DISABLE_FIND_PACKAGE_PNG ON CACHE INTERNAL "" FORCE) set(CMAKE_DISABLE_FIND_PACKAGE_BZip2 ON CACHE INTERNAL "" FORCE) set(CMAKE_DISABLE_FIND_PACKAGE_BrotliDec ON CACHE INTERNAL "" FORCE) endif() add_subdirectory("external/freetype" EXCLUDE_FROM_ALL) target_link_libraries(CSE2 PRIVATE freetype) endif() endif() if(BACKEND_RENDERER MATCHES "OpenGL3") add_subdirectory("external/glad" EXCLUDE_FROM_ALL) target_link_libraries(CSE2 PRIVATE glad) endif() if(BACKEND_RENDERER MATCHES "OpenGLES2") find_package(OpenGLES2 REQUIRED) target_include_directories(CSE2 PRIVATE ${OPENGLES2_INCLUDE_DIR}) target_link_libraries(CSE2 PRIVATE ${OPENGLES2_LIBRARIES}) endif() if(BACKEND_RENDERER MATCHES "OpenGL3" OR (BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "Software")) if (CMAKE_VERSION GREATER_EQUAL 3.11) cmake_policy(SET CMP0072 NEW) endif() find_package(OpenGL REQUIRED) target_link_libraries(CSE2 PRIVATE OpenGL::GL) endif() ####################### # Resource conversion # ####################### # Build bin2h externally, so it isn't cross-compiled when CSE2 is (Emscripten, cross-GCC, MinGW on Linux, etc.) include(ExternalProject) ExternalProject_Add(bin2h SOURCE_DIR "${CMAKE_SOURCE_DIR}/bin2h" DOWNLOAD_COMMAND "" UPDATE_COMMAND "" BUILD_BYPRODUCTS "<INSTALL_DIR>/bin/bin2h" CMAKE_ARGS -DCMAKE_INSTALL_PREFIX=<INSTALL_DIR> -DCMAKE_BUILD_TYPE=Release INSTALL_COMMAND ${CMAKE_COMMAND} --build . --config Release --target install ) ExternalProject_Get_Property(bin2h INSTALL_DIR) add_executable(bin2h_tool IMPORTED) add_dependencies(bin2h_tool bin2h) set_target_properties(bin2h_tool PROPERTIES IMPORTED_LOCATION "${INSTALL_DIR}/bin/bin2h") # Convert resources to header files foreach(FILENAME IN LISTS RESOURCES) set(IN_DIR "${ASSETS_DIRECTORY}/resources") set(OUT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/src/Resource") get_filename_component(DIRECTORY "${FILENAME}" DIRECTORY) add_custom_command( OUTPUT "${OUT_DIR}/${FILENAME}.h" COMMAND ${CMAKE_COMMAND} -E make_directory "${OUT_DIR}/${DIRECTORY}" COMMAND bin2h_tool "${IN_DIR}/${FILENAME}" "${OUT_DIR}/${FILENAME}.h" DEPENDS bin2h_tool "${IN_DIR}/${FILENAME}" ) target_sources(CSE2 PRIVATE "${OUT_DIR}/${FILENAME}.h") endforeach() ############ # DoConfig # ############ if(DOCONFIG) add_subdirectory("DoConfig") # Name debug builds "DoConfig_debug", to distinguish them set_target_properties(DoConfig PROPERTIES DEBUG_OUTPUT_NAME "DoConfig_debug") # Send executable to the build_en/build_jp directory set_target_properties(DoConfig PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${BUILD_DIRECTORY} RUNTIME_OUTPUT_DIRECTORY_RELEASE ${BUILD_DIRECTORY} RUNTIME_OUTPUT_DIRECTORY_MINSIZEREL ${BUILD_DIRECTORY} RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${BUILD_DIRECTORY} RUNTIME_OUTPUT_DIRECTORY_DEBUG ${BUILD_DIRECTORY} ) endif()