cmake_minimum_required(VERSION 2.6...3.22 FATAL_ERROR) project(dhewm3) # TODO # osx: place game .dylib's in the bundle (next to the binary) # osx: -weak_framework ? # maybe add these as options: # TARGET_MONO # SETUP # SDK -D_D3SDK # don't add these as options, but document them? # IDNET_HOST -DIDNET_HOST=\\"%s\\"' % IDNET_HOST # DEBUG_MEMORY -DID_DEBUG_MEMORY', '-DID_REDIRECT_NEWDELETE # LIBC_MALLOC -DUSE_LIBC_MALLOC=0 # ID_NOLANADDRESS -DID_NOLANADDRESS # fallback for cmake versions without add_compile_options if(NOT COMMAND add_compile_options) function(add_compile_options) foreach(arg ${ARGN}) set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${arg}" PARENT_SCOPE) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${arg}" PARENT_SCOPE) endforeach() endfunction() endif() option(LINUX_RELEASE_BINS "Set RPATH to \$ORIGIN/libs/ for Linux binary releases" OFF) set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/sys/cmake") if(LINUX_RELEASE_BINS) message(STATUS "Setting RPATH to \$ORIGIN/libs/ so you can put dependencies in there") set(CMAKE_SKIP_RPATH OFF CACHE BOOL "Skip RPATH" FORCE) set(CMAKE_INSTALL_RPATH_USE_LINK_PATH FALSE) set(CMAKE_BUILD_WITH_INSTALL_RPATH TRUE) set(CMAKE_INSTALL_RPATH "$ORIGIN/libs") set(ldflags "${ldflags} -Wl,-z,origin") # not sure this is even needed, but shouldn't hurt else() set(CMAKE_SKIP_RPATH ON CACHE BOOL "Skip RPATH" FORCE) endif() set(DHEWM3BINARY "dhewm3") include(CheckCXXCompilerFlag) include(GNUInstallDirs OPTIONAL RESULT_VARIABLE GNUINSTALLDIRS) option(CORE "Build the core" ON) option(BASE "Build the base game code" ON) option(D3XP "Build the d3xp game code" ON) if(MSVC) option(TOOLS "Build the tools game code (Visual Studio+SDL2 only)" OFF) endif() option(DEDICATED "Build the dedicated server" OFF) option(ONATIVE "Optimize for the host CPU" OFF) option(SDL2 "Use SDL2 instead of SDL1.2" ON) option(IMGUI "Build with Dear ImGui integration - requires SDL2 and C++11" ON) option(REPRODUCIBLE_BUILD "Replace __DATE__ and __TIME__ by hardcoded values for reproducible builds" OFF) option(HARDLINK_GAME "Compile gamecode into executable (no game DLLs)" OFF) if(NOT MSVC) # GCC/clang or compatible, hopefully option(FORCE_COLORED_OUTPUT "Always produce ANSI-colored compiler warnings/errors (GCC/Clang only; esp. useful with ninja)." OFF) option(ASAN "Enable GCC/Clang Adress Sanitizer (ASan)" OFF) # TODO: MSVC might also support this, somehow? option(UBSAN "Enable GCC/Clang Undefined Behavior Sanitizer (UBSan), implies HARDLINK_GAME" OFF) if(UBSAN AND NOT HARDLINK_GAME) message(STATUS "UBSAN requires linking the gamecode into the executable, will enable HARDLINK_GAME") set(HARDLINK_GAME ON) endif() endif() if(NOT CMAKE_SYSTEM_PROCESSOR) message(FATAL_ERROR "No target CPU architecture set") endif() if(NOT CMAKE_SYSTEM_NAME) message(FATAL_ERROR "No target OS set") endif() # target cpu set(cpu ${CMAKE_SYSTEM_PROCESSOR}) # Originally, ${CMAKE_SYSTEM_PROCESSOR} was supposed to contain the *target* CPU, according to CMake's documentation. # As far as I can tell this has always been broken (always returns host CPU) at least on Windows # (see e.g. https://cmake.org/pipermail/cmake-developers/2014-September/011405.html) and wasn't reliable on # other systems either, for example on Linux with 32bit userland but 64bit kernel it returned the kernel CPU type # (e.g. x86_64 instead of i686). Instead of fixing this, CMake eventually updated their documentation in 3.20, # now it's officially the same as CMAKE_HOST_SYSTEM_PROCESSOR except when cross-compiling (where it's explicitly set) # So we gotta figure out the actual target CPU type ourselves.. (why am I sticking to this garbage buildsystem?) if(NOT (CMAKE_SYSTEM_PROCESSOR STREQUAL CMAKE_HOST_SYSTEM_PROCESSOR)) # special case: cross-compiling, here CMAKE_SYSTEM_PROCESSOR should be correct, hopefully # (just leave cpu at ${CMAKE_SYSTEM_PROCESSOR}) elseif(MSVC) # because all this wasn't ugly enough, it turned out that, unlike standalone CMake, Visual Studio's # integrated CMake doesn't set CMAKE_GENERATOR_PLATFORM, so I gave up on guessing the CPU arch here # and moved the CPU detection to MSVC-specific code in neo/sys/platform.h else() # not MSVC and not cross-compiling, assume GCC or clang (-compatible), seems to work for MinGW as well execute_process(COMMAND ${CMAKE_C_COMPILER} "-dumpmachine" RESULT_VARIABLE cc_dumpmachine_res OUTPUT_VARIABLE cc_dumpmachine_out) if(cc_dumpmachine_res EQUAL 0) string(STRIP ${cc_dumpmachine_out} cc_dumpmachine_out) # get rid of trailing newline message(STATUS "`${CMAKE_C_COMPILER} -dumpmachine` says: \"${cc_dumpmachine_out}\"") # gcc -dumpmachine and clang -dumpmachine seem to print something like "x86_64-linux-gnu" (gcc) # or "x64_64-pc-linux-gnu" (clang) or "i686-w64-mingw32" (32bit mingw-w64) i.e. starting with the CPU, # then "-" and then OS or whatever - so use everything up to first "-" string(REGEX MATCH "^[^-]+" cpu ${cc_dumpmachine_out}) message(STATUS " => CPU architecture extracted from that: \"${cpu}\"") else() message(WARNING "${CMAKE_C_COMPILER} -dumpmachine failed with error (code) ${cc_dumpmachine_res}") message(WARNING "will use the (sometimes incorrect) CMAKE_SYSTEM_PROCESSOR (${cpu}) to determine D3_ARCH") endif() endif() if(cpu STREQUAL "powerpc") set(cpu "ppc") elseif(cpu STREQUAL "aarch64") # "arm64" is more obvious, and some operating systems (like macOS) use it instead of "aarch64" set(cpu "arm64") elseif(cpu MATCHES "i.86") set(cpu "x86") elseif(cpu MATCHES "[aA][mM][dD]64" OR cpu MATCHES "[xX]64") set(cpu "x86_64") elseif(cpu MATCHES "[aA][rR][mM].*") # some kind of arm.. # On 32bit Raspbian gcc -dumpmachine returns sth starting with "arm-", # while clang -dumpmachine says "arm6k-..." - try to unify that to "arm" if(CMAKE_SIZEOF_VOID_P EQUAL 8) # sizeof(void*) == 8 => must be arm64 set(cpu "arm64") else() # should be 32bit arm then (probably "armv7l" "armv6k" or sth like that) set(cpu "arm") endif() endif() # target os if(APPLE) set(os "macosx") else() string(TOLOWER "${CMAKE_SYSTEM_NAME}" os) endif() add_definitions(-DD3_OSTYPE="${os}" -DD3_SIZEOFPTR=${CMAKE_SIZEOF_VOID_P}) if(MSVC) # for MSVC D3_ARCH is set in code (in neo/sys/platform.h) message(STATUS "Setting -DD3_SIZEOFPTR=${CMAKE_SIZEOF_VOID_P} -DD3_OSTYPE=\"${os}\" - NOT setting D3_ARCH, because we're targeting MSVC (VisualC++)") # make sure ${cpu} isn't (cant't be) used by CMake when building with MSVC unset(cpu) else() add_definitions(-DD3_ARCH="${cpu}") message(STATUS "Setting -DD3_ARCH=\"${cpu}\" -DD3_SIZEOFPTR=${CMAKE_SIZEOF_VOID_P} -DD3_OSTYPE=\"${os}\" ") if(cpu MATCHES ".*64.*" AND NOT CMAKE_SIZEOF_VOID_P EQUAL 8) # tough luck if some CPU architecture has "64" in its name but uses 32bit pointers message(SEND_ERROR "CMake thinks sizeof(void*) == 4, but the target CPU ${cpu} looks like a 64bit CPU!") message(FATAL_ERROR "If you're building in a 32bit chroot on a 64bit host, switch to it with 'linux32 chroot' or at least call cmake with linux32 (or your OSs equivalent)!") endif() endif() # build type if(NOT CMAKE_BUILD_TYPE) set(CMAKE_BUILD_TYPE "RelWithDebInfo") endif() # precompiled libraries from the dhewm3-libs repo if(DHEWM3LIBS) if(CMAKE_CROSSCOMPILING) set(CMAKE_FIND_ROOT_PATH ${DHEWM3LIBS}) else() set(ENV{CMAKE_PREFIX_PATH} ${DHEWM3LIBS}) endif() # these are too stupid, give them a hint set(ENV{OPENALDIR} ${DHEWM3LIBS}) set(ENV{SDLDIR} ${DHEWM3LIBS}) set(ENV{SDL2DIR} ${DHEWM3LIBS}) endif() if(CMAKE_MAJOR_VERSION LESS 3 OR ( CMAKE_MAJOR_VERSION EQUAL 3 AND CMAKE_MINOR_VERSION LESS 8 )) # cmake < 3.8 doesn't support source_group(TREE ...) so replace it with a dummy # (it's only cosmetical anyway, to make source files show up properly in Visual Studio) function(source_group) endfunction() message(STATUS "Using CMake < 3.8, doesn't support source_group(TREE ...), replacing it with a dummy") message(STATUS " (this is only relevants for IDEs, doesn't matter for just compiling dhewm3)") #else() # message(STATUS "Using CMake >= 3.8, supports source_group(TREE ...)") endif() # libs find_package(ZLIB REQUIRED) include_directories(${ZLIB_INCLUDE_DIRS}) find_package(OpenAL REQUIRED) include_directories(${OPENAL_INCLUDE_DIR}) if (SDL2) # skip SDL2main if(APPLE OR WIN32) set(SDL2_BUILDING_LIBRARY TRUE) endif() find_package(SDL2 REQUIRED) include_directories(${SDL2_INCLUDE_DIR}) set(SDLx_LIBRARY ${SDL2_LIBRARY}) else() # skip SDLmain if(APPLE OR WIN32) set(SDL_BUILDING_LIBRARY TRUE) endif() find_package(SDL REQUIRED) include_directories(${SDL_INCLUDE_DIR}) set(SDLx_LIBRARY ${SDL_LIBRARY}) endif() if(REPRODUCIBLE_BUILD) # don't use __DATE__ and __TIME__ macros so builds are reproducible add_definitions(-DID_REPRODUCIBLE_BUILD) endif() if(IMGUI) if(SDL2) # we need C++11 for ImGui set (CMAKE_CXX_STANDARD 11) message(STATUS "Dear ImGui integration enabled") else() message(WARNING "Disabling IMGUI because SDL1.2 is used - it needs SDL2!") set(IMGUI OFF) add_definitions(-DIMGUI_DISABLE) endif() else() message(STATUS "Dear ImGui integration disabled") add_definitions(-DIMGUI_DISABLE) endif() find_package(CURL QUIET) if(CURL_FOUND) set(ID_ENABLE_CURL ON) include_directories(${CURL_INCLUDE_DIR}) message(STATUS "libcurl found and enabled") else() message(WARNING "libcurl not found, server downloads won't be available (apart from that dhewm3 will work)") set(ID_ENABLE_CURL OFF) set(CURL_LIBRARY "") endif() set(D3_COMPILER_IS_CLANG FALSE) set(D3_COMPILER_IS_GCC_OR_CLANG FALSE) if(MSVC) # This is required for tools on windows. find_package(MFC) if(TOOLS AND NOT MFC_FOUND) message(SEND_ERROR "MFC ('Microsoft Foundation Classes for C++') couldn't be found, but is needed for TOOLS!") message(FATAL_ERROR "If you're using VS2013, you'll also need the 'Multibyte MFC Library for Visual Studio 2013': https://www.microsoft.com/en-us/download/details.aspx?id=40770 (VS2015 and 2017 include that in the default MFC package)") endif() else() # not MSVC if(NOT WIN32) # libbacktrace support - TODO: might work with MinGW? we don't have a crash handler for win32 though.. include(CheckCSourceCompiles) set(CMAKE_REQUIRED_LIBRARIES backtrace) check_c_source_compiles( "#include int main() { backtrace_create_state(NULL, 0, NULL, NULL); return 0; }" HAVE_LIBBACKTRACE ) unset(CMAKE_REQUIRED_LIBRARIES) if(HAVE_LIBBACKTRACE) set(sys_libs ${sys_libs} backtrace) add_definitions(-DD3_HAVE_LIBBACKTRACE) message(STATUS "Using libbacktrace") else() message(WARNING "libbacktrace wasn't found. It's not required but recommended, because it provides useful backtraces if dhewm3 crashes") endif() # check if our SDL2 supports X11 in SDL_syswm so we can use it for DPI scaling ImGui if(SDL2) set(CMAKE_REQUIRED_LIBRARIES SDL2) check_c_source_compiles( "#include int main() { SDL_SysWMinfo wmInfo = {}; wmInfo.info.x11.display = NULL; return 0; }" HAVE_SDL_X11) unset(CMAKE_REQUIRED_LIBRARIES) if(HAVE_SDL_X11) message(STATUS "This SDL2 has X11 support") add_definitions(-DD3_SDL_X11) endif() endif() endif() # NOT WIN32 # check if this is some kind of clang (Clang, AppleClang, whatever) # (convert compiler ID to lowercase so we match Clang, clang, AppleClang etc, regardless of case) string(TOLOWER ${CMAKE_CXX_COMPILER_ID} compiler_id_lower) if(compiler_id_lower MATCHES ".*clang.*") message(STATUS "Compiler \"${CMAKE_CXX_COMPILER_ID}\" detected as some kind of clang") set(D3_COMPILER_IS_CLANG TRUE) set(D3_COMPILER_IS_GCC_OR_CLANG TRUE) elseif(CMAKE_COMPILER_IS_GNUCC) set(D3_COMPILER_IS_GCC_OR_CLANG TRUE) endif() unset(compiler_id_lower) endif() # not MSVC # compiler specific flags if(D3_COMPILER_IS_GCC_OR_CLANG) add_compile_options(-pipe) add_compile_options(-Wall) if(NOT CMAKE_CROSSCOMPILING AND ONATIVE) add_compile_options(-march=native) elseif(NOT APPLE AND cpu STREQUAL "x86") add_compile_options(-march=pentium3) endif() if(FORCE_COLORED_OUTPUT) if(CMAKE_COMPILER_IS_GNUCC) add_compile_options (-fdiagnostics-color=always) elseif (D3_COMPILER_IS_CLANG) add_compile_options (-fcolor-diagnostics) endif () endif () set(CMAKE_C_FLAGS_DEBUG "-g -ggdb -D_DEBUG -O0") set(CMAKE_C_FLAGS_DEBUGALL "-g -ggdb -D_DEBUG") set(CMAKE_C_FLAGS_PROFILE "-g -ggdb -D_DEBUG -O1 -fno-omit-frame-pointer") set(CMAKE_C_FLAGS_RELEASE "-O2 -fno-math-errno -fno-trapping-math -fomit-frame-pointer") set(CMAKE_C_FLAGS_RELWITHDEBINFO "-g -ggdb -O2 -fno-math-errno -fno-trapping-math -fno-omit-frame-pointer") set(CMAKE_C_FLAGS_MINSIZEREL "-Os -fno-math-errno -fno-trapping-math -fomit-frame-pointer") set(CMAKE_CXX_FLAGS_DEBUGALL ${CMAKE_C_FLAGS_DEBUGALL}) set(CMAKE_CXX_FLAGS_PROFILE ${CMAKE_C_FLAGS_PROFILE}) add_compile_options(-fno-strict-aliasing) # dear idiot compilers, don't fuck up math code with useless FMA "optimizations" # (https://gcc.gnu.org/bugzilla/show_bug.cgi?id=100839) CHECK_CXX_COMPILER_FLAG("-ffp-contract=off" cxx_has_fp-contract) if(cxx_has_fp-contract) add_compile_options(-ffp-contract=off) endif() if(ASAN) # if this doesn't work, ASan might not be available on your platform, don't set ASAN then.. add_compile_options(-fsanitize=address) set(sys_libs ${sys_libs} -fsanitize=address) endif() if(UBSAN) # if this doesn't work, UBSan might not be available on your platform, don't set UBSAN then.. add_compile_options(-fsanitize=undefined) set(sys_libs ${sys_libs} -fsanitize=undefined) endif() if(NOT AROS) CHECK_CXX_COMPILER_FLAG("-fvisibility=hidden" cxx_has_fvisibility) if(NOT cxx_has_fvisibility) message(FATAL_ERROR "Compiler does not support -fvisibility") endif() add_compile_options(-fvisibility=hidden) endif() # TODO fix these warnings add_compile_options(-Wno-sign-compare) add_compile_options(-Wno-switch) CHECK_CXX_COMPILER_FLAG("-Woverloaded-virtual" cxx_has_Woverload_virtual) if(cxx_has_Woverload_virtual) add_compile_options(-Woverloaded-virtual) endif() # shut up about using memcpy() on classes, in the cases doom3 uses it it seems to be fine CHECK_CXX_COMPILER_FLAG("-Wno-class-memaccess" cxx_has_Wno-class-memaccess) if(cxx_has_Wno-class-memaccess) add_compile_options(-Wno-class-memaccess) endif() # ignore warnings about variables named "requires" for now (in C++20 it's a keyword, # but currently we don't even use C++11 features) CHECK_CXX_COMPILER_FLAG("-Wno-c++20-compat" cxx_has_Wno-cpp20-compat) if(cxx_has_Wno-cpp20-compat) add_compile_options(-Wno-c++20-compat) endif() if(AROS) set(CMAKE_SHARED_LIBRARY_SUFFIX ".aros-${cpu}") add_definitions(-DIOAPI_NO_64) elseif(APPLE) add_definitions(-DMACOS_X=1) if(cpu STREQUAL "x86_64") add_compile_options(-arch x86_64 -mmacosx-version-min=10.9) set(ldflags "${ldflags} -arch x86_64 -mmacosx-version-min=10.9") elseif(cpu STREQUAL "arm64") add_compile_options(-arch arm64 -mmacosx-version-min=11.0) set(ldflags "${ldflags} -arch arm64 -mmacosx-version-min=11.0") elseif(cpu STREQUAL "x86") CHECK_CXX_COMPILER_FLAG("-arch i386" cxx_has_arch_i386) if(cxx_has_arch_i386) add_compile_options(-arch i386) set(ldflags "${ldflags} -arch i386") endif() add_compile_options(-mmacosx-version-min=10.4) set(ldflags "${ldflags} -mmacosx-version-min=10.4") elseif(cpu STREQUAL "ppc") CHECK_CXX_COMPILER_FLAG("-arch ppc" cxx_has_arch_ppc) if(cxx_has_arch_ppc) add_compile_options(-arch ppc -mone-byte-bool) set(ldflags "${ldflags} -arch ppc -mone-byte-bool") endif() add_compile_options(-mmacosx-version-min=10.4) set(ldflags "${ldflags} -mmacosx-version-min=10.4") else() message(FATAL_ERROR "Unsupported CPU architecture for OSX") endif() set(sys_libs ${sys_libs} "-framework Carbon -framework Cocoa -framework IOKit") elseif(WIN32) # use 8MB stack instead of 1MB, so big models don't overflow it with _alloca() set(ldflags "${ldflags} -static-libgcc -static-libstdc++ -Wl,--stack,8388608") elseif(os STREQUAL "linux") set(sys_libs ${sys_libs} dl) elseif(os STREQUAL "freebsd") find_library(EXECINFO_LIBRARIES execinfo /usr/lib /usr/local/lib) set(sys_libs ${sys_libs} ${EXECINFO_LIBRARIES}) endif() elseif(MSVC) add_compile_options(/MP) # parallel build (use all cores, or as many as configured in VS) add_compile_options(/W3) # TODO: was /W4, caused trouble with VS2019 (and/or its integrated CMake? or only HarrieVG's setup?) add_compile_options(/we4840) # treat as error when passing a class to a vararg-function (probably printf-like) # treat several kinds of truncating int<->pointer conversions as errors (for more 64bit-safety) add_compile_options(/we4306 /we4311 /we4312 /we4302) # ignore the following warnings: add_compile_options(/wd4100) # unreferenced formal parameter add_compile_options(/wd4127) # conditional expression is constant add_compile_options(/wd4244) # possible loss of data add_compile_options(/wd4245) # signed/unsigned mismatch add_compile_options(/wd4267) # possible loss of data add_compile_options(/wd4714) # 'function' marked as __forceinline not inlined add_compile_options(/wd4996) # 'function': was declared deprecated add_compile_options(/wd4068) # unknown pragma add_compile_options(/wd4458) # declaration of 'variable' hides class member add_definitions(-D_ALLOW_KEYWORD_MACROS) # because of the "#define private public" and "#define protected public" in TypeInfo.cpp set(CMAKE_C_FLAGS_DEBUG "-D_DEBUG /Od /Zi /MDd") set(CMAKE_C_FLAGS_RELEASE "/Ox /Oy /MD") set(CMAKE_C_FLAGS_RELWITHDEBINFO "/Ox /Oy /Zi /MD") set(CMAKE_C_FLAGS_MINSIZEREL "/Ox /Oy /Os /MD") # use 8MB stack instead of 1MB, so big models don't overflow it with _alloca() set(ldflags "${ldflags} /STACK:8388608") else() message(FATAL_ERROR "Unsupported compiler") endif() set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG}) set(CMAKE_CXX_FLAGS_RELWITHDEBINFO ${CMAKE_C_FLAGS_RELWITHDEBINFO}) # disable assertions in release builds set(CMAKE_CXX_FLAGS_RELEASE "-DNDEBUG ${CMAKE_C_FLAGS_RELEASE}") set(CMAKE_CXX_FLAGS_MINSIZEREL "-DNDEBUG ${CMAKE_C_FLAGS_MINSIZEREL}") # mingw and msvc if(WIN32) add_definitions(-DWINVER=0x0501) add_definitions(-D_WIN32_WINNT=0x0501) set(sys_libs ${sys_libs} winmm iphlpapi wsock32 ole32 ) endif() # fallback for cmake versions without GNUInstallDirs if(GNUINSTALLDIRS MATCHES "NOTFOUND") set(CMAKE_INSTALL_BINDIR "bin" CACHE PATH "user executables (bin)") set(CMAKE_INSTALL_LIBDIR "lib${LIB_SUFFIX}" CACHE PATH "object code libraries (lib${LIB_SUFFIX})") set(CMAKE_INSTALL_DATAROOTDIR "share" CACHE PATH "read-only architecture-independent data root (share)") set(CMAKE_INSTALL_DATADIR "${CMAKE_INSTALL_DATAROOTDIR}" CACHE PATH "read-only architecture-independent data (DATAROOTDIR)") mark_as_advanced(CMAKE_INSTALL_BINDIR CMAKE_INSTALL_LIBDIR CMAKE_INSTALL_DATAROOTDIR CMAKE_INSTALL_DATADIR) foreach(dir BINDIR LIBDIR DATAROOTDIR DATADIR) if(NOT IS_ABSOLUTE ${CMAKE_INSTALL_${dir}}) set(CMAKE_INSTALL_FULL_${dir} "${CMAKE_INSTALL_PREFIX}/${CMAKE_INSTALL_${dir}}") else() set(CMAKE_INSTALL_FULL_${dir} "${CMAKE_INSTALL_${dir}}") endif() endforeach() endif() set(bindir "${CMAKE_INSTALL_FULL_BINDIR}") set(libdir "${CMAKE_INSTALL_FULL_LIBDIR}/dhewm3") set(datadir "${CMAKE_INSTALL_FULL_DATADIR}/dhewm3") configure_file( "${CMAKE_SOURCE_DIR}/config.h.in" "${CMAKE_BINARY_DIR}/config.h" ) if(NOT MSVC) message(STATUS "Building ${CMAKE_BUILD_TYPE} for ${os}-${cpu}") endif() if(NOT APPLE AND NOT WIN32) message(STATUS "The install target will use the following directories:") message(STATUS " Binary directory: ${bindir}") message(STATUS " Library directory: ${libdir}") message(STATUS " Data directory: ${datadir}") endif() set(src_renderer renderer/Cinematic.cpp renderer/GuiModel.cpp renderer/Image_files.cpp renderer/Image_init.cpp renderer/Image_load.cpp renderer/Image_process.cpp renderer/Image_program.cpp renderer/Interaction.cpp renderer/Material.cpp renderer/MegaTexture.cpp renderer/Model.cpp renderer/ModelDecal.cpp renderer/ModelManager.cpp renderer/ModelOverlay.cpp renderer/Model_beam.cpp renderer/Model_ase.cpp renderer/Model_liquid.cpp renderer/Model_lwo.cpp renderer/Model_ma.cpp renderer/Model_md3.cpp renderer/Model_md5.cpp renderer/Model_prt.cpp renderer/Model_sprite.cpp renderer/RenderEntity.cpp renderer/RenderSystem.cpp renderer/RenderSystem_init.cpp renderer/RenderWorld.cpp renderer/RenderWorld_demo.cpp renderer/RenderWorld_load.cpp renderer/RenderWorld_portals.cpp renderer/VertexCache.cpp renderer/draw_arb2.cpp renderer/draw_common.cpp renderer/tr_backend.cpp renderer/tr_deform.cpp renderer/tr_font.cpp renderer/tr_guisurf.cpp renderer/tr_light.cpp renderer/tr_lightrun.cpp renderer/tr_main.cpp renderer/tr_orderIndexes.cpp renderer/tr_polytope.cpp renderer/tr_render.cpp renderer/tr_rendertools.cpp renderer/tr_shadowbounds.cpp renderer/tr_stencilshadow.cpp renderer/tr_subview.cpp renderer/tr_trace.cpp renderer/tr_trisurf.cpp renderer/tr_turboshadow.cpp ) # I'm a bit sloppy with headers and just glob them in.. # they're only handled in CMake at all so they turn up in Visual Studio solutions.. # globs all the headers from ${PATHPREFIX}/ and adds them to ${SRCLIST} function(add_globbed_headers SRCLIST PATHPREFIX) file(GLOB_RECURSE tmp_hdrs RELATIVE "${CMAKE_SOURCE_DIR}" "${PATHPREFIX}/*.h") set(${SRCLIST} ${tmp_hdrs} ${${SRCLIST}} PARENT_SCOPE) endfunction() add_globbed_headers(src_renderer "renderer") set(src_framework framework/CVarSystem.cpp framework/CmdSystem.cpp framework/Common.cpp framework/Compressor.cpp framework/Console.cpp framework/DemoFile.cpp framework/DeclAF.cpp framework/DeclEntityDef.cpp framework/DeclFX.cpp framework/DeclManager.cpp framework/DeclParticle.cpp framework/DeclPDA.cpp framework/DeclSkin.cpp framework/DeclTable.cpp framework/Dhewm3SettingsMenu.cpp framework/EditField.cpp framework/EventLoop.cpp framework/File.cpp framework/FileSystem.cpp framework/KeyInput.cpp framework/UsercmdGen.cpp framework/Session_menu.cpp framework/Session.cpp framework/async/AsyncClient.cpp framework/async/AsyncNetwork.cpp framework/async/AsyncServer.cpp framework/async/MsgChannel.cpp framework/async/NetworkSystem.cpp framework/async/ServerScan.cpp framework/minizip/ioapi.c framework/minizip/unzip.cpp ) add_globbed_headers(src_framework "framework") set(src_cm cm/CollisionModel_contacts.cpp cm/CollisionModel_contents.cpp cm/CollisionModel_debug.cpp cm/CollisionModel_files.cpp cm/CollisionModel_load.cpp cm/CollisionModel_rotate.cpp cm/CollisionModel_trace.cpp cm/CollisionModel_translate.cpp ) add_globbed_headers(src_cm "cm") set(src_dmap tools/compilers/dmap/dmap.cpp tools/compilers/dmap/facebsp.cpp tools/compilers/dmap/gldraw.cpp tools/compilers/dmap/glfile.cpp tools/compilers/dmap/leakfile.cpp tools/compilers/dmap/map.cpp tools/compilers/dmap/optimize.cpp tools/compilers/dmap/output.cpp tools/compilers/dmap/portals.cpp tools/compilers/dmap/shadowopt3.cpp tools/compilers/dmap/tritjunction.cpp tools/compilers/dmap/tritools.cpp tools/compilers/dmap/ubrush.cpp tools/compilers/dmap/usurface.cpp ) add_globbed_headers(src_dmap "tools/compilers/dmap") set(src_aas tools/compilers/aas/AASBuild.cpp tools/compilers/aas/AASBuild_file.cpp tools/compilers/aas/AASBuild_gravity.cpp tools/compilers/aas/AASBuild_ledge.cpp tools/compilers/aas/AASBuild_merge.cpp tools/compilers/aas/AASCluster.cpp tools/compilers/aas/AASFile.cpp tools/compilers/aas/AASFile_optimize.cpp tools/compilers/aas/AASFile_sample.cpp tools/compilers/aas/AASReach.cpp tools/compilers/aas/AASFileManager.cpp tools/compilers/aas/Brush.cpp tools/compilers/aas/BrushBSP.cpp ) add_globbed_headers(src_aas "tools/compilers/aas") set(src_roq tools/compilers/roqvq/NSBitmapImageRep.cpp tools/compilers/roqvq/codec.cpp tools/compilers/roqvq/roq.cpp tools/compilers/roqvq/roqParam.cpp ) add_globbed_headers(src_roq "tools/compilers/roqvq") set(src_renderbump tools/compilers/renderbump/renderbump.cpp ) add_globbed_headers(src_renderbump "tools/compilers/renderbump") set(src_snd sound/snd_cache.cpp sound/snd_decoder.cpp sound/snd_efxfile.cpp sound/snd_emitter.cpp sound/snd_shader.cpp sound/snd_system.cpp sound/snd_wavefile.cpp sound/snd_world.cpp ) add_globbed_headers(src_snd "sound") set(src_ui ui/BindWindow.cpp ui/ChoiceWindow.cpp ui/DeviceContext.cpp ui/EditWindow.cpp ui/FieldWindow.cpp ui/GameBearShootWindow.cpp ui/GameBustOutWindow.cpp ui/GameSSDWindow.cpp ui/GuiScript.cpp ui/ListGUI.cpp ui/ListWindow.cpp ui/MarkerWindow.cpp ui/RegExp.cpp ui/RenderWindow.cpp ui/SimpleWindow.cpp ui/SliderWindow.cpp ui/UserInterface.cpp ui/Window.cpp ui/Winvar.cpp ) add_globbed_headers(src_ui "ui") set(src_idlib idlib/bv/Bounds.cpp idlib/bv/Frustum.cpp idlib/bv/Sphere.cpp idlib/bv/Box.cpp idlib/geometry/DrawVert.cpp idlib/geometry/Winding2D.cpp idlib/geometry/Surface_SweptSpline.cpp idlib/geometry/Winding.cpp idlib/geometry/Surface.cpp idlib/geometry/Surface_Patch.cpp idlib/geometry/TraceModel.cpp idlib/geometry/JointTransform.cpp idlib/hashing/CRC32.cpp idlib/hashing/MD4.cpp idlib/hashing/MD5.cpp idlib/math/Angles.cpp idlib/math/Lcp.cpp idlib/math/Math.cpp idlib/math/Matrix.cpp idlib/math/Ode.cpp idlib/math/Plane.cpp idlib/math/Pluecker.cpp idlib/math/Polynomial.cpp idlib/math/Quat.cpp idlib/math/Rotation.cpp idlib/math/Simd.cpp idlib/math/Simd_Generic.cpp idlib/math/Simd_AltiVec.cpp idlib/math/Simd_MMX.cpp idlib/math/Simd_3DNow.cpp idlib/math/Simd_SSE.cpp idlib/math/Simd_SSE2.cpp idlib/math/Simd_SSE3.cpp idlib/math/Vector.cpp idlib/BitMsg.cpp idlib/LangDict.cpp idlib/Lexer.cpp idlib/Lib.cpp idlib/containers/HashIndex.cpp idlib/Dict.cpp idlib/Str.cpp idlib/Parser.cpp idlib/MapFile.cpp idlib/CmdArgs.cpp idlib/Token.cpp idlib/Base64.cpp idlib/Timer.cpp idlib/Heap.cpp ) add_globbed_headers(src_idlib "idlib") if(IMGUI) set(src_imgui libs/imgui/backends/imgui_impl_sdl2.cpp libs/imgui/backends/imgui_impl_opengl2.cpp libs/imgui/imgui.h libs/imgui/imgui.cpp libs/imgui/imgui_draw.cpp libs/imgui/imgui_tables.cpp libs/imgui/imgui_widgets.cpp libs/imgui/imgui_demo.cpp sys/sys_imgui.h sys/sys_imgui.cpp sys/imgui_savestyle.cpp ) else() set(src_imgui sys/sys_imgui.h) endif() set(src_game game/AF.cpp game/AFEntity.cpp game/Actor.cpp game/Camera.cpp game/Entity.cpp game/BrittleFracture.cpp game/Fx.cpp game/GameEdit.cpp game/Game_local.cpp game/Game_network.cpp game/Item.cpp game/IK.cpp game/Light.cpp game/Misc.cpp game/Mover.cpp game/Moveable.cpp game/MultiplayerGame.cpp game/Player.cpp game/PlayerIcon.cpp game/PlayerView.cpp game/Projectile.cpp game/Pvs.cpp game/SecurityCamera.cpp game/SmokeParticles.cpp game/Sound.cpp game/Target.cpp game/Trigger.cpp game/Weapon.cpp game/WorldSpawn.cpp game/ai/AAS.cpp game/ai/AAS_debug.cpp game/ai/AAS_pathing.cpp game/ai/AAS_routing.cpp game/ai/AI.cpp game/ai/AI_events.cpp game/ai/AI_pathing.cpp game/ai/AI_Vagary.cpp game/gamesys/DebugGraph.cpp game/gamesys/Class.cpp game/gamesys/Event.cpp game/gamesys/SaveGame.cpp game/gamesys/SysCmds.cpp game/gamesys/SysCvar.cpp game/gamesys/TypeInfo.cpp game/anim/Anim.cpp game/anim/Anim_Blend.cpp game/anim/Anim_Import.cpp game/anim/Anim_Testmodel.cpp game/script/Script_Compiler.cpp game/script/Script_Interpreter.cpp game/script/Script_Program.cpp game/script/Script_Thread.cpp game/physics/Clip.cpp game/physics/Force.cpp game/physics/Force_Constant.cpp game/physics/Force_Drag.cpp game/physics/Force_Field.cpp game/physics/Force_Spring.cpp game/physics/Physics.cpp game/physics/Physics_AF.cpp game/physics/Physics_Actor.cpp game/physics/Physics_Base.cpp game/physics/Physics_Monster.cpp game/physics/Physics_Parametric.cpp game/physics/Physics_Player.cpp game/physics/Physics_RigidBody.cpp game/physics/Physics_Static.cpp game/physics/Physics_StaticMulti.cpp game/physics/Push.cpp ) add_globbed_headers(src_game "game") set(src_d3xp d3xp/AF.cpp d3xp/AFEntity.cpp d3xp/Actor.cpp d3xp/Camera.cpp d3xp/Entity.cpp d3xp/BrittleFracture.cpp d3xp/Fx.cpp d3xp/GameEdit.cpp d3xp/Game_local.cpp d3xp/Game_network.cpp d3xp/Item.cpp d3xp/IK.cpp d3xp/Light.cpp d3xp/Misc.cpp d3xp/Mover.cpp d3xp/Moveable.cpp d3xp/MultiplayerGame.cpp d3xp/Player.cpp d3xp/PlayerIcon.cpp d3xp/PlayerView.cpp d3xp/Projectile.cpp d3xp/Pvs.cpp d3xp/SecurityCamera.cpp d3xp/SmokeParticles.cpp d3xp/Sound.cpp d3xp/Target.cpp d3xp/Trigger.cpp d3xp/Weapon.cpp d3xp/WorldSpawn.cpp d3xp/ai/AAS.cpp d3xp/ai/AAS_debug.cpp d3xp/ai/AAS_pathing.cpp d3xp/ai/AAS_routing.cpp d3xp/ai/AI.cpp d3xp/ai/AI_events.cpp d3xp/ai/AI_pathing.cpp d3xp/ai/AI_Vagary.cpp d3xp/gamesys/DebugGraph.cpp d3xp/gamesys/Class.cpp d3xp/gamesys/Event.cpp d3xp/gamesys/SaveGame.cpp d3xp/gamesys/SysCmds.cpp d3xp/gamesys/SysCvar.cpp d3xp/gamesys/TypeInfo.cpp d3xp/anim/Anim.cpp d3xp/anim/Anim_Blend.cpp d3xp/anim/Anim_Import.cpp d3xp/anim/Anim_Testmodel.cpp d3xp/script/Script_Compiler.cpp d3xp/script/Script_Interpreter.cpp d3xp/script/Script_Program.cpp d3xp/script/Script_Thread.cpp d3xp/physics/Clip.cpp d3xp/physics/Force.cpp d3xp/physics/Force_Constant.cpp d3xp/physics/Force_Drag.cpp d3xp/physics/Force_Field.cpp d3xp/physics/Force_Spring.cpp d3xp/physics/Physics.cpp d3xp/physics/Physics_AF.cpp d3xp/physics/Physics_Actor.cpp d3xp/physics/Physics_Base.cpp d3xp/physics/Physics_Monster.cpp d3xp/physics/Physics_Parametric.cpp d3xp/physics/Physics_Player.cpp d3xp/physics/Physics_RigidBody.cpp d3xp/physics/Physics_Static.cpp d3xp/physics/Physics_StaticMulti.cpp d3xp/physics/Push.cpp d3xp/Grabber.cpp d3xp/physics/Force_Grab.cpp ) add_globbed_headers(src_d3xp "d3xp") set(src_debuggerServer tools/debugger/DebuggerBreakpoint.h tools/debugger/DebuggerBreakpoint.cpp tools/debugger/DebuggerServer.h tools/debugger/DebuggerServer.cpp tools/debugger/DebuggerScript.h tools/debugger/DebuggerScript.cpp tools/debugger/DebuggerMessages.h tools/debugger/debugger.cpp ) set(src_core ${src_renderer} ${src_framework} ${src_cm} ${src_dmap} ${src_aas} ${src_roq} ${src_renderbump} ${src_snd} ${src_ui} ${src_tools} ) set(src_stub_openal sys/stub/openal_stub.cpp) set(src_stub_gl sys/stub/stub_gl.cpp) set(src_tools tools/guied/GEWindowWrapper_stub.cpp ) # TODO: add_globbed_headers(src_tools "tools/guied") # Begin normal tools code if (TOOLS AND MFC_FOUND AND MSVC) set(ALLOWRESOURCES ON) # Common files. file(GLOB src_comafx "tools/comafx/*.cpp") add_globbed_headers(src_comafx "tools/comafx") file(GLOB_RECURSE src_tools_common "tools/common/*.cpp") add_globbed_headers(src_tools_common "tools/common") #Compilers. # DG: this is always added, why add it again? file(GLOB src_compiler_renderbump "neo/tools/compilers/renderbump/*.cpp") file(GLOB src_compiler_roqvq "tools/compilers/roqvq/*.cpp") # FIXME: some of those were added before add_globbed_headers(src_compiler_roqvq "tools/compilers/roqvq") #tools # Articulated Frame editor. file(GLOB src_afeditor "tools/af/*.cpp") add_globbed_headers(src_afeditor "tools/af") # Declaration editor file(GLOB src_decleditor "tools/decl/*.cpp") add_globbed_headers(src_decleditor "tools/decl") # GUI Editor. file(GLOB src_gui_editor "tools/guied/*.cpp") add_globbed_headers(src_gui_editor "tools/guied") # Material editor file(GLOB src_materialeditor "tools/materialeditor/*.cpp") add_globbed_headers(src_materialeditor "tools/materialeditor") # Particle Editor file(GLOB src_particleeditor "tools/particle/*.cpp") add_globbed_headers(src_particleeditor "tools/particle") # PDA editor file(GLOB src_pdaeditor "tools/pda/*.cpp") add_globbed_headers(src_pdaeditor "tools/pda") # Radiant ( Map editor ) file(GLOB src_map_editor "tools/radiant/*.cpp") add_globbed_headers(src_map_editor "tools/radiant") # Script editor file(GLOB src_script_editor "tools/script/*.cpp") add_globbed_headers(src_script_editor "tools/script") # Script Debugger set(src_debuggerClient tools/debugger/DebuggerClient.h tools/debugger/DebuggerClient.cpp tools/debugger/DebuggerApp.h tools/debugger/DebuggerApp.cpp tools/debugger/DebuggerQuickWatchDlg.h tools/debugger/DebuggerQuickWatchDlg.cpp tools/debugger/DebuggerWindow.h tools/debugger/DebuggerWindow.cpp tools/debugger/DebuggerFindDlg.h tools/debugger/DebuggerFindDlg.cpp ) set(src_script_debugger ${src_debuggerServer} ${src_debuggerClient} ) # sound editor? file(GLOB src_sound_editor "tools/sound/*.cpp") add_globbed_headers(src_sound_editor "tools/sound") # The numerous tools in a nice list. list(APPEND src_editor_tools ${src_comafx} ${src_tools_common} ${src_compiler_renderbump} ${src_afeditor} ${src_decleditor} ${src_gui_editor} ${src_materialeditor} ${src_particleeditor} ${src_pdaeditor} ${src_map_editor} ${src_script_editor} ${src_sound_editor} ${src_script_debugger} "tools/edit_public.h" "tools/edit_gui_common.h" ) SET(CMAKE_MFC_FLAG 2) set(TOOLS_DEFINES "ID_ALLOW_TOOLS;_AFXDLL") else() set(src_editor_tools "tools/edit_stub.cpp" "tools/edit_public.h" "tools/debugger/debugger_common.h") list(APPEND src_editor_tools ${src_debuggerServer} ) endif() if(AROS) set(DHEWM3BINARY "ADoom3") set(sys_libs ${sys_libs} dll) set(src_arosdll sys/aros/dll/dllstartup.c sys/aros/dll/dll.c sys/aros/dll/dllimport.c ) set(src_sys_base sys/cpu.cpp sys/threads.cpp sys/events.cpp sys/sys_local.cpp sys/aros/aros_net.cpp sys/aros/aros_signal.cpp sys/aros/aros_main.cpp sys/aros/aros_dos.cpp ) set(src_sys_core sys/glimp.cpp ) elseif(APPLE) set(OSX_RESOURCE_FILES "${CMAKE_SOURCE_DIR}/sys/osx/Doom3.icns" "${CMAKE_SOURCE_DIR}/sys/osx/Doom 3.rsrc" ) set_source_files_properties(${OSX_RESOURCE_FILES} PROPERTIES MACOSX_PACKAGE_LOCATION Resources) set(src_sys_base sys/cpu.cpp sys/threads.cpp sys/events.cpp sys/sys_local.cpp sys/posix/posix_net.cpp sys/posix/posix_main.cpp ) set(src_sys_core sys/glimp.cpp sys/osx/DOOMController.mm sys/osx/macosx_misc.mm sys/osx/SDLMain.m ${OSX_RESOURCE_FILES} ) elseif(WIN32) set(src_sys_base sys/cpu.cpp sys/threads.cpp sys/events.cpp sys/sys_local.cpp sys/win32/win_input.cpp sys/win32/win_main.cpp sys/win32/win_net.cpp sys/win32/win_shared.cpp sys/win32/win_syscon.cpp sys/win32/SDL_win32_main.c ) # adding the few relevant headers in sys/ manually.. set(src_sys_base ${src_sys_base} sys/platform.h sys/sys_local.h sys/sys_public.h sys/win32/win_local.h ) set(src_sys_core sys/glimp.cpp ) if(TOOLS) set(src_sys_core ${src_sys_core} "sys/win32/rc/doom.rc") else() # adding both .rc files breaks the build, but I think it only contains the icon # and doom.rc also contains that (+icons for editor etc, AFAIK), so this is fine set(src_sys_core ${src_sys_core} "${CMAKE_SOURCE_DIR}/sys/win32/rc/dhewm3.rc" ) endif() else() set(src_sys_base sys/cpu.cpp sys/threads.cpp sys/events.cpp sys/sys_local.cpp sys/posix/posix_net.cpp sys/posix/posix_main.cpp sys/linux/main.cpp ) set(src_sys_core sys/glimp.cpp ) endif() include_directories(${CMAKE_BINARY_DIR}) include_directories(${CMAKE_SOURCE_DIR}) add_library(idlib STATIC ${src_idlib}) if (AROS) add_library(dll STATIC ${src_arosdll}) if(CMAKE_SYSTEM_PROCESSOR STREQUAL "i386") set(AROS_ARCH "x86") else() set(AROS_ARCH ${CMAKE_SYSTEM_PROCESSOR}) endif() else() if(D3_COMPILER_IS_GCC_OR_CLANG AND NOT MINGW) set_target_properties(idlib PROPERTIES COMPILE_FLAGS "-fPIC") endif() endif() source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} PREFIX neo FILES ${src_idlib}) if(HARDLINK_GAME) if(BASE) set(src_core ${src_core} ${src_game}) set(game_includes "${CMAKE_SOURCE_DIR}/game") if(D3XP) message(WARNING "hardlinking the base game, d3xp will not be supported (disable BASE for D3XP support with HARDLINK_GAME)") endif() elseif(D3XP) set(src_core ${src_core} ${src_d3xp}) set(game_includes "${CMAKE_SOURCE_DIR}/d3xp") endif() endif()# HARDLINK_GAME if(CORE) add_executable(${DHEWM3BINARY} WIN32 MACOSX_BUNDLE ${src_core} ${src_sys_base} ${src_sys_core} ${src_imgui} ${src_editor_tools} ) if(MSVC AND CMAKE_MAJOR_VERSION GREATER 3 OR ( CMAKE_MAJOR_VERSION EQUAL 3 AND CMAKE_MINOR_VERSION GREATER_EQUAL 6 )) # CMake >= 3.6 supports setting the default project started for debugging (instead of trying to launch ALL_BUILD ...) set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${DHEWM3BINARY}) endif() source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} PREFIX neo FILES ${src_core} ${src_sys_base} ${src_sys_core} ${src_imgui} ${src_editor_tools}) target_include_directories(${DHEWM3BINARY} PRIVATE "${CMAKE_SOURCE_DIR}/libs/imgui") if(HARDLINK_GAME) set_target_properties(${DHEWM3BINARY} PROPERTIES COMPILE_DEFINITIONS "${TOOLS_DEFINES}") target_include_directories(${DHEWM3BINARY} PRIVATE ${game_includes}) else() set_target_properties(${DHEWM3BINARY} PROPERTIES COMPILE_DEFINITIONS "__DOOM_DLL__;${TOOLS_DEFINES}") endif() set_target_properties(${DHEWM3BINARY} PROPERTIES LINK_FLAGS "${ldflags}") set_target_properties(${DHEWM3BINARY} PROPERTIES MACOSX_BUNDLE_INFO_PLIST ${PROJECT_SOURCE_DIR}/sys/osx/Info.plist) target_link_libraries(${DHEWM3BINARY} idlib ${OPENAL_LIBRARY} ${CURL_LIBRARY} ${ZLIB_LIBRARY} ${SDLx_LIBRARY} ${sys_libs} ) if(NOT APPLE AND NOT WIN32) install(TARGETS ${DHEWM3BINARY} RUNTIME DESTINATION "${bindir}" LIBRARY DESTINATION "${libdir}" ARCHIVE DESTINATION "${libdir}" ) endif() endif() if(DEDICATED) add_executable(${DHEWM3BINARY}ded WIN32 MACOSX_BUNDLE ${src_core} ${src_stub_openal} ${src_stub_gl} ${src_sys_base} ${src_debuggerServer} ) source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} PREFIX neo FILES ${src_core} ${src_sys_base} ${src_stub_openal} ${src_stub_gl} ${src_debuggerServer}) if(HARDLINK_GAME) set_target_properties(${DHEWM3BINARY}ded PROPERTIES COMPILE_DEFINITIONS "IMGUI_DISABLE;ID_DEDICATED") target_include_directories(${DHEWM3BINARY}ded PRIVATE ${game_includes}) else() set_target_properties(${DHEWM3BINARY}ded PROPERTIES COMPILE_DEFINITIONS "IMGUI_DISABLE;ID_DEDICATED;__DOOM_DLL__") endif() set_target_properties(${DHEWM3BINARY}ded PROPERTIES LINK_FLAGS "${ldflags}") target_link_libraries(${DHEWM3BINARY}ded idlib ${CURL_LIBRARY} ${ZLIB_LIBRARY} ${SDLx_LIBRARY} ${sys_libs} ) if(NOT APPLE AND NOT WIN32) install(TARGETS ${DHEWM3BINARY}ded RUNTIME DESTINATION "${bindir}" LIBRARY DESTINATION "${libdir}" ARCHIVE DESTINATION "${libdir}" ) endif() endif() if(BASE AND NOT HARDLINK_GAME) if (AROS) add_executable(base sys/aros/dll/dllglue.c ${src_game}) set_target_properties(base PROPERTIES OUTPUT_NAME "base.aros-${AROS_ARCH}") else() add_library(base SHARED ${src_game}) endif() source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} PREFIX neo FILES ${src_game}) set_target_properties(base PROPERTIES PREFIX "") set_target_properties(base PROPERTIES COMPILE_DEFINITIONS "GAME_DLL") target_include_directories(base PRIVATE "${CMAKE_SOURCE_DIR}/game") set_target_properties(base PROPERTIES LINK_FLAGS "${ldflags}") set_target_properties(base PROPERTIES INSTALL_NAME_DIR "@executable_path") if (AROS) target_link_libraries(base idlib dll) else() target_link_libraries(base idlib) endif() if(NOT APPLE AND NOT WIN32) install(TARGETS base RUNTIME DESTINATION "${bindir}" LIBRARY DESTINATION "${libdir}" ARCHIVE DESTINATION "${libdir}" ) endif() endif() if(D3XP AND NOT HARDLINK_GAME) if (AROS) add_executable(d3xp sys/aros/dll/dllglue.c ${src_d3xp}) set_target_properties(d3xp PROPERTIES OUTPUT_NAME "d3xp.aros-${AROS_ARCH}") else() add_library(d3xp SHARED ${src_d3xp}) endif() source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} PREFIX neo FILES ${src_d3xp}) set_target_properties(d3xp PROPERTIES PREFIX "") set_target_properties(d3xp PROPERTIES COMPILE_DEFINITIONS "GAME_DLL;_D3XP;CTF") target_include_directories(d3xp PRIVATE "${CMAKE_SOURCE_DIR}/d3xp") set_target_properties(d3xp PROPERTIES LINK_FLAGS "${ldflags}") set_target_properties(d3xp PROPERTIES INSTALL_NAME_DIR "@executable_path") if (AROS) target_link_libraries(d3xp idlib dll) else() target_link_libraries(d3xp idlib) endif() if(NOT APPLE AND NOT WIN32) install(TARGETS d3xp RUNTIME DESTINATION "${bindir}" LIBRARY DESTINATION "${libdir}" ARCHIVE DESTINATION "${libdir}" ) endif() endif()