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Merge branch 'cmake-no-md5-assets' into 'next'
cmake: Remove asset hashing, CMAKE_ASSETS_DIR See merge request STJr/SRB2!1847
This commit is contained in:
commit
0348156dd0
4 changed files with 34 additions and 71 deletions
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@ -63,6 +63,7 @@ cmake_dependent_option(
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)
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option(SRB2_CONFIG_HWRENDER "Enable hardware render (OpenGL) support" ON)
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option(SRB2_CONFIG_STATIC_OPENGL "Enable static linking GL (do not do this)" OFF)
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set(SRB2_CONFIG_ASSET_DIRECTORY "" CACHE PATH "Path to directory that contains all asset files for the installer. If set, assets will be part of installation and cpack.")
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# Enable CCache
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# (Set USE_CCACHE=ON to use, CCACHE_OPTIONS for options)
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@ -1,71 +1,50 @@
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## Assets Target Configuration ##
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# For prepending the current source path, later
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FUNCTION(PREPEND var prefix)
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SET(listVar "")
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FOREACH(f ${ARGN})
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LIST(APPEND listVar "${prefix}/${f}")
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ENDFOREACH(f)
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SET(${var} "${listVar}" PARENT_SCOPE)
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ENDFUNCTION(PREPEND)
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if(${CMAKE_SYSTEM} MATCHES Linux)
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# Asset installation isn't part of the Linux target
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return()
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endif()
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set(SRB2_ASSET_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/installer"
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CACHE STRING "Path to directory that contains all asset files for the installer.")
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if("${SRB2_CONFIG_ASSET_DIRECTORY}" STREQUAL "")
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message(WARNING "SRB2_CONFIG_ASSET_DIRECTORY is not set, so installation will not contain data files.")
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return()
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endif()
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set(SRB2_ASSET_INSTALL ON
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CACHE BOOL "Insert asset files into the install directory or package.")
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get_filename_component(SRB2_ASSET_DIRECTORY_ABSOLUTE "${SRB2_CONFIG_ASSET_DIRECTORY}" ABSOLUTE)
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set(SRB2_ASSETS_DOCS
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"README.txt"
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"README-SDL.txt"
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"LICENSE.txt"
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"LICENSE-3RD-PARTY.txt"
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)
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list(TRANSFORM SRB2_ASSETS_DOCS PREPEND "/")
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list(TRANSFORM SRB2_ASSETS_DOCS PREPEND "${SRB2_ASSET_DIRECTORY_ABSOLUTE}")
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####################
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# POST-V2.2 NOTE: Do not forget to add patch.pk3 to the end of this list!
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####################
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set(SRB2_ASSET_HASHED
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"srb2.pk3;\
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player.dta;\
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zones.pk3"
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CACHE STRING "Asset filenames to apply MD5 checks. No spaces between entries!"
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set(SRB2_ASSETS_GAME
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"srb2.pk3"
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"player.dta"
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"zones.pk3"
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"music.dta"
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"models.dat"
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)
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list(TRANSFORM SRB2_ASSETS_GAME PREPEND "/")
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list(TRANSFORM SRB2_ASSETS_GAME PREPEND "${SRB2_ASSET_DIRECTORY_ABSOLUTE}")
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set(SRB2_ASSET_DOCS
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"README.txt;\
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LICENSE.txt;\
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LICENSE-3RD-PARTY.txt;\
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README-SDL.txt"
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CACHE STRING "Documentation filenames. In OS X, these are packaged separately from other assets. No spaces between entries!"
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)
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PREPEND(SRB2_ASSET_DOCS ${SRB2_ASSET_DIRECTORY} ${SRB2_ASSET_DOCS})
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foreach(SRB2_ASSET ${SRB2_ASSET_HASHED})
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file(MD5 ${SRB2_ASSET_DIRECTORY}/${SRB2_ASSET} "SRB2_ASSET_${SRB2_ASSET}_HASH")
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set(SRB2_ASSET_${SRB2_ASSET}_HASH ${SRB2_ASSET_${SRB2_ASSET}_HASH} PARENT_SCOPE)
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endforeach()
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set(SRB2_ASSETS ${SRB2_ASSET_DOCS} ${SRB2_ASSETS_GAME})
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# Installation
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if(${CMAKE_SYSTEM} MATCHES Darwin)
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get_target_property(outname SRB2SDL2 OUTPUT_NAME)
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if(${SRB2_ASSET_INSTALL})
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install(DIRECTORY "${SRB2_ASSET_DIRECTORY}/"
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DESTINATION "${outname}.app/Contents/Resources"
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)
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endif()
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# Always install the doc files, even in non-asset packages.
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install(FILES ${SRB2_ASSET_DOCS}
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DESTINATION .
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OPTIONAL
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)
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install(FILES ${SRB2_ASSETS} DESTINATION "${outname}.app/Contents/Resources")
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install(DIRECTORY "${SRB2_ASSET_DIRECTORY_ABSOLUTE}/models" DESTINATION "${outname}.app/Contents/Resources")
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install(FILES ${SRB2_ASSETS_DOCS} DESTINATION .)
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else()
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if(${SRB2_ASSET_INSTALL})
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install(DIRECTORY "${SRB2_ASSET_DIRECTORY}/"
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DESTINATION .
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)
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# Docs are assumed to be located in SRB2_ASSET_DIRECTORY, so don't install them in their own call.
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else()
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# Always install the doc files, even in non-asset packages.
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install(FILES ${SRB2_ASSET_DOCS}
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DESTINATION .
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OPTIONAL
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)
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endif()
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install(FILES ${SRB2_ASSETS} DESTINATION .)
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install(DIRECTORY "${SRB2_ASSET_DIRECTORY_ABSOLUTE}/models" DESTINATION .)
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endif()
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@ -11,19 +11,10 @@
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#ifdef CMAKECONFIG
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#define ASSET_HASH_SRB2_PK3 "${SRB2_ASSET_srb2.pk3_HASH}"
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#define ASSET_HASH_PLAYER_DTA "${SRB2_ASSET_player.dta_HASH}"
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#define ASSET_HASH_ZONES_PK3 "${SRB2_ASSET_zones.pk3_HASH}"
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#ifdef USE_PATCH_DTA
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#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}"
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#endif
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#define SRB2_COMP_REVISION "${SRB2_COMP_REVISION}"
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#define SRB2_COMP_BRANCH "${SRB2_COMP_BRANCH}"
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#define CMAKE_ASSETS_DIR "${CMAKE_SOURCE_DIR}/assets"
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#else
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#endif
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/* Manually defined asset hashes for non-CMake builds
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* Last updated 2020 / 02 / 15 - v2.2.1 - main assets
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@ -45,4 +36,3 @@
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#endif
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#endif
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#endif
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@ -2854,13 +2854,6 @@ static const char *locateWad(void)
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CHECKWADPATH(NULL);
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#endif
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#ifdef CMAKECONFIG
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#ifndef NDEBUG
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strcpy(returnWadPath, CMAKE_ASSETS_DIR);
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CHECKWADPATH(returnWadPath);
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#endif
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#endif
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#ifdef __APPLE__
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OSX_GetResourcesPath(returnWadPath);
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CHECKWADPATH(returnWadPath);
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