# Declare SDL2 interface sources set(SRB2_CONFIG_SDL2_USEMIXER ON CACHE BOOL "Use SDL2_mixer or regular sdl sound") if(${SRB2_CONFIG_SDL2_USEMIXER}) find_package(SDL2_mixer) if(${SDL2_MIXER_FOUND}) set(SRB2_HAVE_MIXER ON) set(SRB2_SDL2_SOUNDIMPL mixer_sound.c) else() message(WARNING "You specified that SDL2_mixer is available, but it was not found. Falling back to sdl sound.") set(SRB2_SDL2_SOUNDIMPL sdl_sound.c) endif() else() set(SRB2_SDL2_SOUNDIMPL sdl_sound.c) endif() set(SRB2_SDL2_SOURCES dosstr.c endtxt.c hwsym_sdl.c i_cdmus.c i_main.c i_net.c i_system.c i_ttf.c i_video.c #IMG_xpm.c ogl_sdl.c ${SRB2_SDL2_SOUNDIMPL} ) set(SRB2_SDL2_HEADERS endtxt.h hwsym_sdl.h i_ttf.h ogl_sdl.h sdlmain.h ) source_group("Interface Code" FILES ${SRB2_SDL2_SOURCES} ${SRB2_SDL2_HEADERS}) # Dependency find_package(SDL2) if(${SDL2_FOUND}) set(SRB2_SDL2_TOTAL_SOURCES ${SRB2_CORE_SOURCES} ${SRB2_CORE_HEADERS} ${SRB2_CORE_RENDER_SOURCES} ${SRB2_CORE_GAME_SOURCES} ${SRB2_LUA_SOURCES} ${SRB2_LUA_HEADERS} ${SRB2_BLUA_SOURCES} ${SRB2_BLUA_HEADERS} ${SRB2_SDL2_SOURCES} ${SRB2_SDL2_HEADERS} ) source_group("Main" FILES ${SRB2_CORE_SOURCES} ${SRB2_CORE_HEADERS}) source_group("Renderer" FILES ${SRB2_CORE_RENDER_SOURCES}) source_group("Game" FILES ${SRB2_CORE_GAME_SOURCES}) source_group("Assembly" FILES ${SRB2_ASM_SOURCES} ${SRB2_NASM_SOURCES}) source_group("LUA" FILES ${SRB2_LUA_SOURCES} ${SRB2_LUA_HEADERS}) source_group("LUA\\Interpreter" FILES ${SRB2_BLUA_SOURCES} ${SRB2_BLUA_HEADERS}) if(${SRB2_CONFIG_HWRENDER}) set(SRB2_SDL2_TOTAL_SOURCES ${SRB2_SDL2_TOTAL_SOURCES} ${SRB2_HWRENDER_SOURCES} ${SRB2_HWRENDER_HEADERS} ${SRB2_R_OPENGL_SOURCES} ${SRB2_R_OPENGL_HEADERS} ) source_group("Hardware" FILES ${SRB2_HWRENDER_SOURCES} ${SRB2_HWRENDER_HEADERS}) source_group("Hardware\\OpenGL Renderer" FILES ${SRB2_R_OPENGL_SOURCES} ${SRB2_R_OPENGL_HEADERS}) endif() if(${SRB2_USEASM}) set(SRB2_SDL2_TOTAL_SOURCES ${SRB2_SDL2_TOTAL_SOURCES} ${SRB2_NASM_SOURCES} ) if(MSVC) set(SRB2_SDL2_TOTAL_SOURCES ${SRB2_SDL2_TOTAL_SOURCES} ${SRB2_NASM_OBJECTS} ) set_source_files_properties(${SRB2_NASM_OBJECTS} PROPERTIES GENERATED ON) else() list(APPEND SRB2_SDL2_TOTAL_SOURCES ${SRB2_ASM_SOURCES}) set_source_files_properties(${SRB2_ASM_SOURCES} PROPERTIES LANGUAGE C) set_source_files_properties(${SRB2_ASM_SOURCES} PROPERTIES COMPILE_FLAGS "-x assembler-with-cpp") endif() endif() if(${CMAKE_SYSTEM} MATCHES Windows) set(SRB2_SDL2_TOTAL_SOURCES ${SRB2_SDL2_TOTAL_SOURCES} ${CMAKE_SOURCE_DIR}/src/win32/win_dbg.c ${CMAKE_SOURCE_DIR}/src/win32/Srb2win.rc ) endif() if(${CMAKE_SYSTEM} MATCHES Darwin) set(MACOSX_BUNDLE_ICON_FILE Srb2mac.icns) set_source_files_properties(macosx/Srb2mac.icns PROPERTIES MACOSX_PACKAGE_LOCATION "Resources") set(SRB2_SDL2_MAC_SOURCES macosx/mac_alert.c macosx/mac_alert.h macosx/mac_resources.c macosx/mac_resources.h macosx/Srb2mac.icns ) source_group("Interface Code\\OSX Compatibility" FILES ${SRB2_SDL2_MAC_SOURCES}) set(SRB2_SDL2_TOTAL_SOURCES ${SRB2_SDL2_TOTAL_SOURCES} ${SRB2_SDL2_MAC_SOURCES}) endif() add_executable(SRB2SDL2 MACOSX_BUNDLE WIN32 ${SRB2_SDL2_TOTAL_SOURCES}) set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME ${SRB2_SDL2_EXE_NAME}) if(${CMAKE_SYSTEM} MATCHES Darwin) add_framework(CoreFoundation SRB2SDL2) add_framework(SDL2 SRB2SDL2) add_framework(SDL2_mixer SRB2SDL2) target_link_libraries(SRB2SDL2 PRIVATE ${GME_LIBRARIES} ${PNG_LIBRARIES} ${ZLIB_LIBRARIES} ${OPENGL_LIBRARIES} ) set_target_properties(SRB2SDL2 PROPERTIES OUTPUT_NAME "Sonic Robo Blast 2") else() target_link_libraries(SRB2SDL2 PRIVATE ${SDL2_LIBRARIES} ${SDL2_MIXER_LIBRARIES} ${GME_LIBRARIES} ${PNG_LIBRARIES} ${ZLIB_LIBRARIES} ${OPENGL_LIBRARIES} ) if(${CMAKE_SYSTEM} MATCHES Linux) target_link_libraries(SRB2SDL2 PRIVATE m rt ) endif() endif() #target_link_libraries(SRB2SDL2 PRIVATE SRB2Core) if(${SRB2_USEASM}) if(${SRB2_CONFIG_YASM}) set(ASM_ASSEMBLER_TEMP ${CMAKE_ASM_YASM_COMPILER}) set(ASM_ASSEMBLER_OBJFORMAT ${CMAKE_ASM_YASM_OBJECT_FORMAT}) set_source_files_properties(${SRB2_NASM_SOURCES} LANGUAGE ASM_YASM) else() set(ASM_ASSEMBLER_TEMP ${CMAKE_ASM_NASM_COMPILER}) set(ASM_ASSEMBLER_OBJFORMAT ${CMAKE_ASM_NASM_OBJECT_FORMAT}) set_source_files_properties(${SRB2_NASM_SOURCES} LANGUAGE ASM_NASM) endif() if(MSVC) # using assembler with msvc doesn't work, must do it manually foreach(ASMFILE ${SRB2_NASM_SOURCES}) get_filename_component(ASMFILE_NAME ${ASMFILE} NAME_WE) set(ASMFILE_NAME ${ASMFILE_NAME}.obj) add_custom_command(TARGET SRB2SDL2 PRE_LINK COMMAND ${ASM_ASSEMBLER_TEMP} ARGS -f ${ASM_ASSEMBLER_OBJFORMAT} -o ${CMAKE_CURRENT_BINARY_DIR}/${ASMFILE_NAME} ${ASMFILE} COMMENT "assemble ${ASMFILE_NAME}." ) endforeach() endif() endif() set_target_properties(SRB2SDL2 PROPERTIES VERSION ${SRB2_VERSION}) if(${CMAKE_SYSTEM} MATCHES Windows) target_link_libraries(SRB2SDL2 PRIVATE ws2_32 ) target_compile_options(SRB2SDL2 PRIVATE -U_WINDOWS ) endif() if(MSVC) find_package(SDL2_MAIN REQUIRED) target_link_libraries(SRB2SDL2 PRIVATE ${SDL2_MAIN_LIBRARIES} ) target_compile_options(SRB2SDL2 PRIVATE /Umain /D_CRT_SECURE_NO_WARNINGS # something about string functions. /D_CRT_NONSTDC_NO_DEPRECATE /DSDLMAIN /D_WINSOCK_DEPRECATED_NO_WARNINGS # Don't care ) endif() target_include_directories(SRB2SDL2 PRIVATE ${SDL2_INCLUDE_DIRS} ${SDL2_MIXER_INCLUDE_DIRS} ${GME_INCLUDE_DIRS} ${PNG_INCLUDE_DIRS} ${ZLIB_INCLUDE_DIRS} ${OPENGL_INCLUDE_DIRS} ) if(${SRB2_HAVE_MIXER}) target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_MIXER -DSOUND=SOUND_MIXER) endif() target_compile_definitions(SRB2SDL2 PRIVATE -DHAVE_SDL ) ## strip debug symbols into separate file when using gcc if(CMAKE_COMPILER_IS_GNUCC) if(${CMAKE_BUILD_TYPE} MATCHES Debug) message(STATUS "Will make separate debug symbols in *.debug") add_custom_command(TARGET SRB2SDL2 POST_BUILD COMMAND ${OBJCOPY} --only-keep-debug $ $.debug COMMAND ${OBJCOPY} --strip-debug $ COMMAND ${OBJCOPY} --add-gnu-debuglink=$.debug $ ) endif() endif() #### Installation #### if(${CMAKE_SYSTEM} MATCHES Darwin) install(TARGETS SRB2SDL2 BUNDLE DESTINATION . ) else() install(TARGETS SRB2SDL2 SRB2SDL2 RUNTIME DESTINATION . ) endif() if(${CMAKE_SYSTEM} MATCHES Windows) set(win_extra_dll_list "") macro(getwinlib dllname defaultname) find_library(SRB2_SDL2_DLL_${dllname} "${defaultname}") list(APPEND win_extra_dll_list ${SRB2_SDL2_DLL_${dllname}}) endmacro() getwinlib(SDL2 "SDL2.dll") if(${SRB2_CONFIG_SDL2_USEMIXER}) getwinlib(SDL2_mixer "SDL2_mixer.dll") getwinlib(libmikmod-2 "libmikmod-2.dll") getwinlib(libogg_0 "libogg-0.dll") getwinlib(libvorbis_0 "libvorbis-0.dll") getwinlib(libvorbisfile_3 "libvorbisfile-3.dll") getwinlib(smpeg2 "smpeg2.dll") endif() if(${SRB2_CONFIG_HAVE_GME}) getwinlib(libgme "libgme.dll") endif() install(PROGRAMS ${win_extra_dll_list} DESTINATION . ) # We also want to copy those DLLs to build directories on MSVC. # So we'll add a post_build step. copy_files_to_build_dir(SRB2SDL2 win_extra_dll_list) endif() # Mac bundle fixup if(${CMAKE_SYSTEM} MATCHES Darwin) install(CODE " include(BundleUtilities) fixup_bundle(\"${CMAKE_INSTALL_PREFIX}/Sonic Robo Blast 2.app\" \"\" /Library/Frameworks )" ) endif() set(SRB2_SDL2_AVAILABLE YES PARENT_SCOPE) else() message(WARNING "SDL2 was not found, so the SDL2 target will not be available.") set(SRB2_SDL2_AVAILABLE NO PARENT_SCOPE) endif()