jkxr/Projects/Android/jni/OpenJK/CMakeLists.txt

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CMake

#============================================================================
# Copyright (C) 2013 - 2018, OpenJK contributors
#
# This file is part of the OpenJK source code.
#
# OpenJK is free software; you can redistribute it and/or modify it
# under the terms of the GNU General Public License version 2 as
# published by the Free Software Foundation.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, see <http://www.gnu.org/licenses/>.
#============================================================================
cmake_minimum_required(VERSION 3.1)
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.9" CACHE STRING "Minimum OS X deployment version")
set(InOpenJK ON)
set(ProjectName "OpenJK" CACHE STRING "Project Name")
project(${ProjectName})
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
#=============================================================================
#
# Customizable options
#
#=============================================================================
option(BuildPortableVersion "Build portable version (does not read or write files from your user/home directory" OFF)
option(BuildMPEngine "Whether to create projects for the MP client (openjk.exe)" ON)
option(BuildMPRdVanilla "Whether to create projects for the MP default renderer (rd-vanilla_x86.dll)" ON)
option(BuildMPDed "Whether to create projects for the MP dedicated server (openjkded.exe)" ON)
option(BuildMPGame "Whether to create projects for the MP server-side gamecode (jampgamex86.dll)" ON)
option(BuildMPCGame "Whether to create projects for the MP clientside gamecode (cgamex86.dll)" ON)
option(BuildMPUI "Whether to create projects for the MP UI code (uix86.dll)" ON)
option(BuildSPEngine "Whether to create projects for the SP engine (openjk_sp.exe)" ON)
option(BuildSPGame "Whether to create projects for the SP gamecode (jagamex86.dll)" ON)
option(BuildSPRdVanilla "Whether to create projects for the SP default renderer (rdsp-vanilla_x86.dll)" ON)
option(BuildJK2SPEngine "Whether to create projects for the jk2 SP engine (openjo_sp.exe)" OFF)
option(BuildJK2SPGame "Whether to create projects for the jk2 sp gamecode mod (jk2gamex86.dll)" OFF)
option(BuildJK2SPRdVanilla "Whether to create projects for the jk2 sp renderer (rdjosp-vanilla_x86.dll)" OFF)
option(BuildTests "Whether to build automatic unit tests (requires Boost)" OFF)
include(CMakeDependentOption)
cmake_dependent_option(BuildSymbolServer "Build WIP Windows Symbol Server (experimental and unused)" OFF "NOT WIN32 OR NOT MSVC" OFF)
# Configure the use of bundled libraries. By default, we assume the user is on
# a platform that does not require any bundling.
#
# Note that we always use the bundled copy of minizip, since it is modified to
# use Z_Malloc.
set(UseInternalOpenALDefault OFF)
set(UseInternalZlibDefault OFF)
set(UseInternalPNGDefault OFF)
set(UseInternalJPEGDefault OFF)
set(UseInternalSDL2Default OFF)
if(WIN32)
set(UseInternalOpenALDefault ON)
set(UseInternalZlibDefault ON)
set(UseInternalPNGDefault ON)
set(UseInternalJPEGDefault ON)
set(UseInternalSDL2Default ON)
endif()
if(APPLE)
set(UseInternalJPEGDefault ON)
endif()
option(UseInternalOpenAL "If set, use bundled OpenAL." ${UseInternalOpenALDefault})
option(UseInternalZlib "If set, use bundled zlib." ${UseInternalZlibDefault})
option(UseInternalPNG "If set, use bundled libpng." ${UseInternalPNGDefault})
option(UseInternalJPEG "If set, use bundled libjpeg." ${UseInternalJPEGDefault})
option(UseInternalSDL2 "If set, use bundled SDL2." ${UseInternalSDL2Default})
# This option won't appear on non-Apple platforms.
if(APPLE)
option(MakeApplicationBundles "Whether to build .app application bundles for engines built" ON)
endif()
#=============================================================================
#
# Custom CMake Modules needed
#
#=============================================================================
list(INSERT CMAKE_MODULE_PATH 0 "${CMAKE_SOURCE_DIR}/cmake/Modules")
#=============================================================================
#
# Architecture/OS defines
#
#=============================================================================
# ${Architecture} must match ARCH_STRING in q_platform.h,
# and is used in DLL names (jagamex86.dll, jagamex86.dylib, jagamei386.so).
if(WIN32)
set(X86 ON)
if(CMAKE_SIZEOF_VOID_P MATCHES "8")
set(Architecture "x86_64")
set(WIN64 TRUE)
else()
set(Architecture "x86")
set(WIN64 FALSE)
endif()
else()
set(X86 OFF)
if(CMAKE_SYSTEM_PROCESSOR MATCHES "^arm")
set(Architecture "arm")
elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "^i.86$")
set(X86 ON)
if(APPLE)
set(Architecture "x86")
else()
# e.g. Linux
set(Architecture "i386")
endif()
elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "^x86.64$")
set(X86 ON)
set(Architecture "x86_64")
elseif(CMAKE_SYSTEM_PROCESSOR STREQUAL "powerpc")
set(Architecture "ppc")
elseif(CMAKE_SYSTEM_PROCESSOR STREQUAL "powerpc64")
set(Architecture "ppc64")
else()
set(Architecture "${CMAKE_SYSTEM_PROCESSOR}")
endif()
endif()
message(STATUS "Architecture is ${Architecture}")
if(WIN32 AND CMAKE_VERSION VERSION_LESS "3.4")
message(WARNING "Building on Windows platform with CMake version less than 3.4 is deprecated. Manifest file will fail to be included.")
endif()
#=============================================================================
#
# Binary names
#
#=============================================================================
set(SPEngine "openjk_sp.${Architecture}")
set(SPGame "jagame${Architecture}")
set(SPRDVanillaRenderer "rdsp-vanilla_${Architecture}")
set(MPEngine "openjk.${Architecture}")
set(MPVanillaRenderer "rd-vanilla_${Architecture}")
set(MPDed "openjkded.${Architecture}")
set(MPGame "jampgame${Architecture}")
set(MPCGame "cgame${Architecture}")
set(MPUI "ui${Architecture}")
set(JK2SPEngine "openjo_sp.${Architecture}")
set(JK2SPGame "jospgame${Architecture}")
set(JK2SPVanillaRenderer "rdjosp-vanilla_${Architecture}")
set(AssetsPk3 "openjk-${Architecture}.pk3")
# Library names
set(MPBotLib "botlib")
set(SharedLib "shared")
#=============================================================================
#
# Paths
#
#=============================================================================
set(SPDir "${CMAKE_SOURCE_DIR}/code")
set(MPDir "${CMAKE_SOURCE_DIR}/codemp")
set(JK2SPDir "${CMAKE_SOURCE_DIR}/codeJK2")
set(SharedDir ${CMAKE_SOURCE_DIR}/shared)
set(OpenJKLibDir "${CMAKE_SOURCE_DIR}/lib")
set(GSLIncludeDirectory "${OpenJKLibDir}/gsl-lite/include")
set(JKXRDir "${CMAKE_SOURCE_DIR}/JKXR")
set(OpenXRLibDir "${OpenJKLibDir}/openxr/include")
set(OpenGLExternalIncludeDir "${OpenJKLibDir}/external/include")
include(InstallConfig)
#=============================================================================
#
# Compiler definitions/flags
#
#=============================================================================
# Operating system settings
if(WIN64)
set(SharedDefines ${SharedDefines} "WIN64")
endif()
if (APPLE)
set(SharedDefines "MACOS_X")
endif()
if (NOT WIN32 AND NOT APPLE)
set(SharedDefines "ARCH_STRING=\"${Architecture}\"")
endif()
if(CMAKE_SYSTEM_NAME MATCHES "BSD")
add_definitions(-DIOAPI_NO_64)
endif()
# Compiler settings
if(MSVC)
set(SharedDefines ${SharedDefines} "NOMINMAX")
set(SharedDefines ${SharedDefines} "_CRT_SECURE_NO_WARNINGS")
set(SharedDefines ${SharedDefines} "_SCL_SECURE_NO_WARNINGS")
set(SharedDefines ${SharedDefines} "_CRT_NONSTDC_NO_DEPRECATE")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /arch:SSE2")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /MP")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /arch:SSE2")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
# We don't try to control symbol visibility under MSVC.
set(OPENJK_VISIBILITY_FLAGS "")
elseif (("${CMAKE_C_COMPILER_ID}" STREQUAL "GNU") OR ("${CMAKE_C_COMPILER_ID}" MATCHES "Clang"))
# I hope this doesn't come back to bite me in the butt later on.
# Realistically though, can the C and CXX compilers be different?
# Visibility can't be set project-wide -- it needs to be specified on a
# per-target basis. This is primarily due to the bundled copy of ZLib.
# ZLib explicitly declares symbols hidden, rather than defaulting to hidden.
#
# Note that -fvisibility=hidden is stronger than -fvisibility-inlines-hidden.
set(OPENJK_VISIBILITY_FLAGS "-fvisibility=hidden")
# removes the -rdynamic flag at linking (which causes crashes for some reason)
set(CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "")
set(CMAKE_SHARED_LIBRARY_LINK_CXX_FLAGS "")
# additional flags for debug configuration
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -ggdb")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -ggdb")
if (X86)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -msse2")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -msse2")
endif()
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -O3")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O3")
# enable somewhat modern C++
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
if("${CMAKE_C_COMPILER_ID}" STREQUAL "GNU")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-comment")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsigned-char")
if (X86)
# "x86 vm will crash without -mstackrealign since MMX
# instructions will be used no matter what and they
# corrupt the frame pointer in VM calls"
# -ioquake3 Makefile
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -mstackrealign")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -mfpmath=sse")
endif()
if(WIN32)
# Link libgcc and libstdc++ statically
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -static-libgcc")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static-libgcc")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static-libstdc++")
endif()
elseif("${CMAKE_C_COMPILER_ID}" MATCHES "Clang")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-comment")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsigned-char")
endif()
if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-invalid-offsetof")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-comment")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsigned-char")
if (X86)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mstackrealign")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mfpmath=sse")
endif()
elseif("${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated-writable-strings")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-comment")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-invalid-offsetof")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsigned-char")
endif()
else()
message(ERROR "Unsupported compiler")
endif()
set(SharedDefines ${SharedDefines} "$<$<CONFIG:Debug>:_DEBUG>")
set(SharedDefines ${SharedDefines} "$<$<NOT:$<CONFIG:Debug>>:FINAL_BUILD>")
if(BuildPortableVersion)
set(BUILD_PORTABLE ON)
endif()
#=============================================================================
#
# Generate version file
#
#=============================================================================
# Reproducible builds
# https://reproducible-builds.org/specs/source-date-epoch/
if ("$ENV{SOURCE_DATE_EPOCH}" STREQUAL "")
message(STATUS "SOURCE_DATE_EPOCH is not set: SOURCE_DATE will be set to the compile-time date")
else()
execute_process(
COMMAND "date" "--date=@$ENV{SOURCE_DATE_EPOCH}" "+%b %_d %Y"
OUTPUT_VARIABLE SOURCE_DATE
ERROR_QUIET
OUTPUT_STRIP_TRAILING_WHITESPACE)
message(STATUS "SOURCE_DATE_EPOCH is set ($ENV{SOURCE_DATE_EPOCH}): SOURCE_DATE set to \"${SOURCE_DATE}\"")
endif()
# Current Git SHA1 hash
include(GetGitRevisionDescription)
get_git_head_revision(GIT_REFSPEC GIT_HASH)
message(STATUS "Git revision is ${GIT_HASH}")
configure_file(shared/qcommon/q_version.h.in shared/qcommon/q_version.h @ONLY)
#=============================================================================
# Files shared across all projects
#
#=============================================================================
set(SharedCommonFiles
"${SharedDir}/qcommon/q_color.h"
"${SharedDir}/qcommon/q_color.c"
"${SharedDir}/qcommon/q_math.h"
"${SharedDir}/qcommon/q_math.c"
"${SharedDir}/qcommon/q_string.h"
"${SharedDir}/qcommon/q_string.c"
"${SharedDir}/qcommon/q_platform.h"
"${CMAKE_BINARY_DIR}/shared/qcommon/q_version.h"
)
set(SharedCommonSafeFiles
"${SharedDir}/qcommon/safe/gsl.h"
"${SharedDir}/qcommon/safe/string.cpp"
"${SharedDir}/qcommon/safe/string.h"
"${SharedDir}/qcommon/safe/sscanf.h"
"${SharedDir}/qcommon/safe/limited_vector.h"
)
#=============================================================================
#
# Adding all of the projects
#
#=============================================================================
if(UseInternalJPEG)
add_subdirectory(lib/jpeg-9a)
else()
find_package(JPEG REQUIRED)
endif()
if(UseInternalZlib)
add_subdirectory(lib/zlib)
else()
find_package(ZLIB REQUIRED)
endif()
if(UseInternalPNG)
add_subdirectory(lib/libpng)
else()
find_package(PNG REQUIRED)
endif()
# Always use bundled minizip (sets MINIZIP_{LIBRARIES,INCLUDE_DIR})
add_subdirectory(lib/minizip)
# Add projects
add_subdirectory(${SPDir})
if(BuildJK2SPGame)
add_subdirectory("${JK2SPDir}/game")
endif()
add_subdirectory(${MPDir})
if(BuildSymbolServer)
add_subdirectory("tools/WinSymbol")
endif()
if(BuildTests)
enable_testing()
add_subdirectory("tests")
endif()