mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
2316957026
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names! This had to be changed to allow MSVC debug builds to compile again.
135 lines
2.9 KiB
CMake
135 lines
2.9 KiB
CMake
cmake_minimum_required( VERSION 2.8.7 )
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if( ZD_CMAKE_COMPILER_IS_GNUC_COMPATIBLE )
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11" )
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endif()
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if (MSVC)
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set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /J" )
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endif()
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include_directories( "${CMAKE_CURRENT_SOURCE_DIR}/../../build/include" )
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if (WIN32)
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include_directories( "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2")
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else ()
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include_directories( "${ZLIB_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
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endif()
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include_directories(
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${CMAKE_CURRENT_SOURCE_DIR}/../build/include
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${CMAKE_CURRENT_SOURCE_DIR}/../mact/include
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${CMAKE_CURRENT_SOURCE_DIR}/../audiolib/include
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${CMAKE_CURRENT_SOURCE_DIR}/../libsmackerdec/include
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${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/include
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${CMAKE_CURRENT_SOURCE_DIR}/../common
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${CMAKE_CURRENT_SOURCE_DIR}/../common/utility
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${CMAKE_CURRENT_SOURCE_DIR}/../common/console
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${CMAKE_CURRENT_SOURCE_DIR}/../common/textures
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${CMAKE_CURRENT_SOURCE_DIR}/../platform
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)
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if (WIN32)
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set( PLAT_SOURCES
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src/startwin.game.cpp
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)
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endif()
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set( PCH_SOURCES
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src/actor.cpp
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src/ai.cpp
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src/aibat.cpp
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src/aibeast.cpp
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src/aiboneel.cpp
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src/aiburn.cpp
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src/aicaleb.cpp
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src/aicerber.cpp
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src/aicult.cpp
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src/aigarg.cpp
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src/aighost.cpp
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src/aigilbst.cpp
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src/aihand.cpp
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src/aihound.cpp
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src/aiinnoc.cpp
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src/aipod.cpp
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src/airat.cpp
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src/aispid.cpp
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src/aitchern.cpp
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src/aiunicult.cpp
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src/aizomba.cpp
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src/aizombf.cpp
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src/asound.cpp
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src/barf.cpp
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src/blood.cpp
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src/callback.cpp
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src/choke.cpp
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src/common.cpp
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src/config.cpp
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src/controls.cpp
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src/credits.cpp
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src/db.cpp
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src/demo.cpp
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src/dude.cpp
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src/endgame.cpp
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src/eventq.cpp
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src/fire.cpp
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src/fx.cpp
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src/gamemenu.cpp
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src/gameutil.cpp
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src/getopt.cpp
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src/gib.cpp
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src/globals.cpp
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src/inifile.cpp
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src/input.cpp
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src/iob.cpp
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src/levels.cpp
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src/loadsave.cpp
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src/map2d.cpp
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src/menu.cpp
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src/menus.cpp
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src/messages.cpp
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src/mirrors.cpp
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src/misc.cpp
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src/network.cpp
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src/osdcmd.cpp
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src/player.cpp
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src/qav.cpp
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src/qheap.cpp
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src/replace.cpp
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src/resource.cpp
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src/screen.cpp
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src/screentext.cpp
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src/sectorfx.cpp
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src/seq.cpp
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src/sfx.cpp
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src/sound.cpp
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src/tile.cpp
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src/trig.cpp
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src/triggers.cpp
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src/view.cpp
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src/warp.cpp
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src/weapon.cpp
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)
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if( MSVC )
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enable_precompiled_headers( ../g_pch.h PCH_SOURCES )
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# The original Build code was written with unsigned chars and unfortunately they still haven't been eliminated entirely.
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# All other code should stay with signed chars. What a mess... :(
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#set_source_files_properties( ${PCH_SOURCES} PROPERTIES COMPILE_FLAGS "/J" )
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else()
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# Temporary solution for compilers other than MSVC
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set_source_files_properties( ${PCH_SOURCES} PROPERTIES COMPILE_FLAGS "-include g_pch.h" )
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endif()
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file( GLOB HEADER_FILES
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src/*.h
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)
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add_library( blood STATIC
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${HEADER_FILES}
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${PCH_SOURCES}
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${PLAT_SOURCES}
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)
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