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CMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 3.15)
# Policies
if(POLICY CMP0127)
cmake_policy(SET CMP0127 NEW)
endif()
if(POLICY CMP0141)
cmake_policy(SET CMP0141 NEW)
endif()
if(POLICY CMP0144)
cmake_policy(SET CMP0144 NEW)
endif()
# Project metadata
set(NCINE_ROOT ${CMAKE_SOURCE_DIR})
set(NCINE_SOURCE_DIR "${NCINE_ROOT}/Sources")
set(NCINE_APP "jazz2")
set(NCINE_APP_NAME "Jazz² Resurrection")
set(NCINE_APP_DESCRIPTION "Open-source reimplementation of Jazz Jackrabbit 2")
set(NCINE_APP_DESCRIPTION_FULL "Jazz² Resurrection is reimplementation of the game Jazz Jackrabbit 2 released in 1998. Supports various versions of the game (Shareware Demo, Holiday Hare '98, The Secret Files and Christmas Chronicles). Also, it partially supports some features of JJ2+ extension and MLLE.\n\nFurther information can be found here: https://deat.tk/jazz2/")
set(NCINE_APP_VENDOR "Dan R.")
set(NCINE_REVERSE_DNS "jazz2.resurrection")
set(NCINE_VERSION "3.0.0")
project(Jazz2
VERSION "${NCINE_VERSION}"
DESCRIPTION "${NCINE_APP_NAME}"
HOMEPAGE_URL "https://deat.tk/jazz2/"
LANGUAGES CXX C)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_SOURCE_DIR}/cmake)
get_filename_component(PARENT_SOURCE_DIR ${CMAKE_SOURCE_DIR} DIRECTORY)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
if(NOT CMAKE_GENERATOR_PLATFORM OR "${CMAKE_GENERATOR_PLATFORM}" STREQUAL "${CMAKE_SYSTEM_PROCESSOR}")
if(EMSCRIPTEN)
message(STATUS "Compiling for architecture: WASM (on ${CMAKE_SYSTEM_PROCESSOR} machine)")
elseif(NINTENDO_SWITCH)
message(STATUS "Compiling for architecture: ${CMAKE_SYSTEM_PROCESSOR} (Nintendo Switch)")
elseif(APPLE AND CMAKE_OSX_ARCHITECTURES)
message(STATUS "Compiling for architecture: ${CMAKE_OSX_ARCHITECTURES} (on ${CMAKE_SYSTEM_PROCESSOR} machine)")
else()
message(STATUS "Compiling for architecture: ${CMAKE_SYSTEM_PROCESSOR}")
endif()
else()
message(STATUS "Compiling for architecture: ${CMAKE_GENERATOR_PLATFORM} (on ${CMAKE_SYSTEM_PROCESSOR} machine)")
endif()
if(APPLE AND CMAKE_OSX_ARCHITECTURES)
if(CMAKE_OSX_ARCHITECTURES MATCHES "arm64")
set(NCINE_ARM_PROCESSOR TRUE)
elseif(CMAKE_OSX_ARCHITECTURES MATCHES "x86_64")
# Default architecture
else()
message(FATAL_ERROR "Architecture \"${CMAKE_OSX_ARCHITECTURES}\" is not supported. Only one architecture (arm64 or x86_64) could be specified at build time.")
endif()
else()
string(FIND ${CMAKE_SYSTEM_PROCESSOR} "arm" ARM_SUBSTRING_FOUND)
string(FIND ${CMAKE_SYSTEM_PROCESSOR} "aarch64" AARCH64_SUBSTRING_FOUND)
if (ARM_SUBSTRING_FOUND GREATER -1 OR AARCH64_SUBSTRING_FOUND GREATER -1)
set(NCINE_ARM_PROCESSOR TRUE)
endif()
endif()
include(ncine_options)
include(ncine_get_version)
include(ncine_imported_targets)
include(ncine_imgui)
include(ncine_tracy)
if(NOT IS_DIRECTORY ${NCINE_DATA_DIR})
message(WARNING "Content directory not found at: ${NCINE_DATA_DIR}")
else()
message(STATUS "Content directory: ${NCINE_DATA_DIR}")
endif()
if(NCINE_BUILD_ANDROID)
include(ncine_generated_sources)
include(ncine_build_android)
return()
endif()
add_executable(${NCINE_APP})
if(WINDOWS_PHONE OR WINDOWS_STORE)
message(STATUS "Compiling for Windows RT")
else()
# Falling back to either GLFW or SDL2 if the other one is not available
if(NOT GLFW_FOUND AND NOT SDL2_FOUND AND NOT Qt5_FOUND)
message(FATAL_ERROR "No backend between SDL2, GLFW, and QT5 has been found")
elseif(GLFW_FOUND AND NCINE_PREFERRED_BACKEND STREQUAL "GLFW")
message(STATUS "Using GLFW as the preferred backend")
elseif(SDL2_FOUND AND NCINE_PREFERRED_BACKEND STREQUAL "SDL2")
message(STATUS "Using SDL2 as the preferred backend")
elseif(Qt5_FOUND AND NCINE_PREFERRED_BACKEND STREQUAL "QT5")
message(STATUS "Using QT5 as the preferred backend")
elseif(SDL2_FOUND AND NOT GLFW_FOUND AND NCINE_PREFERRED_BACKEND STREQUAL "GLFW")
set(NCINE_PREFERRED_BACKEND "SDL2")
message(WARNING "Using SDL2 as backend because GLFW cannot be found")
elseif(GLFW_FOUND AND NOT SDL2_FOUND AND NCINE_PREFERRED_BACKEND STREQUAL "SDL2")
set(NCINE_PREFERRED_BACKEND "GLFW")
message(WARNING "Using GLFW as backend because SDL2 cannot be found")
endif()
endif()
include(ncine_compiler_options)
include(ncine_headers)
include(ncine_sources)
include(ncine_extra_sources)
include(ncine_generated_sources)
# Organize main project files into folders
ncine_assign_source_group(PATH_PREFIX ${NCINE_SOURCE_DIR} FILES ${HEADERS} ${SOURCES})
foreach(SOURCE_FILE IN LISTS SHADER_FILES)
source_group("Shaders" FILES ${SOURCE_FILE})
endforeach()
foreach(SOURCE_FILE ${GENERATED_SOURCES})
source_group("Generated Files" FILES ${SOURCE_FILE})
endforeach()
target_sources(${NCINE_APP} PRIVATE ${SOURCES} ${HEADERS} ${SHADER_FILES} ${GENERATED_SOURCES})
# Windows RT uses custom packaging, enable it only for other platforms
if(NOT WINDOWS_PHONE AND NOT WINDOWS_STORE AND NOT ANDROID AND NOT NCINE_BUILD_ANDROID AND NOT NINTENDO_SWITCH)
include(ncine_installation)
endif()
include(ncine_strip_binaries)