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CMakeLists.txt
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###################################################
# #
# #
# GoldSource Rebuild CMake build file #
# #
# #
###################################################
cmake_minimum_required( VERSION 3.6 )
include( cmake/InputFilesList.cmake )
include( cmake/MSVCRuntime.cmake )
project( GoldSourceRebuild )
include( cmake/WinXPSupport.cmake )
#Needs static CRT to avoid alloc issues.
set( MSVC_RUNTIME "static" )
configure_msvc_runtime()
set(variables
CMAKE_C_FLAGS_DEBUG
CMAKE_C_FLAGS_MINSIZEREL
CMAKE_C_FLAGS_RELEASE
CMAKE_C_FLAGS_RELWITHDEBINFO
CMAKE_CXX_FLAGS_DEBUG
CMAKE_CXX_FLAGS_MINSIZEREL
CMAKE_CXX_FLAGS_RELEASE
CMAKE_CXX_FLAGS_RELWITHDEBINFO
)
message(STATUS "Initial build flags:")
foreach(variable ${variables})
message(STATUS " '${variable}': ${${variable}}")
endforeach()
message(STATUS "")
#C++14 support
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++1y" )
if( UNIX )
#Additional debug info for GDB.
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g" )
endif()
set( STEAMCOMMON_DIR_NAME Half-Life )
set( GAME_NAME valve )
#Base dir for engine outputs
set( ENGINE_BASE_PATH "${CMAKE_SOURCE_DIR}/test_game" CACHE PATH "Path to deploy binaries to. Equivalent to common/Half-Life, but defaults to test_game for testing only" )
set( GAME_BASE_PATH "${ENGINE_BASE_PATH}/${GAME_NAME}" )
message( STATUS "Base Engine Path: ${ENGINE_BASE_PATH}" )
message( STATUS "Base Game Path: ${GAME_BASE_PATH}" )
#Get the steam/steamapps/common directory
set( STEAMCOMMON "$ENV{SteamCommon}" CACHE PATH "Steam common directory path" )
if( "${STEAMCOMMON}" STREQUAL "" )
message( FATAL_ERROR "Unable to get Steam common directory path" )
endif()
set( HL_DIR ${STEAMCOMMON}/${STEAMCOMMON_DIR_NAME} )
set( GAME_DIR ${HL_DIR}/${GAME_NAME} )
set( COPY_RESOURCES OFF CACHE BOOL "Flag used to track whether resources should be copied. Set to ON to force update, set to OFF to skip." )
#To avoid including copyrighted content, we copy all resources from a Half-Life installation to the test directory.
if( COPY_RESOURCES )
message( STATUS "Copying resources from game installation..." )
set( FILES_TO_COPY
chromehtml.dll
libcef.dll
icudt.dll
vgui.dll
vstdlib.dll
${GAME_NAME}/config.cfg
${GAME_NAME}/fonts.wad
${GAME_NAME}/game.ico
${GAME_NAME}/game.tga
${GAME_NAME}/gfx.wad
${GAME_NAME}/language.cfg
${GAME_NAME}/liblist.gam
${GAME_NAME}/settings.scr
${GAME_NAME}/titles.txt
${GAME_NAME}/user.scr
${GAME_NAME}/valve.rc
${GAME_NAME}/cl_dlls/client.dll
${GAME_NAME}/cl_dlls/particleman.dll
)
foreach( filename IN LISTS FILES_TO_COPY )
message( STATUS "Copying file \"${filename}\"" )
get_filename_component( FILE_DIR ${filename} DIRECTORY )
get_filename_component( FILE_NAME ${filename} NAME )
file( COPY ${HL_DIR}/${FILE_DIR}/${FILE_NAME} DESTINATION ${ENGINE_BASE_PATH}/${FILE_DIR} )
endforeach()
set( DIRS_TO_COPY
platform
${GAME_NAME}/dlls
${GAME_NAME}/gfx
${GAME_NAME}/hw
${GAME_NAME}/logos
${GAME_NAME}/models/player
${GAME_NAME}/resource
)
foreach( dir IN LISTS DIRS_TO_COPY )
message( STATUS "Copying directory \"${dir}\"" )
#Go up one directory so nested paths end up where they belong.
file( COPY ${HL_DIR}/${dir} DESTINATION ${ENGINE_BASE_PATH}/${dir}/.. )
endforeach()
message( STATUS "Done copying resources" )
endif()
set( SRC_DIR ${CMAKE_SOURCE_DIR}/src )
set( EXTERNAL_DIR ${SRC_DIR}/external )
if( WIN32 )
set( LIB_DIR ${SRC_DIR}/lib/public )
set( BIN_DIR ${SRC_DIR}/bin/public )
elseif( APPLE )
set( LIB_DIR ${SRC_DIR}/lib/osx32 )
set( BIN_DIR ${LIB_DIR} )
elseif( UNIX )
set( LIB_DIR ${SRC_DIR}/lib/linux32 )
set( BIN_DIR ${LIB_DIR} )
else()
set( LIB_DIR )
set( BIN_DIR ${LIB_DIR} )
message( WARNING "Unknown target platform; cannot determine library directory" )
endif()
#Shared preprocessor definitions
set( SHARED_DEFS
NO_MALLOC_OVERRIDE
)
if( MSVC )
set( SHARED_DEFS
${SHARED_DEFS}
_CRT_SECURE_NO_WARNINGS
_SCL_SECURE_NO_WARNINGS
)
set( LINUX_32BIT_FLAG "" )
else()
#All non-MSVC targets need this. That includes Cygwin and Mingw.
#Match Source 2013 in defining GNUC for UNIX platforms.
#Match Source 2013 in defining POSIX for UNIX platforms.
#Enable 64 bit fopen functions for use in the filesystem.
set( SHARED_DEFS
${SHARED_DEFS}
GNUC
POSIX
_LARGEFILE_SOURCE
_LARGEFILE64_SOURCE
)
if( APPLE )
#Define OSX so code can check for it.
set( SHARED_DEFS
${SHARED_DEFS}
OSX
)
endif()
if( UNIX )
#Define LINUX so code can check for it.
#Define _LINUX for Source SDK dependencies.
set( SHARED_DEFS
${SHARED_DEFS}
LINUX
_LINUX
)
endif()
set( LINUX_32BIT_FLAG "-m32" )
endif()
if( MSVC )
#Set Windows subsystem
set( SHARED_ENGINE_LINKER_FLAGS
${SHARED_ENGINE_LINKER_FLAGS} "/SUBSYSTEM:WINDOWS "
)
elseif( UNIX )
#From the Github 2013 Makefile, match the settings for Unix environments.
# force 387 for FP math so the precision between win32 and linux and osx match
# Trigger an error if any code tries to use an implicit return type
# Default visibility is hidden unless explicitly altered with __attribute__( visibility() )
set( SHARED_ENGINE_LINKER_FLAGS
${SHARED_ENGINE_LINKER_FLAGS} "-mfpmath=387 -Werror=return-type -fvisibility=hidden "
)
if( APPLE )
set( SHARED_ENGINE_LINKER_FLAGS
${SHARED_ENGINE_LINKER_FLAGS} "-momit-leaf-frame-pointer -mtune=core2 "
)
else()
#Linux, Cygwin, etc.
endif()
endif()
#Shared directories
#Include paths for external dependencies. Should always come after all project paths.
set( SHARED_EXTERNAL_INCLUDE_PATHS
)
set( SHARED_INCLUDE_PATHS
)
#Find shared dependencies
set( THREADS_PREFER_PTHREAD_FLAG ON )
find_package( Threads REQUIRED )
find_package( OpenGL REQUIRED )
if( NOT OPENGL_FOUND )
MESSAGE( FATAL_ERROR "Could not locate OpenGL library" )
endif()
find_library( GLEW2 glew32s ${CMAKE_SHARED_LIBRARY_PREFIX}GLEW${CMAKE_STATIC_LIBRARY_SUFFIX} PATHS ${EXTERNAL_DIR}/GLEW/lib/ NO_DEFAULT_PATH )
if( UNIX )
set( UNIX_FS_LIB stdc++fs )
else()
set( UNIX_FS_LIB )
endif()
set( STEAM_API_SO ${BIN_DIR}/steam_api${CMAKE_SHARED_LIBRARY_SUFFIX} )
if( WIN32 )
set( SDL2_NAME SDL2${CMAKE_STATIC_LIBRARY_SUFFIX} )
set( SDL2_SO_NAME SDL2${CMAKE_SHARED_LIBRARY_SUFFIX} )
elseif( APPLE )
set( SDL2_NAME libSDL2-2.0.0.dylib )
set( SDL2_SO_NAME ${SDL2_NAME} )
elseif( UNIX )
set( SDL2_NAME libSDL2-2.0.so.0 )
set( SDL2_SO_NAME ${SDL2_NAME} )
else()
set( SDL2_NAME )
set( SDL2_SO_NAME ${SDL2_NAME} )
endif()
set( SDL2_SO ${EXTERNAL_DIR}/SDL2/lib/${SDL2_SO_NAME} )
#Copy libraries so they can be linked properly.
set( LIBS_TO_COPY ${STEAM_API_SO} ${SDL2_SO} )
foreach( lib IN LISTS LIBS_TO_COPY )
MESSAGE( STATUS "Copying ${lib}" )
file( COPY ${lib} DESTINATION ${ENGINE_BASE_PATH} )
endforeach()
#Link with the library in the deployment directory if present, this is needed to ensure that the correct library file is loaded.
find_library( STEAM_API steam_api PATHS ${ENGINE_BASE_PATH} ${LIB_DIR} NO_DEFAULT_PATH )
find_library( SDL2 ${SDL2_NAME} PATHS ${ENGINE_BASE_PATH} ${EXTERNAL_DIR}/SDL2/lib NO_DEFAULT_PATH )
#TODO: temporary until we have our own vstdlib - Solokiller
add_library( vstdlib SHARED IMPORTED )
set_property( TARGET vstdlib PROPERTY IMPORTED_LOCATION ${ENGINE_BASE_PATH}/vstdlib.dll )
set_property( TARGET vstdlib PROPERTY IMPORTED_IMPLIB ${SRC_DIR}/lib/public/vstdlib.lib )
add_subdirectory( src )