visualboyadvance-m/CMakeLists.txt

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CMake
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auto deps for visual studio, take 1 Use vcpkg to build deps when Visual Studio on Windows is detected, this only happens on first build, but does take a while because things like wxWidgets need to be built. Building from the developer command line is also supported. I considered making a pre-built tarball available, but the resulting files are just too big for this to be practical. Make the necessary cmake code changes for this to work and to use the vcpkg packages, which work just like on linux or have other cmake glue code available. To do this, we make vcpkg a submodule, use git to checkout all submodules, then just build and use the `vcpkg.exe`. Then we set the CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain and also include it directly, why this is necessary I don't know, without it it doesn't work in the IDE but does on the command line. All of this requires no vcpkg integration with either the user or the project. A user-wide `ENV{VCPKG_ROOT}` is also supported. Fix the dynamic arrays in the GBA core, MSVC follows the C++ standard on this and gcc does not. TODO: add the necessary gcc flags to make this an error in cmake. Use `wxArrayString` instead of `std::vector<wxString>` in `src/wx/strutils.cpp` which is used in options parsing. This was necessary because of a bizarre linker error with wxWidgets when using Visual Studio: https://trac.wxwidgets.org/ticket/10884#comment:46 In `src/wx/panel.cpp` make sure the unimplemented D3D renderer code does not get compiled if it's actually `OFF`. Also fix the new spacer code for the drawing panel to not combine `wxEXPAND` with `wxALIGN_CENTER`, which is an error on wxWidgets 3.1.2, which is what vcpkg uses. The drawing panel seems to be automatically stretched to the max size automatically anyway. TODO: if all of this works, we'll need an Appveyor set up for visual studio. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-03-21 23:01:46 +00:00
if(COMMAND cmake_policy)
cmake_policy(SET CMP0003 NEW) # link to full path of libs
cmake_policy(SET CMP0005 NEW) # escapes in add_definitions
if(POLICY CMP0074)
cmake_policy(SET CMP0074 NEW) # use Package_ROOT if set
endif()
if(POLICY CMP0077)
cmake_policy(SET CMP0077 NEW) # use vars for options
endif()
if(POLICY CMP0043)
cmake_policy(SET CMP0043 NEW) # for wxWidgets, use generator expressions
endif()
if(POLICY CMP0048)
cmake_policy(SET CMP0048 NEW) # set CMAKE_PROJECT_VERSION*
endif()
if(POLICY CMP0011)
cmake_policy(SET CMP0011 NEW) # Policy PUSH/POP for scripts.
endif()
if(POLICY CMP0012)
cmake_policy(SET CMP0012 NEW) # Saner if() behavior.
endif()
if(POLICY CMP0060)
cmake_policy(SET CMP0060 NEW) # Full lib paths.
endif()
auto deps for visual studio, take 1 Use vcpkg to build deps when Visual Studio on Windows is detected, this only happens on first build, but does take a while because things like wxWidgets need to be built. Building from the developer command line is also supported. I considered making a pre-built tarball available, but the resulting files are just too big for this to be practical. Make the necessary cmake code changes for this to work and to use the vcpkg packages, which work just like on linux or have other cmake glue code available. To do this, we make vcpkg a submodule, use git to checkout all submodules, then just build and use the `vcpkg.exe`. Then we set the CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain and also include it directly, why this is necessary I don't know, without it it doesn't work in the IDE but does on the command line. All of this requires no vcpkg integration with either the user or the project. A user-wide `ENV{VCPKG_ROOT}` is also supported. Fix the dynamic arrays in the GBA core, MSVC follows the C++ standard on this and gcc does not. TODO: add the necessary gcc flags to make this an error in cmake. Use `wxArrayString` instead of `std::vector<wxString>` in `src/wx/strutils.cpp` which is used in options parsing. This was necessary because of a bizarre linker error with wxWidgets when using Visual Studio: https://trac.wxwidgets.org/ticket/10884#comment:46 In `src/wx/panel.cpp` make sure the unimplemented D3D renderer code does not get compiled if it's actually `OFF`. Also fix the new spacer code for the drawing panel to not combine `wxEXPAND` with `wxALIGN_CENTER`, which is an error on wxWidgets 3.1.2, which is what vcpkg uses. The drawing panel seems to be automatically stretched to the max size automatically anyway. TODO: if all of this works, we'll need an Appveyor set up for visual studio. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-03-21 23:01:46 +00:00
endif()
set(CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake)
auto deps for visual studio, take 1 Use vcpkg to build deps when Visual Studio on Windows is detected, this only happens on first build, but does take a while because things like wxWidgets need to be built. Building from the developer command line is also supported. I considered making a pre-built tarball available, but the resulting files are just too big for this to be practical. Make the necessary cmake code changes for this to work and to use the vcpkg packages, which work just like on linux or have other cmake glue code available. To do this, we make vcpkg a submodule, use git to checkout all submodules, then just build and use the `vcpkg.exe`. Then we set the CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain and also include it directly, why this is necessary I don't know, without it it doesn't work in the IDE but does on the command line. All of this requires no vcpkg integration with either the user or the project. A user-wide `ENV{VCPKG_ROOT}` is also supported. Fix the dynamic arrays in the GBA core, MSVC follows the C++ standard on this and gcc does not. TODO: add the necessary gcc flags to make this an error in cmake. Use `wxArrayString` instead of `std::vector<wxString>` in `src/wx/strutils.cpp` which is used in options parsing. This was necessary because of a bizarre linker error with wxWidgets when using Visual Studio: https://trac.wxwidgets.org/ticket/10884#comment:46 In `src/wx/panel.cpp` make sure the unimplemented D3D renderer code does not get compiled if it's actually `OFF`. Also fix the new spacer code for the drawing panel to not combine `wxEXPAND` with `wxALIGN_CENTER`, which is an error on wxWidgets 3.1.2, which is what vcpkg uses. The drawing panel seems to be automatically stretched to the max size automatically anyway. TODO: if all of this works, we'll need an Appveyor set up for visual studio. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-03-21 23:01:46 +00:00
if(UPDATE_APPCAST)
include(UpdateAppcast)
endif()
if(TAG_RELEASE)
include(MakeReleaseCommitAndTag)
endif()
set(VCPKG_DEPS zlib SDL2 gettext wxWidgets)
set(VCPKG_DEPS_OPTIONAL
SFML ENABLE_LINK
ffmpeg ENABLE_FFMPEG
)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
include(Set-Toolchain-vcpkg)
auto deps for visual studio, take 1 Use vcpkg to build deps when Visual Studio on Windows is detected, this only happens on first build, but does take a while because things like wxWidgets need to be built. Building from the developer command line is also supported. I considered making a pre-built tarball available, but the resulting files are just too big for this to be practical. Make the necessary cmake code changes for this to work and to use the vcpkg packages, which work just like on linux or have other cmake glue code available. To do this, we make vcpkg a submodule, use git to checkout all submodules, then just build and use the `vcpkg.exe`. Then we set the CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain and also include it directly, why this is necessary I don't know, without it it doesn't work in the IDE but does on the command line. All of this requires no vcpkg integration with either the user or the project. A user-wide `ENV{VCPKG_ROOT}` is also supported. Fix the dynamic arrays in the GBA core, MSVC follows the C++ standard on this and gcc does not. TODO: add the necessary gcc flags to make this an error in cmake. Use `wxArrayString` instead of `std::vector<wxString>` in `src/wx/strutils.cpp` which is used in options parsing. This was necessary because of a bizarre linker error with wxWidgets when using Visual Studio: https://trac.wxwidgets.org/ticket/10884#comment:46 In `src/wx/panel.cpp` make sure the unimplemented D3D renderer code does not get compiled if it's actually `OFF`. Also fix the new spacer code for the drawing panel to not combine `wxEXPAND` with `wxALIGN_CENTER`, which is an error on wxWidgets 3.1.2, which is what vcpkg uses. The drawing panel seems to be automatically stretched to the max size automatically anyway. TODO: if all of this works, we'll need an Appveyor set up for visual studio. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-03-21 23:01:46 +00:00
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
set(VBAM_STATIC_DEFAULT OFF)
if(VCPKG_TARGET_TRIPLET MATCHES -static OR CMAKE_TOOLCHAIN_FILE MATCHES "mxe|-static")
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
set(VBAM_STATIC_DEFAULT ON)
endif()
# Use ccache if available and not already enabled on the command line.
# This has to be done before the project() call.
if(NOT (VCPKG_TARGET_TRIPLET OR CMAKE_CXX_COMPILER_LAUNCHER OR CMAKE_CXX_COMPILER MATCHES ccache))
find_program(CCACHE_EXECUTABLE ccache)
if(CCACHE_EXECUTABLE)
message(STATUS "Enabling ccache")
set_property(GLOBAL PROPERTY RULE_LAUNCH_COMPILE ${CCACHE_EXECUTABLE})
set(CMAKE_C_COMPILER_LAUNCHER ${CCACHE_EXECUTABLE} CACHE STRING "C compiler launcher" FORCE)
set(CMAKE_CXX_COMPILER_LAUNCHER ${CCACHE_EXECUTABLE} CACHE STRING "C++ compiler launcher" FORCE)
set(CMAKE_ASM_NASM_COMPILER_LAUNCHER ${CCACHE_EXECUTABLE} CACHE STRING "nasm assembler launcher" FORCE)
endif()
endif()
project(VBA-M C CXX)
cmake_minimum_required(VERSION 2.8.12)
if(NOT CMAKE_PREFIX_PATH AND (NOT ("$ENV{CMAKE_PREFIX_PATH}" STREQUAL "")))
set(CMAKE_PREFIX_PATH "$ENV{CMAKE_PREFIX_PATH}")
endif()
if(CMAKE_BUILD_TYPE STREQUAL "")
set(CMAKE_BUILD_TYPE "Release" CACHE STRING "Build Type" FORCE)
elseif(NOT CMAKE_BUILD_TYPE MATCHES "^(Release|Debug|RelWithDebInfo|MinSizeRel)$")
message(FATAL_ERROR "Invalid CMAKE_BUILD_TYPE: '${CMAKE_BUILD_TYPE}', must be one of: 'Release', 'Debug', 'RelWithDebInfo' or 'MinSizeRel'")
endif()
include(CTest)
if(BUILD_TESTING)
enable_testing()
endif()
set(ALL_TARGETS fex visualboyadvance-m vbamcore vbam)
add_custom_target(generate)
#Output all binaries at top level
set(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR})
option(ENABLE_SDL "Build the SDL port" OFF)
option(ENABLE_WX "Build the wxWidgets port" ON)
option(ENABLE_DEBUGGER "Enable the debugger" ON)
option(ENABLE_ASAN "Enable -fsanitize=<option>, address by default, requires debug build" OFF)
# Default to static builds on MinGW and all MSYS2 envs.
if(MINGW OR (NOT "$ENV{MSYSTEM_PREFIX}" STREQUAL ""))
set(VBAM_STATIC_DEFAULT ON)
endif()
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
option(VBAM_STATIC "Try to link all libraries statically" ${VBAM_STATIC_DEFAULT})
if(VBAM_STATIC)
set(SDL2_STATIC ON)
set(SFML_STATIC_LIBRARIES ON)
set(FFMPEG_STATIC ON)
set(SSP_STATIC ON)
set(OPENAL_STATIC ON)
set_property(GLOBAL PROPERTY LINK_SEARCH_START_STATIC ON)
set_property(GLOBAL PROPERTY LINK_SEARCH_END_STATIC ON)
if(NOT MSVC)
list(INSERT CMAKE_FIND_LIBRARY_SUFFIXES 0 .a)
endif()
auto deps for visual studio, take 1 Use vcpkg to build deps when Visual Studio on Windows is detected, this only happens on first build, but does take a while because things like wxWidgets need to be built. Building from the developer command line is also supported. I considered making a pre-built tarball available, but the resulting files are just too big for this to be practical. Make the necessary cmake code changes for this to work and to use the vcpkg packages, which work just like on linux or have other cmake glue code available. To do this, we make vcpkg a submodule, use git to checkout all submodules, then just build and use the `vcpkg.exe`. Then we set the CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain and also include it directly, why this is necessary I don't know, without it it doesn't work in the IDE but does on the command line. All of this requires no vcpkg integration with either the user or the project. A user-wide `ENV{VCPKG_ROOT}` is also supported. Fix the dynamic arrays in the GBA core, MSVC follows the C++ standard on this and gcc does not. TODO: add the necessary gcc flags to make this an error in cmake. Use `wxArrayString` instead of `std::vector<wxString>` in `src/wx/strutils.cpp` which is used in options parsing. This was necessary because of a bizarre linker error with wxWidgets when using Visual Studio: https://trac.wxwidgets.org/ticket/10884#comment:46 In `src/wx/panel.cpp` make sure the unimplemented D3D renderer code does not get compiled if it's actually `OFF`. Also fix the new spacer code for the drawing panel to not combine `wxEXPAND` with `wxALIGN_CENTER`, which is an error on wxWidgets 3.1.2, which is what vcpkg uses. The drawing panel seems to be automatically stretched to the max size automatically anyway. TODO: if all of this works, we'll need an Appveyor set up for visual studio. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-03-21 23:01:46 +00:00
endif()
set(SSP_DEFAULT OFF)
option(ENABLE_SSP "Enable gcc stack protector support" ${SSP_DEFAULT})
auto deps for visual studio, take 1 Use vcpkg to build deps when Visual Studio on Windows is detected, this only happens on first build, but does take a while because things like wxWidgets need to be built. Building from the developer command line is also supported. I considered making a pre-built tarball available, but the resulting files are just too big for this to be practical. Make the necessary cmake code changes for this to work and to use the vcpkg packages, which work just like on linux or have other cmake glue code available. To do this, we make vcpkg a submodule, use git to checkout all submodules, then just build and use the `vcpkg.exe`. Then we set the CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain and also include it directly, why this is necessary I don't know, without it it doesn't work in the IDE but does on the command line. All of this requires no vcpkg integration with either the user or the project. A user-wide `ENV{VCPKG_ROOT}` is also supported. Fix the dynamic arrays in the GBA core, MSVC follows the C++ standard on this and gcc does not. TODO: add the necessary gcc flags to make this an error in cmake. Use `wxArrayString` instead of `std::vector<wxString>` in `src/wx/strutils.cpp` which is used in options parsing. This was necessary because of a bizarre linker error with wxWidgets when using Visual Studio: https://trac.wxwidgets.org/ticket/10884#comment:46 In `src/wx/panel.cpp` make sure the unimplemented D3D renderer code does not get compiled if it's actually `OFF`. Also fix the new spacer code for the drawing panel to not combine `wxEXPAND` with `wxALIGN_CENTER`, which is an error on wxWidgets 3.1.2, which is what vcpkg uses. The drawing panel seems to be automatically stretched to the max size automatically anyway. TODO: if all of this works, we'll need an Appveyor set up for visual studio. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-03-21 23:01:46 +00:00
set(ASM_DEFAULT OFF)
include(Architecture)
option(ENABLE_ASM "Enable x86 ASM related options" ${ASM_DEFAULT})
# The ARM ASM core seems to be very buggy, see #98 and #54. Default to it being
# OFF for the time being, until it is either fixed or replaced.
option(ENABLE_ASM_CORE "Enable x86 ASM CPU cores" OFF)
if(ENABLE_ASM_CORE)
message(WARNING "!!!!!! The x86 ASM cores are considered buggy and dangerous, use at your own risk. !!!!!!")
endif()
set(ASM_SCALERS_DEFAULT ${ENABLE_ASM})
set(MMX_DEFAULT ${ENABLE_ASM})
option(ENABLE_ASM_SCALERS "Enable x86 ASM graphic filters" ${ASM_SCALERS_DEFAULT})
if(ENABLE_ASM_SCALERS)
option(ENABLE_MMX "Enable MMX" ${MMX_DEFAULT})
endif()
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
find_package(PkgConfig)
set(ENABLE_LINK_DEFAULT OFF)
# msys2 does not have static sfml libs atm
# while on mxe we use static libs
if(WIN32 AND ((NOT (MINGW AND MSYS)) OR CMAKE_TOOLCHAIN_FILE MATCHES mxe) AND NOT CMAKE_TOOLCHAIN_FILE MATCHES vcpkg)
set(SFML_STATIC_LIBRARIES TRUE)
endif()
find_package(SFML 2.4 COMPONENTS network system)
if(SFML_FOUND)
set(ENABLE_LINK_DEFAULT ON)
endif()
option(ENABLE_LINK "Enable GBA linking functionality" ${ENABLE_LINK_DEFAULT})
option(ENABLE_LIRC "Enable LIRC support" OFF)
set(FFMPEG_DEFAULT OFF)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
set(FFMPEG_COMPONENTS AVCODEC AVFORMAT SWSCALE AVUTIL SWRESAMPLE)
set(FFMPEG_COMPONENT_VERSIONS AVCODEC>=58.18.100 AVFORMAT>=58.12.100 SWSCALE>=5.1.100 AVUTIL>=56.14.100 SWRESAMPLE>=3.1.100)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
macro(check_ffmpeg_component_versions)
# check versions, but only if pkgconfig is available
if(FFMPEG_FOUND AND PKG_CONFIG_FOUND AND NOT CMAKE_TOOLCHAIN_FILE MATCHES vcpkg)
foreach(component ${FFMPEG_COMPONENT_VERSIONS})
string(REPLACE ">=" ";" parts ${component})
list(GET parts 0 name)
list(GET parts 1 version)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
if((NOT DEFINED ${name}_VERSION) OR ${name}_VERSION VERSION_LESS ${version})
set(FFMPEG_FOUND OFF)
endif()
endforeach()
endif()
endmacro()
if(NOT DEFINED ENABLE_FFMPEG OR ENABLE_FFMPEG)
set(FFMPEG_DEFAULT ON)
find_package(FFmpeg COMPONENTS ${FFMPEG_COMPONENTS})
check_ffmpeg_component_versions()
if(NOT FFMPEG_FOUND)
set(FFMPEG_DEFAULT OFF)
endif()
endif()
option(ENABLE_FFMPEG "Enable ffmpeg A/V recording" ${FFMPEG_DEFAULT})
set(ONLINEUPDATES_DEFAULT OFF)
if((WIN32 AND (X64 OR X86)) OR APPLE) # winsparkle/sparkle
set(ONLINEUPDATES_DEFAULT ON)
endif()
option(ENABLE_ONLINEUPDATES "Enable online update checks" ${ONLINEUPDATES_DEFAULT})
option(HTTPS "Use https URL for winsparkle" ON)
if(NOT HTTPS)
add_definitions(-DNO_HTTPS)
endif()
set(LTO_DEFAULT ON)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
# gcc lto produces buggy binaries for 64 bit mingw
# and we generally don't want it when debugging because it makes linking slow
if(CMAKE_BUILD_TYPE STREQUAL Debug OR (WIN32 AND CMAKE_COMPILER_IS_GNUCXX))
set(LTO_DEFAULT OFF)
endif()
option(ENABLE_LTO "Compile with Link Time Optimization (gcc and clang only)" ${LTO_DEFAULT})
if(WIN32 OR CMAKE_TOOLCHAIN_FILE MATCHES "[Mm][Ii][Nn][Gg][Ww]")
# Win32 deps submodule
set(git_checkout FALSE)
if(EXISTS "${CMAKE_SOURCE_DIR}/.git")
set(git_checkout TRUE)
execute_process(
COMMAND git submodule update --init --remote --recursive
RESULT_VARIABLE git_status
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
)
endif()
if(NOT EXISTS "${CMAKE_SOURCE_DIR}/dependencies/mingw-xaudio/include")
if(NOT (git_checkout AND git_status EQUAL 0))
message(FATAL_ERROR "Please pull in git submodules, e.g.\nrun: git submodule update --init --remote --recursive")
endif()
endif()
endif()
2017-02-11 02:57:35 +00:00
if(MSVC)
include_directories("${CMAKE_SOURCE_DIR}/dependencies/msvc")
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
endif()
2017-02-11 02:57:35 +00:00
option(ENABLE_GBA_LOGGING "Enable extended GBA logging" ON)
if(ENABLE_GBA_LOGGING)
add_definitions(-DGBA_LOGGING )
endif()
if(ENABLE_MMX)
add_definitions(-DMMX)
endif()
2011-02-24 11:14:59 +00:00
# The SDL port can't be built without debugging support
if(NOT ENABLE_DEBUGGER AND ENABLE_SDL)
message(SEND_ERROR "The SDL port can't be built without debugging support")
endif()
2008-06-06 10:17:20 +00:00
auto deps for visual studio, take 1 Use vcpkg to build deps when Visual Studio on Windows is detected, this only happens on first build, but does take a while because things like wxWidgets need to be built. Building from the developer command line is also supported. I considered making a pre-built tarball available, but the resulting files are just too big for this to be practical. Make the necessary cmake code changes for this to work and to use the vcpkg packages, which work just like on linux or have other cmake glue code available. To do this, we make vcpkg a submodule, use git to checkout all submodules, then just build and use the `vcpkg.exe`. Then we set the CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain and also include it directly, why this is necessary I don't know, without it it doesn't work in the IDE but does on the command line. All of this requires no vcpkg integration with either the user or the project. A user-wide `ENV{VCPKG_ROOT}` is also supported. Fix the dynamic arrays in the GBA core, MSVC follows the C++ standard on this and gcc does not. TODO: add the necessary gcc flags to make this an error in cmake. Use `wxArrayString` instead of `std::vector<wxString>` in `src/wx/strutils.cpp` which is used in options parsing. This was necessary because of a bizarre linker error with wxWidgets when using Visual Studio: https://trac.wxwidgets.org/ticket/10884#comment:46 In `src/wx/panel.cpp` make sure the unimplemented D3D renderer code does not get compiled if it's actually `OFF`. Also fix the new spacer code for the drawing panel to not combine `wxEXPAND` with `wxALIGN_CENTER`, which is an error on wxWidgets 3.1.2, which is what vcpkg uses. The drawing panel seems to be automatically stretched to the max size automatically anyway. TODO: if all of this works, we'll need an Appveyor set up for visual studio. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-03-21 23:01:46 +00:00
# this has to run after the toolchain is initialized so it can't be in
# Win32deps.cmake
if(MINGW)
include_directories("${CMAKE_SOURCE_DIR}/dependencies/mingw-include")
include_directories("${CMAKE_SOURCE_DIR}/dependencies/mingw-xaudio/include")
endif()
find_package(Git)
if(GIT_FOUND AND EXISTS "${CMAKE_SOURCE_DIR}/.git")
include(GitTagVersion)
git_version(VERSION REVISION VERSION_RELEASE)
# only use the plugin to tie the configure state to the sha to force rebuilds
# of files that depend on version.h
include(GetGitRevisionDescription)
get_git_head_revision(REFSPEC COMMITHASH)
# Make sure old tags are gone from all clones.
execute_process(
COMMAND ${GIT_EXECUTABLE} tag -l
OUTPUT_VARIABLE git_tags
OUTPUT_STRIP_TRAILING_WHITESPACE
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
)
string(REGEX REPLACE ";" "\\\\;" git_tags_lines "${git_tags}")
string(REGEX REPLACE "\r?\n" ";" git_tags_lines "${git_tags_lines}")
set(found_old_tags FALSE)
foreach(tag ${git_tags_lines})
if(NOT tag MATCHES "^v[0-9]")
set(found_old_tags TRUE)
break()
endif()
endforeach()
if(found_old_tags)
# Delete all tags and fetch them from the origin.
foreach(tag ${git_tags_lines})
execute_process(
COMMAND ${GIT_EXECUTABLE} tag -d ${tag}
OUTPUT_QUIET
ERROR_QUIET
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
)
endforeach()
execute_process(
COMMAND ${GIT_EXECUTABLE} fetch --tags origin
OUTPUT_QUIET
ERROR_QUIET
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
)
endif()
endif()
# no git or no tags, use ChangeLog
if(NOT VERSION)
include(ChangeLogVersion)
changelog_version(VERSION REVISION VERSION_RELEASE)
endif()
# generate version.h
include_directories(${CMAKE_BINARY_DIR})
string(REGEX REPLACE "([0-9]+)\\.([0-9]+)\\.([0-9]+).*" "\\1,\\2,\\3,0" WIN_VERSION "${VERSION}")
configure_file("${CMAKE_SOURCE_DIR}/src/version.h.in" "${CMAKE_BINARY_DIR}/version.h" @ONLY)
2008-06-06 10:17:20 +00:00
if(CMAKE_BUILD_TYPE STREQUAL Debug)
add_definitions(-DDEBUG)
else()
add_definitions(-DNDEBUG)
endif()
# hack for ninja in msys2
if(WIN32 AND CMAKE_GENERATOR STREQUAL Ninja AND NOT "$ENV{MSYSTEM_PREFIX}" STREQUAL "")
set(MSYS ON)
endif()
include(VbamFunctions)
if(MSYS AND CMAKE_CXX_COMPILER_ID STREQUAL Clang)
if($ENV{MSYSTEM} STREQUAL CLANG64)
cygpath(prefix "$ENV{MSYSTEM_PREFIX}/x86_64-w64-mingw32")
list(APPEND CMAKE_PREFIX_PATH "${prefix}")
elseif($ENV{MSYSTEM} STREQUAL CLANG32)
cygpath(prefix "$ENV{MSYSTEM_PREFIX}/i686-w64-mingw32")
list(APPEND CMAKE_PREFIX_PATH "${prefix}")
endif()
set(CMAKE_PREFIX_PATH "${CMAKE_PREFIX_PATH}" CACHE INTERNAL "prefix search path for find_XXXX" FORCE)
endif()
Mac OS X HiDPI fixes + other misc Use a high-res surface on HiDPI (e.g. retina) Macs for the OpenGL renderer, and scale window accordingly. Also fix fullscreen toggle not working in HiDPI mode. And some other stuff. Aside from the .app not being linked statically, the app is now fully functional on Mac and ready to ship. Full change details: * add -DDEBUG or -DNDEBUG based on CMAKE_BUILD_TYPE (-DNDEBUG for Release and -DDEBUG for Debug) * properly search for homebrew/macports/fink directories, and only add them if they exist * fix building with wx debug support, when available * use explicit OpenGL context on Mac too for new versions of wx * add main_frame pointer in GameArea back to MainFrame, and a SetMainFrame(MainFrame* parent) public method to set it in guinit * add full support for reading and writing double value config options (the GUI still needs to be updated for options that can take doubles, such as video_scale) * change video_scale option (Display/Scale) to a double, putting a double value such as 3.6 in the config file works correctly * add a HiDPIAware mixin class for GameArea and DrawingPanel, with the method HiDPIScaleFactor which returns the current window's backingScaleFactor * change the GameArea sizing methods (DelBorder(), AdjustMinSize() and AdjustSize()) to divide the window size by the HiDPIAware::HiDPIScaleFactor so that the window is scaled properly * change GameArea::ShowFullScreen to ignore fullscreen events for a maximized window on Mac, because maximized windows on OS X are actually native fullscreen windows * change scale variables to double from int, and use std::ceil() to round scaled pixel or memory size values * make a default base class DrawingPane::DrawingPanelInit() virtual method, call by all concrete class constructors based on the did_init flag * call setWantsBestResolutionOpenGLSurface:YES on the view backing the wxGLCanvas for the OpenGL renderer (GLDrawingPanel) to get a high res OpenGL surface in HiDPI mode * remove GLDrawingPanel::OnSize event, the OpenGL viewport resizes automatically without the need to call glViewport() * do not hide the mouse pointer if the main frame has menus or dialogs open * add variadic vbamDebug(const char* format, ...) function, active only #ifdef DEBUG, which sets the wx log target to STDERR and logs a message to it * use full name of app "visualboyadvance-m" instead of "vbam" when getting configuration paths, this way the config is saved to ~/Library/Application Support/visualboyadvance-m rather than ~/Library/Application Support/vbam * listen to the MENU_HIGHLIGHT_ALL event as well, as an extra way to check when the menus are open * add public MainFrame::SetMenusOpened(bool state) method to force the main frame to change the internal menus_opened state, this is necessary because in HiDPI mode on Mac the keyboard accelerator for toggle fullscreen sends a menu open event, but not a menu close event, so on switch to fullscreen the state is changed to menus closed and the emu is unpaused TODO: * GUI option to change toggle fullscreen behavior between native and non-native fullscreen on Mac * GUI support for double config values like Display/Scale * add HiDPI support to simple renderer * fix SDL sound, or disable the option * fix Cairo suport on Mac, or disable the option * use dynamic_cast<> to implement GetWindow() for DrawingPanel instead of pure virtual method, likewise for Delete() * link .app statically by default so it can be shipped * add Homebrew formula
2016-10-22 12:20:46 +00:00
# Add support for Homebrew, MacPorts and Fink on OS X
if(APPLE)
include(MacPackageManagers)
endif()
more minor improvements for OS X build Add Homebrew and MacPorts paths for findings headers and libraries. Add -x objective-c++ to the C++ compile command so that conditionally compiled ObjectiveC code for OS X can be supported. Throw a fatal error if the user tries to enable ENABLE_ASM_CORE, ENABLE_ASM_SCALERS or ENABLE_MMX on AMD64, as this is not supported yet. If ENABLE_ASM_SCALERS is enabled, try to find a Homebrew or MacPorts nasm before using the outdated XCode nasm. For the future, if the user has only the old XCode nasm which does not support 64 bit objects and the build is 64 bit, throw a fatal error. For 32 bit builds with the old XCode nasm, use -f macho instead of -f macho32, which is used if the version of nasm is > 2.0 . Pass -DMACHO instead of -DELF and, on AMD64 (for the future) -D__AMD64__ for nasm on OS X. Pass -D__AMD64__ to C++ compilation as well on AMD64, this will help when we support AMD64 inline assembly. Add support for automatically linking Homebrew keg-only gettext from /usr/local/opt/gettext for ENABLE_NLS. Fix copying Info.plist and vbam.icns to the .app bundle. Add a key to the Info.plist to support sharp text on retina displays, as per: https://wiki.wxwidgets.org/WxMac-specific_topics#Retina_display_support Set wxWidgets_USE_DEBUG to ON if CMAKE_BUILD_TYPE is "Debug". I'm not sure this does anything or if I'm doing this correctly though. Also set wxWidgets_USE_UNICODE to ON. Again, I'm not sure this does anything or is in the right place. Fix a bug in the config dir finding code in wxvbamApp::GetConfigurationPath() updated in 8b8f2f7 to only use the more top level dirs if there is a vbam.ini in them, not if they are writable as well, and use the reverse order (starting with user local dirs) to check for writable dirs and their writable parents. This fixes a problem with the vbam.ini being written to the Plugins directory of the .app bundle if it's writable instead of ~/Library/Application Support/vbam as was intended.
2015-11-17 02:56:23 +00:00
# We do not support amd64 asm yet
if(X86_64 AND (ENABLE_ASM_CORE OR ENABLE_ASM_SCALERS OR ENABLE_MMX))
message(FATAL_ERROR "The options ASM_CORE, ASM_SCALERS and MMX are not supported on X86_64 yet.")
endif()
more minor improvements for OS X build Add Homebrew and MacPorts paths for findings headers and libraries. Add -x objective-c++ to the C++ compile command so that conditionally compiled ObjectiveC code for OS X can be supported. Throw a fatal error if the user tries to enable ENABLE_ASM_CORE, ENABLE_ASM_SCALERS or ENABLE_MMX on AMD64, as this is not supported yet. If ENABLE_ASM_SCALERS is enabled, try to find a Homebrew or MacPorts nasm before using the outdated XCode nasm. For the future, if the user has only the old XCode nasm which does not support 64 bit objects and the build is 64 bit, throw a fatal error. For 32 bit builds with the old XCode nasm, use -f macho instead of -f macho32, which is used if the version of nasm is > 2.0 . Pass -DMACHO instead of -DELF and, on AMD64 (for the future) -D__AMD64__ for nasm on OS X. Pass -D__AMD64__ to C++ compilation as well on AMD64, this will help when we support AMD64 inline assembly. Add support for automatically linking Homebrew keg-only gettext from /usr/local/opt/gettext for ENABLE_NLS. Fix copying Info.plist and vbam.icns to the .app bundle. Add a key to the Info.plist to support sharp text on retina displays, as per: https://wiki.wxwidgets.org/WxMac-specific_topics#Retina_display_support Set wxWidgets_USE_DEBUG to ON if CMAKE_BUILD_TYPE is "Debug". I'm not sure this does anything or if I'm doing this correctly though. Also set wxWidgets_USE_UNICODE to ON. Again, I'm not sure this does anything or is in the right place. Fix a bug in the config dir finding code in wxvbamApp::GetConfigurationPath() updated in 8b8f2f7 to only use the more top level dirs if there is a vbam.ini in them, not if they are writable as well, and use the reverse order (starting with user local dirs) to check for writable dirs and their writable parents. This fixes a problem with the vbam.ini being written to the Plugins directory of the .app bundle if it's writable instead of ~/Library/Application Support/vbam as was intended.
2015-11-17 02:56:23 +00:00
if(ENABLE_ASM_CORE OR ENABLE_ASM_SCALERS)
if(MSVC)
if(NOT EXISTS ${CMAKE_BINARY_DIR}/nuget.exe)
file(DOWNLOAD "https://dist.nuget.org/win-x86-commandline/latest/nuget.exe" ${CMAKE_BINARY_DIR}/nuget.exe)
endif()
execute_process(
COMMAND nuget.exe install nasm2 -OutputDirectory ${CMAKE_BINARY_DIR}/nuget
WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
)
file(GLOB pkg ${CMAKE_BINARY_DIR}/nuget/nasm2*)
list(APPEND CMAKE_PROGRAM_PATH ${pkg}/tools)
endif()
enable_language(ASM_NASM)
set(ASM_ENABLED ON)
endif()
2011-02-24 11:14:59 +00:00
# Look for some dependencies using CMake scripts
find_package(ZLIB REQUIRED)
set(OpenGL_GL_PREFERENCE GLVND)
if(CMAKE_SYSTEM_NAME STREQUAL FreeBSD)
set(OpenGL_GL_PREFERENCE LEGACY)
endif()
find_package(OpenGL REQUIRED)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
find_package(SDL2 REQUIRED)
2011-02-24 11:14:59 +00:00
if(WIN32)
set(SDL2_LIBRARY ${SDL2_LIBRARY} setupapi winmm)
endif()
# set the standard libraries all ports use
set(
VBAMCORE_LIBS
vbamcore
fex
${SDL2_LIBRARY}
${SFML_LIBRARIES}
${OPENGL_LIBRARIES}
${ZLIB_LIBRARY}
)
2011-02-24 11:14:59 +00:00
if(ENABLE_FFMPEG)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
if(NOT FFMPEG_LIBRARIES)
message(FATAL_ERROR "ENABLE_FFMPEG was specified, but required versions of ffmpeg libraries cannot be found!")
endif()
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
if(APPLE)
set(FFMPEG_LDFLAGS ${FFMPEG_LDFLAGS} -framework CoreText -framework ApplicationServices)
elseif(WIN32)
set(WIN32_MEDIA_FOUNDATION_LIBS dxva2 evr mf mfplat mfplay mfreadwrite mfuuid amstrmid)
list(APPEND FFMPEG_LIBRARIES secur32 bcrypt ${WIN32_MEDIA_FOUNDATION_LIBS})
if(MSYS AND VBAM_STATIC)
foreach(lib tiff jbig lzma)
cygpath(lib "$ENV{MSYSTEM_PREFIX}/lib/lib${lib}.a")
list(APPEND FFMPEG_LIBRARIES "${lib}")
endforeach()
endif()
endif()
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
else()
add_definitions(-DNO_FFMPEG)
endif()
if(NOT ENABLE_ONLINEUPDATES)
add_definitions(-DNO_ONLINEUPDATES)
endif()
if(ENABLE_LIRC)
set(WITHLIRC 1)
else()
set(WITHLIRC 0)
endif()
2008-06-06 10:17:20 +00:00
include(GNUInstallDirs)
2008-06-06 10:17:20 +00:00
# C defines
add_definitions(-DHAVE_NETINET_IN_H -DHAVE_ARPA_INET_H -DHAVE_ZLIB_H -DFINAL_VERSION -DSDL -DUSE_OPENGL -DSYSCONF_INSTALL_DIR="${CMAKE_INSTALL_FULL_SYSCONFDIR}" -DWITH_LIRC=${WITHLIRC})
add_definitions(-DPKGDATADIR="${CMAKE_INSTALL_FULL_DATADIR}/vbam" -DPACKAGE=)
2008-06-06 10:17:20 +00:00
add_definitions(-D__STDC_FORMAT_MACROS)
if(ENABLE_LINK)
# IPC linking code needs sem_timedwait which can be either in librt or pthreads
if(NOT WIN32)
find_library(RT_LIB rt)
if(RT_LIB)
set(CMAKE_REQUIRED_LIBRARIES ${CMAKE_REQUIRED_LIBRARIES} ${RT_LIB})
set(VBAMCORE_LIBS ${VBAMCORE_LIBS} ${RT_LIB})
endif()
endif()
if(NOT WIN32)
find_library(PTHREAD_LIB pthread)
if(PTHREAD_LIB)
set(CMAKE_REQUIRED_LIBRARIES ${CMAKE_REQUIRED_LIBRARIES} ${PTHREAD_LIB})
set(VBAMCORE_LIBS ${VBAMCORE_LIBS} ${PTHREAD_LIB})
endif()
elseif(MINGW)
if(NOT VBAM_STATIC)
set(CMAKE_REQUIRED_LIBRARIES ${CMAKE_REQUIRED_LIBRARIES} -lpthread)
set(VBAMCORE_LIBS ${VBAMCORE_LIBS} -lpthread)
else()
set(CMAKE_REQUIRED_LIBRARIES ${CMAKE_REQUIRED_LIBRARIES} "-Wl,-Bstatic -lwinpthread -Wl,-Bdynamic")
set(VBAMCORE_LIBS ${VBAMCORE_LIBS} "-Wl,-Bstatic -lwinpthread -Wl,-Bdynamic")
endif()
endif()
include(CheckFunctionExists)
check_function_exists(sem_timedwait SEM_TIMEDWAIT)
if(SEM_TIMEDWAIT)
add_definitions(-DHAVE_SEM_TIMEDWAIT)
endif()
else()
add_definitions(-DNO_LINK)
endif()
2011-02-20 12:22:58 +00:00
# The debugger is enabled by default
if(NOT ENABLE_DEBUGGER)
add_definitions(-DNO_DEBUGGER)
else()
add_definitions(-DBKPT_SUPPORT)
endif()
2008-06-06 10:17:20 +00:00
# The ASM core is disabled by default because we don't know on which platform we are
if(NOT ENABLE_ASM_CORE)
add_definitions(-DC_CORE)
endif()
2008-06-06 10:17:20 +00:00
set(NLS_DEFAULT ON)
auto deps for visual studio, take 1 Use vcpkg to build deps when Visual Studio on Windows is detected, this only happens on first build, but does take a while because things like wxWidgets need to be built. Building from the developer command line is also supported. I considered making a pre-built tarball available, but the resulting files are just too big for this to be practical. Make the necessary cmake code changes for this to work and to use the vcpkg packages, which work just like on linux or have other cmake glue code available. To do this, we make vcpkg a submodule, use git to checkout all submodules, then just build and use the `vcpkg.exe`. Then we set the CMAKE_TOOLCHAIN_FILE to the vcpkg toolchain and also include it directly, why this is necessary I don't know, without it it doesn't work in the IDE but does on the command line. All of this requires no vcpkg integration with either the user or the project. A user-wide `ENV{VCPKG_ROOT}` is also supported. Fix the dynamic arrays in the GBA core, MSVC follows the C++ standard on this and gcc does not. TODO: add the necessary gcc flags to make this an error in cmake. Use `wxArrayString` instead of `std::vector<wxString>` in `src/wx/strutils.cpp` which is used in options parsing. This was necessary because of a bizarre linker error with wxWidgets when using Visual Studio: https://trac.wxwidgets.org/ticket/10884#comment:46 In `src/wx/panel.cpp` make sure the unimplemented D3D renderer code does not get compiled if it's actually `OFF`. Also fix the new spacer code for the drawing panel to not combine `wxEXPAND` with `wxALIGN_CENTER`, which is an error on wxWidgets 3.1.2, which is what vcpkg uses. The drawing panel seems to be automatically stretched to the max size automatically anyway. TODO: if all of this works, we'll need an Appveyor set up for visual studio. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-03-21 23:01:46 +00:00
option(ENABLE_NLS "Enable translations" ${NLS_DEFAULT})
2011-02-24 13:06:17 +00:00
# Enable internationalization
if(ENABLE_NLS)
set(LOCALEDIR ${CMAKE_INSTALL_PREFIX}/share/locale)
add_definitions(-DENABLE_NLS)
add_definitions(-DLOCALEDIR="${LOCALEDIR}")
# for now, only GBALink.cpp uses gettext() directly
if(APPLE)
more minor improvements for OS X build Add Homebrew and MacPorts paths for findings headers and libraries. Add -x objective-c++ to the C++ compile command so that conditionally compiled ObjectiveC code for OS X can be supported. Throw a fatal error if the user tries to enable ENABLE_ASM_CORE, ENABLE_ASM_SCALERS or ENABLE_MMX on AMD64, as this is not supported yet. If ENABLE_ASM_SCALERS is enabled, try to find a Homebrew or MacPorts nasm before using the outdated XCode nasm. For the future, if the user has only the old XCode nasm which does not support 64 bit objects and the build is 64 bit, throw a fatal error. For 32 bit builds with the old XCode nasm, use -f macho instead of -f macho32, which is used if the version of nasm is > 2.0 . Pass -DMACHO instead of -DELF and, on AMD64 (for the future) -D__AMD64__ for nasm on OS X. Pass -D__AMD64__ to C++ compilation as well on AMD64, this will help when we support AMD64 inline assembly. Add support for automatically linking Homebrew keg-only gettext from /usr/local/opt/gettext for ENABLE_NLS. Fix copying Info.plist and vbam.icns to the .app bundle. Add a key to the Info.plist to support sharp text on retina displays, as per: https://wiki.wxwidgets.org/WxMac-specific_topics#Retina_display_support Set wxWidgets_USE_DEBUG to ON if CMAKE_BUILD_TYPE is "Debug". I'm not sure this does anything or if I'm doing this correctly though. Also set wxWidgets_USE_UNICODE to ON. Again, I'm not sure this does anything or is in the right place. Fix a bug in the config dir finding code in wxvbamApp::GetConfigurationPath() updated in 8b8f2f7 to only use the more top level dirs if there is a vbam.ini in them, not if they are writable as well, and use the reverse order (starting with user local dirs) to check for writable dirs and their writable parents. This fixes a problem with the vbam.ini being written to the Plugins directory of the .app bundle if it's writable instead of ~/Library/Application Support/vbam as was intended.
2015-11-17 02:56:23 +00:00
# use Homebrew gettext if available
if(EXISTS "/usr/local/opt/gettext")
set(CMAKE_INCLUDE_PATH "${CMAKE_INCLUDE_PATH};/usr/local/opt/gettext/include")
set(CMAKE_LIBRARY_PATH "${CMAKE_LIBRARY_PATH};/usr/local/opt/gettext/lib")
set(CMAKE_PROGRAM_PATH "${CMAKE_PROGRAM_PATH};/usr/local/opt/gettext/bin")
endif()
endif()
if(ENABLE_LINK OR ENABLE_WX)
find_path(LIBINTL_INC libintl.h)
find_library(LIBINTL_LIB NAMES libintl intl)
find_library(LIBICONV_LIB NAMES libiconv iconv)
find_library(LIBCHARSET_LIB NAMES libcharset charset)
if(LIBINTL_LIB)
list(APPEND CMAKE_REQUIRED_LIBRARIES ${LIBINTL_LIB})
list(APPEND VBAMCORE_LIBS ${LIBINTL_LIB})
endif()
if(LIBICONV_LIB)
list(APPEND CMAKE_REQUIRED_LIBRARIES ${LIBICONV_LIB})
list(APPEND VBAMCORE_LIBS ${LIBICONV_LIB})
endif()
if(LIBCHARSET_LIB)
list(APPEND CMAKE_REQUIRED_LIBRARIES ${LIBCHARSET_LIB})
list(APPEND VBAMCORE_LIBS ${LIBCHARSET_LIB})
endif()
include(CheckFunctionExists)
check_function_exists(gettext GETTEXT_FN)
if(NOT (LIBINTL_INC OR GETTEXT_FN))
message(FATAL_ERROR "NLS requires libintl/gettext")
endif()
include_directories(${LIBINTL_INC})
endif()
endif()
2011-02-24 13:06:17 +00:00
include(ProcessorCount)
ProcessorCount(num_cpus)
# Compiler stuff
option(UPSTREAM_RELEASE "do some optimizations and release automation tasks" OFF)
include(SetCompilerLinkerFlags)
if(CMAKE_C_COMPILER_ID STREQUAL Clang AND CMAKE_CXX_COMPILER_ID STREQUAL Clang)
include(LLVMToolchain)
endif()
if(CMAKE_COMPILER_IS_GNUCXX OR CMAKE_CXX_COMPILER_ID STREQUAL Clang)
unset(LTO_FLAGS)
if(ENABLE_LTO)
if(CMAKE_COMPILER_IS_GNUCXX)
if(num_cpus GREATER 1)
set(LTO_FLAGS -flto=${num_cpus} -ffat-lto-objects)
else()
set(LTO_FLAGS -flto -ffat-lto-objects)
endif()
else()
set(LTO_FLAGS -flto)
endif()
# check that LTO is not broken before enabling it
set(ORIG_CMAKE_REQUIRED_FLAGS ${CMAKE_REQUIRED_FLAGS})
set(CMAKE_REQUIRED_FLAGS "${CMAKE_REQUIRED_FLAGS} ${LTO_FLAGS}")
include(CheckCXXSourceCompiles)
check_cxx_source_compiles("int main(int argc, char** argv) { return 0; }" LTO_WORKS)
set(CMAKE_REQUIRED_FLAGS ${ORIG_CMAKE_REQUIRED_FLAGS})
if(NOT LTO_WORKS)
message(WARNING "LTO does not seem to be working on your system, if using clang make sure LLVMGold is installed")
unset(LTO_FLAGS)
set(ENABLE_LTO OFF)
endif()
endif()
unset(MY_C_OPT_FLAGS)
if(X86_32 OR X86_64)
set(MY_C_OPT_FLAGS -mfpmath=sse -msse2)
endif()
# common optimization flags
if(NOT (APPLE AND CMAKE_CXX_COMPILER_ID STREQUAL Clang AND CMAKE_CXX_COMPILER_VERSION VERSION_LESS 4.3))
set(MY_C_OPT_FLAGS ${MY_C_OPT_FLAGS} -O2 -fomit-frame-pointer ${LTO_FLAGS})
else()
# LTO and -fomit-frame-pointer generate broken binaries on Lion with XCode 4.2 tools
set(MY_C_OPT_FLAGS ${MY_C_OPT_FLAGS} -O2)
endif()
# Common flags.
set(MY_C_FLAGS -pipe -Wno-unused-command-line-argument -Wformat -Wformat-security -feliminate-unused-debug-types)
# Optimize for Core2 and tune for Rocketlake on macOS and Zen3 for the rest
# on X86_64.
if(X86_64)
set(MY_C_FLAGS ${MY_C_FLAGS} -march=core2)
if(APPLE)
set(MY_C_FLAGS ${MY_C_FLAGS} -mtune=rocketlake)
else()
set(MY_C_FLAGS ${MY_C_FLAGS} -mtune=znver3)
endif()
# Optimize for pentium-mmx and tune for Core2 on X86_32.
elseif(X86_32)
set(MY_C_FLAGS ${MY_C_FLAGS} -march=pentium-mmx -mtune=core2)
endif()
# common debug flags
if(CMAKE_COMPILER_IS_GNUCXX)
set(MY_C_DBG_FLAGS -ggdb3 -Og -fno-omit-frame-pointer)
else()
set(MY_C_DBG_FLAGS -g -fno-omit-frame-pointer)
endif()
include(CheckCXXCompilerFlag)
if(ENABLE_ASAN)
string(TOLOWER ${CMAKE_BUILD_TYPE} build)
if(NOT build STREQUAL "debug")
message(FATAL_ERROR "asan requires debug build, set -DCMAKE_BUILD_TYPE=Debug")
endif()
string(TOLOWER ${ENABLE_ASAN} SANITIZER)
if(SANITIZER STREQUAL "on" OR SANITIZER STREQUAL "true")
set(SANITIZER address)
endif()
list(PREPEND CMAKE_REQUIRED_LIBRARIES -fsanitize=${SANITIZER})
check_cxx_compiler_flag("-fsanitize=${SANITIZER}" ASAN_SUPPORT_FLAG)
if(${ASAN_SUPPORT_FLAG})
list(PREPEND MY_C_DBG_FLAGS -fsanitize=${SANITIZER})
else()
message(FATAL_ERROR "asan not available to compiler.")
endif()
endif()
if(ENABLE_SSP AND CMAKE_BUILD_TYPE STREQUAL Debug)
if(WIN32)
set(SSP_STATIC ON)
endif()
find_package(SSP)
if(SSP_LIBRARY)
list(APPEND MY_C_FLAGS -D_FORTIFY_SOURCE=2)
list(APPEND MY_C_LINKER_FLAGS ${SSP_LIBRARY})
endif()
endif()
if(NOT (WIN32 OR X86_32)) # inline asm is not allowed with -fPIC
set(MY_C_FLAGS ${MY_C_FLAGS} -fPIC)
endif()
# check if ssp flags are supported for this version of gcc
if(CMAKE_COMPILER_IS_GNUCXX)
if(ENABLE_SSP)
check_cxx_compiler_flag(-fstack-protector-strong F_STACK_PROTECTOR_STRONG_FLAG)
if(F_STACK_PROTECTOR_STRONG_FLAG)
set(MY_C_FLAGS ${MY_C_FLAGS} -fstack-protector-strong)
check_cxx_compiler_flag("--param ssp-buffer-size=4" SSP_BUFFER_SIZE_FLAG)
if(SSP_BUFFER_SIZE_FLAG)
# we do not add it to MY_C_FLAGS because this breaks things like CMAKE_REQUIRED_LIBRARIES
# which misinterpret compiler flags without leading dashes
add_compile_options(--param ssp-buffer-size=4)
endif()
endif()
endif()
set(MY_C_FLAGS ${MY_C_FLAGS} -fopenmp)
endif()
if(CMAKE_CXX_COMPILER_ID STREQUAL GNU)
unset(COMPILER_COLOR_DIAGNOSTICS)
check_cxx_compiler_flag(-fdiagnostics-color=always COMPILER_COLOR_DIAGNOSTICS)
if(COMPILER_COLOR_DIAGNOSTICS)
add_compile_options(-fdiagnostics-color=always)
else()
unset(COMPILER_COLOR_DIAGNOSTICS)
check_cxx_compiler_flag(-fdiagnostics-color COMPILER_COLOR_DIAGNOSTICS)
if(COMPILER_COLOR_DIAGNOSTICS)
add_compile_options(-fdiagnostics-color)
endif()
endif()
elseif(CMAKE_CXX_COMPILER_ID STREQUAL Clang)
unset(COMPILER_COLOR_DIAGNOSTICS)
check_cxx_compiler_flag(-fcolor-diagnostics COMPILER_COLOR_DIAGNOSTICS)
if(COMPILER_COLOR_DIAGNOSTICS)
add_compile_options(-fcolor-diagnostics)
endif()
endif()
if(MINGW)
set(MY_C_FLAGS ${MY_C_FLAGS} -static-libgcc -static-libstdc++)
endif()
if(CMAKE_BUILD_TYPE STREQUAL Debug)
set(MY_C_FLAGS ${MY_C_FLAGS} ${MY_C_DBG_FLAGS} -Wall -Wextra)
else()
set(MY_C_FLAGS ${MY_C_FLAGS} ${MY_C_OPT_FLAGS} -Wno-error)
endif()
# for some reason this is necessary
if(CMAKE_SYSTEM_NAME STREQUAL FreeBSD)
set(MY_C_FLAGS -I/usr/local/include ${MY_C_FLAGS})
endif()
foreach(C_COMPILE_FLAG ${MY_C_FLAGS})
add_compile_options(${C_COMPILE_FLAG})
endforeach()
include(CheckCXXCompilerFlag)
check_cxx_compiler_flag(-std=gnu++17 GNUPP17_FLAG)
if(NOT GNUPP17_FLAG)
message(FATAL_ERROR "Your compiler does not support -std=gnu++17.")
endif()
set(MY_CXX_FLAGS -std=gnu++17 -fexceptions)
foreach(ARG ${MY_CXX_FLAGS})
set(MY_CXX_FLAGS_STR "${MY_CXX_FLAGS_STR} ${ARG}")
endforeach()
# These must be set for C++ only, and we can't use generator expressions in
# ADD_COMPILE_OPTIONS because that's a cmake 3.3 feature and we need 2.8.12
# compat for Ubuntu 14.
string(REGEX REPLACE "<FLAGS>" "<FLAGS> ${MY_CXX_FLAGS_STR} " CMAKE_CXX_COMPILE_OBJECT ${CMAKE_CXX_COMPILE_OBJECT})
foreach(ARG ${MY_C_FLAGS})
set(MY_C_FLAGS_STR "${MY_C_FLAGS_STR} ${ARG}")
endforeach()
# need all flags for linking, because of -flto etc.
set(CMAKE_C_LINK_EXECUTABLE "${CMAKE_C_LINK_EXECUTABLE} ${MY_C_FLAGS_STR}")
set(CMAKE_CXX_LINK_EXECUTABLE "${CMAKE_CXX_LINK_EXECUTABLE} ${MY_C_FLAGS_STR}")
# for the gcc -fstack-protector* flags we need libssp
# we also have to use the gcc- binutils for LTO to work
if(CMAKE_COMPILER_IS_GNUCXX)
if(ENABLE_LTO)
include(UseGCCBinUtilsWrappers)
endif()
set(MY_C_LINKER_FLAGS ${MY_C_LINKER_FLAGS} -Wl,-allow-multiple-definition)
if(CMAKE_PREFIX_PATH)
list(GET CMAKE_PREFIX_PATH 0 prefix_path_first)
set(MY_C_LINKER_FLAGS ${MY_C_LINKER_FLAGS} "-Wl,-rpath-link=${prefix_path_first}/lib")
endif()
endif()
# set linker flags
foreach(ARG ${MY_C_LINKER_FLAGS})
set(MY_C_LINKER_FLAGS_STR "${MY_C_LINKER_FLAGS_STR} ${ARG}")
endforeach()
set(CMAKE_C_LINK_EXECUTABLE "${CMAKE_C_LINK_EXECUTABLE} ${MY_C_LINKER_FLAGS_STR}")
set(CMAKE_CXX_LINK_EXECUTABLE "${CMAKE_CXX_LINK_EXECUTABLE} ${MY_C_LINKER_FLAGS_STR}")
elseif(MSVC)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
# first remove all warnings flags, otherwise there is a warning about overriding them
string(REGEX REPLACE "/[Ww][^ ]+" "" CMAKE_C_FLAGS ${CMAKE_C_FLAGS})
string(REGEX REPLACE "/[Ww][^ ]+" "" CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS})
add_compiler_flags(/std:c++17 -D__STDC_LIMIT_MACROS /fp:fast /Oi)
if(VBAM_STATIC)
set(runtime "/MT")
else()
set(runtime "/MD")
endif()
if(CMAKE_BUILD_TYPE STREQUAL Debug)
set(runtime "${runtime}d")
add_compiler_flags(${runtime} /W4 /Ob0 /Od /RTC1 /DDEBUG)
else()
add_compiler_flags(/w /DNDEBUG)
if(CMAKE_BUILD_TYPE STREQUAL Release)
if(X86_32)
add_compiler_flags(${runtime} /O2 /Ob3)
else()
add_compiler_flags(${runtime} /O2 /Ob3)
endif()
elseif(CMAKE_BUILD_TYPE STREQUAL RelWithDebInfo)
add_compiler_flags(${runtime} /Zi /Ob1)
elseif(CMAKE_BUILD_TYPE STREQUAL MinSizeRel)
add_compiler_flags(${runtime} /O1 /Ob1)
else()
message(FATAL_ERROR "Unknown CMAKE_BUILD_TYPE: '${CMAKE_BUILD_TYPE}'")
endif()
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
if(ENABLE_LTO)
add_compiler_flags(/GL)
add_linker_flags(/LTCG)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
endif()
endif()
endif()
# Assembler flags
2008-06-06 10:17:20 +00:00
if(ASM_ENABLED)
string(REGEX REPLACE "<FLAGS>" "-I${CMAKE_SOURCE_DIR}/src/filters/hq/asm/ -O1 -w-orphan-labels" CMAKE_ASM_NASM_COMPILE_OBJECT ${CMAKE_ASM_NASM_COMPILE_OBJECT})
endif()
if(APPLE)
add_definitions(-DMACHO)
elseif("${CMAKE_SYSTEM}" MATCHES "Linux")
add_definitions(-DELF)
endif()
if(X86_64)
add_definitions(-D__AMD64__ -D__X86_64__)
endif()
if(NOT TRANSLATIONS_ONLY)
add_subdirectory(fex)
endif()
set(
SRC_MAIN
2008-06-06 10:17:20 +00:00
src/Util.cpp
2015-04-18 06:53:55 +00:00
src/common/ConfigManager.cpp
src/common/dictionary.c
src/common/iniparser.c
2009-01-01 14:21:18 +00:00
src/common/Patch.cpp
src/common/memgzio.c
2011-05-24 07:49:00 +00:00
src/common/SoundSDL.cpp
2008-06-06 10:17:20 +00:00
)
2017-02-11 02:57:35 +00:00
if(MSVC)
set(SRC_MAIN ${SRC_MAIN} "dependencies/msvc/getopt.c")
endif()
2017-02-11 02:57:35 +00:00
set(
HDR_MAIN
src/System.h
src/Util.h
src/common/array.h
src/common/ConfigManager.h
src/common/dictionary.h
src/common/iniparser.h
src/common/memgzio.h
src/common/Port.h
src/common/SoundDriver.h
src/common/SoundSDL.h
)
2017-02-11 02:57:35 +00:00
if(MSVC)
set(HDR_MAIN ${HDR_MAIN} "dependencies/msvc/getopt.h")
endif()
2017-02-11 02:57:35 +00:00
if(ENABLE_FFMPEG)
set(SRC_MAIN ${SRC_MAIN} src/common/ffmpeg.cpp)
set(HDR_MAIN ${HDR_MAIN} src/common/ffmpeg.h)
endif()
if(ENABLE_NLS)
set(HDR_MAIN ${HDR_MAIN} src/NLS.h)
endif()
set(
SRC_GBA
2009-01-01 15:20:03 +00:00
src/gba/agbprint.cpp
src/gba/bios.cpp
src/gba/Cheats.cpp
2011-05-24 07:49:00 +00:00
src/gba/CheatSearch.cpp
src/gba/debugger-expr-lex.cpp
src/gba/debugger-expr-yacc.cpp
src/gba/EEprom.cpp
src/gba/ereader.cpp
src/gba/Flash.cpp
2009-01-01 15:20:03 +00:00
src/gba/GBA.cpp
src/gba/GBAGfx.cpp
src/gba/GBALink.cpp
src/gba/GBASockClient.cpp
2009-01-01 15:20:03 +00:00
src/gba/GBA-thumb.cpp
src/gba/GBA-arm.cpp
2009-10-09 14:47:41 +00:00
src/gba/gbafilter.cpp
src/gba/Globals.cpp
src/gba/Mode0.cpp
src/gba/Mode1.cpp
src/gba/Mode2.cpp
src/gba/Mode3.cpp
src/gba/Mode4.cpp
src/gba/Mode5.cpp
src/gba/RTC.cpp
src/gba/Sound.cpp
src/gba/Sram.cpp
2008-06-06 10:17:20 +00:00
)
if(ENABLE_DEBUGGER)
list(APPEND SRC_GBA
src/gba/BreakpointStructures.cpp
)
endif()
set(
HDR_GBA
src/gba/agbprint.h
src/gba/bios.h
src/gba/BreakpointStructures.h
src/gba/Cheats.h
src/gba/CheatSearch.h
src/gba/debugger-expr-yacc.hpp
src/gba/EEprom.h
src/gba/ereader.h
src/gba/Flash.h
src/gba/GBA.h
src/gba/GBAcpu.h
src/gba/gbafilter.h
src/gba/GBAGfx.h
src/gba/GBAinline.h
src/gba/GBALink.h
src/gba/GBASockClient.h
src/gba/Globals.h
src/gba/RTC.h
src/gba/Sound.h
src/gba/Sram.h
)
set(
SRC_GB
2009-01-01 14:52:03 +00:00
src/gb/GB.cpp
src/gb/gbCheats.cpp
src/gb/gbDis.cpp
src/gb/gbGfx.cpp
src/gb/gbGlobals.cpp
src/gb/gbMemory.cpp
src/gb/gbPrinter.cpp
src/gb/gbSGB.cpp
src/gb/gbSound.cpp
)
set(
HDR_GB
src/gb/gb.h
src/gb/gbCheats.h
src/gb/gbCodes.h
src/gb/gbCodesCB.h
src/gb/gbGlobals.h
src/gb/gbMemory.h
src/gb/gbPrinter.h
src/gb/gbSGB.h
src/gb/gbSound.h
)
set(
SRC_APU
src/apu/Blip_Buffer.cpp
src/apu/Effects_Buffer.cpp
src/apu/Gb_Apu.cpp
src/apu/Gb_Apu_State.cpp
src/apu/Gb_Oscs.cpp
src/apu/Multi_Buffer.cpp
2008-06-06 10:17:20 +00:00
)
set(
HDR_APU
src/apu/blargg_common.h #Unused(?) but in the VS projects
src/apu/blargg_config.h #Unused(?) but in the VS projects
src/apu/blargg_source.h
src/apu/Blip_Buffer.h
src/apu/Effects_Buffer.h
src/apu/Gb_Apu.h
src/apu/Gb_Oscs.h
src/apu/Multi_Buffer.h
)
set(
SRC_SDL
2008-06-06 10:17:20 +00:00
src/sdl/SDL.cpp
src/sdl/filters.cpp
src/sdl/text.cpp
src/sdl/inputSDL.cpp
src/sdl/expr.cpp
src/sdl/exprNode.cpp
src/sdl/expr-lex.cpp
src/common/version.cpp
2008-06-06 10:17:20 +00:00
)
set(
HDR_SDL
src/sdl/filters.h
src/sdl/text.h
src/sdl/inputSDL.h
src/sdl/expr.cpp.h
src/sdl/exprNode.h
src/common/version_cpp.h
)
set(
SRC_FILTERS
src/filters/2xSaI.cpp
src/filters/admame.cpp
src/filters/bilinear.cpp
src/filters/hq2x.cpp
src/filters/interframe.cpp
src/filters/pixel.cpp
src/filters/scanline.cpp
src/filters/simpleFilter.cpp
2015-03-19 01:44:47 +00:00
src/filters/xbrzfilter.cpp
src/filters/xBRZ/xbrz.cpp
)
set(
HDR_FILTERS
src/filters/hq2x.h
src/filters/interp.h
src/filters/lq2x.h
src/filters/xBRZ/xbrz_config.h
src/filters/xBRZ/xbrz.h
src/filters/xBRZ/xbrz_tools.h
)
set(
SRC_HQ_C
src/filters/hq/c/hq_implementation.cpp
2008-06-06 10:17:20 +00:00
)
set(
HDR_HQ_C
src/filters/hq/c/hq3x_pattern.h
src/filters/hq/c/hq4x_pattern.h
src/filters/hq/c/hq_base.h
src/filters/hq/c/hq_shared.h
)
set(
SRC_HQ_ASM
src/filters/hq/asm/hq3x_16.asm
src/filters/hq/asm/hq3x_32.asm
src/filters/hq/asm/hq4x_16.asm
src/filters/hq/asm/hq4x_32.asm
src/filters/hq/asm/hq3x32.cpp
2008-06-06 10:17:20 +00:00
)
if(ENABLE_ASM_SCALERS)
set(SRC_FILTERS ${SRC_FILTERS} ${SRC_HQ_ASM})
if(ENABLE_MMX)
set(SRC_FILTERS ${SRC_FILTERS} src/filters/2xSaImmx.asm)
endif()
else()
set(SRC_FILTERS ${SRC_FILTERS} ${SRC_HQ_C})
set(HDR_FILTERS ${HDR_FILTERS} ${HDR_HQ_C})
add_definitions(-DNO_ASM)
endif()
set(
SRC_DEBUGGER
src/gba/armdis.cpp
src/gba/elf.cpp
)
set(
HDR_DEBUGGER
src/gba/armdis.h
src/gba/elf.h
)
if(ENABLE_DEBUGGER)
set(
SRC_DEBUGGER
${SRC_DEBUGGER}
src/gba/remote.cpp
)
set(
HDR_DEBUGGER
${HDR_DEBUGGER}
src/gba/remote.h
)
endif()
2020-02-29 23:42:08 +00:00
set(
HDR_STB_IMAGE
third_party/include/stb/stb_image.h
third_party/include/stb/stb_image_write.h
2020-02-29 23:42:08 +00:00
)
include_directories(
2008-06-06 16:42:31 +00:00
${ZLIB_INCLUDE_DIR}
fex
${SDL2_INCLUDE_DIR}
third_party/include/stb
2008-06-06 10:17:20 +00:00
)
if(ENABLE_FFMPEG)
include_directories(
${FFMPEG_INCLUDE_DIRS}
)
endif()
if(NOT TRANSLATIONS_ONLY)
add_library(
vbamcore
STATIC
${PROJECT_SRCS}
${SRC_MAIN}
${HDR_MAIN}
${SRC_GBA}
${HDR_GBA}
${SRC_GB}
${HDR_GB}
${SRC_APU}
${HDR_APU}
${SRC_FILTERS}
${HDR_FILTERS}
${SRC_DEBUGGER}
${HDR_DEBUGGER}
${HDR_STB_IMAGE}
)
add_dependencies(vbamcore generate)
set_property(TARGET vbamcore PROPERTY CXX_STANDARD 11)
set_property(TARGET vbamcore PROPERTY CXX_STANDARD_REQUIRED ON)
endif()
2008-06-06 10:17:20 +00:00
if((NOT TRANSLATIONS_ONLY) AND ENABLE_SDL)
add_executable(
2008-06-06 10:17:20 +00:00
vbam
WIN32
${SRC_SDL}
${HDR_SDL}
2008-06-06 10:17:20 +00:00
)
set_property(TARGET vbam PROPERTY CXX_STANDARD 11)
set_property(TARGET vbam PROPERTY CXX_STANDARD_REQUIRED ON)
2008-06-06 10:17:20 +00:00
if(WIN32)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
set(WIN32_LIBRARIES wsock32 ws2_32 winmm version imm32)
endif()
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if(MSVC)
# the debug lib libcmtd is linked in debug mode, so don't link the normal version
set_target_properties(vbam PROPERTIES LINK_FLAGS_DEBUG "/nodefaultlib:libcmt")
endif()
if(ENABLE_LIRC)
set(LIRC_CLIENT_LIBRARY lirc_client)
endif()
target_link_libraries(
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vbam
${VBAMCORE_LIBS}
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${WIN32_LIBRARIES}
${LIRC_CLIENT_LIBRARY}
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)
cmake: Visual Studio support improvements. Add support for vcpkg ffmpeg, this requires using someone's FindFFmpeg.cmake instead of relying on pkg-config, since vcpkg does not have pkg-config. Do not use the ffmpeg from vcpkg on appveyor however, because that pushes the build cache generation over the time limit for jobs. Add secur32 and bcrypt to the list of ffmpeg libs on windows, these are standard windows libraries. Change some code in ffmpeg.cpp to remove C-style casts of struct initializers, which are illegal in MSVC. Add the INT64_C and UINT64_C macros missing in MSVC's stdint.h (if not defined) to ffmpeg.h before the ffmpeg headers are included, because they rely on them. Rewrite the wxWidgets finding code for the vcpkg wxWidgets to be nicer and work correctly for debug and static builds. Remove all /W* and /w* warnings options from cmake compiler flags, and replace them with /W4 for debug builds, and /w (no warnings) for release modes. When building a static binary, remove all /MD* flags from cmake compiler flags, and use /MT for static release builds and /MTd for static debug builds. Improve the vcpkg toolchain wrapper to only rebuild the vcpkg binary if there were git updates. Redo the handling of SDL2 and SDL_main. Only link SDL2Main to the SDL binary and don't use the definitions. Update CMakeSettings.json to use Ninja and include static configurations. Use CMAKE_PROJECT_DIR instead of CMAKE_SOURCE_DIR to determine the vcpkg root, as CMAKE_SOURCE_DIR is sometimes set incorrectly in the 2017 GUI. Add /nodefaultlib:libcmt to the debug build link flags, as in debug builds libcmtd is used and libcmt should not be. Add /subsystem:console to debug build link flags to produce a windows console app for debug builds, like we do for mingw builds. To do this, define a WIN32_CONSOLE_APP macro and if set, define a main() that calls WinMain(). Call wxMesdsageOutput::Set() in OnInit with an instance of wxMessageOutputStderr for windows debug builds to make sure the --help text etc. goes to the console instead of a popup box. Update the Visual Studio related text in README.md. Fix dynamic debug builds by linking to the debug version of SDL2 and copying the debug version of the dll to the build dir. Fix issue in MainFrame::BindAppIcon with the function we are using not being found in a Windows DLL in debug builds by using wxDynamicLibrary::GetSymboolAorW() instead of GetSymbol(). Enable LTO for MSVC in Release modes, if the option is set. Change appveyor config to use an 8 item build matrix of x64/x86 / Release/Debug / Static/Dynamic. And test the binary in debug modes by running --help. When copying the wxrc.exe out of the build tree, copy both the release and debug versions, this is so that appveyor caching of vcpkg works, since the build trees are not cached. Add some necessary win32 libraries to the SDL binary. And enable building it on appveyor. Fix #465. Signed-off-by: Rafael Kitover <rkitover@gmail.com>
2019-12-10 11:13:58 +00:00
if(WIN32)
target_link_libraries(vbam ${SDL2MAIN_LIBRARY})
endif()
install(PROGRAMS ${CMAKE_CURRENT_BINARY_DIR}/vbam${CMAKE_EXECUTABLE_SUFFIX} DESTINATION ${CMAKE_INSTALL_FULL_BINDIR})
if(WIN32)
install(
FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/sdl/vbam.cfg-example
DESTINATION ${CMAKE_INSTALL_FULL_SYSCONFDIR}
RENAME vbam.cfg
)
else()
install(
FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/sdl/vbam.cfg-example
DESTINATION ${CMAKE_INSTALL_FULL_SYSCONFDIR}
RENAME vbam.cfg
)
endif()
endif()
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if(ENABLE_WX)
add_subdirectory(src/wx)
endif()
if(ENABLE_WX)
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# Native Language Support
if(ENABLE_NLS)
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add_subdirectory(po)
endif()
endif()
install(FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/vba-over.ini DESTINATION ${CMAKE_INSTALL_FULL_DATADIR}/vbam)
# manual pages
if(UNIX)
if(ENABLE_SDL)
install(FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/debian/vbam.6 DESTINATION ${CMAKE_INSTALL_FULL_MANDIR}/man6)
endif()
if(ENABLE_WX)
install(FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/debian/visualboyadvance-m.6 DESTINATION ${CMAKE_INSTALL_FULL_MANDIR}/man6)
endif()
endif()
set(CPACK_GENERATOR "ZIP")
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set(CPACK_SOURCE_GENERATOR "TGZ")
set(CPACK_PACKAGE_VERSION_MAJOR "2")
set(CPACK_PACKAGE_VERSION_MINOR "0")
set(CPACK_PACKAGE_VERSION_PATCH "0-Git-${COMMITHASH}")
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list(APPEND CPACK_SOURCE_IGNORE_FILES "${CMAKE_CURRENT_SOURCE_DIR}/dependencies")
include(CPack)
# vim:sw=4 et tw=0: