visualboyadvance-m/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.19)
cmake_policy(VERSION 3.19...3.28.3)
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(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(WIN32)
include(RemoveStrawberryPerlFromPATH)
endif()
if(UPDATE_APPCAST)
include(UpdateAppcast)
endif()
if(TAG_RELEASE)
include(MakeReleaseCommitAndTag)
endif()
set(VCPKG_DEPS pkgconf zlib pthreads "sdl2[samplerate]" 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
if(WIN32)
find_program(POWERSHELL
NAMES powershell.exe pwsh.exe
HINTS "/Windows/System32/WindowsPowerShell/v1.0"
REQUIRED)
else()
find_program(POWERSHELL pwsh)
endif()
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
# Use ccache if available and not already enabled on the command line.
# This has to be done before the project() call.
if(NOT CMAKE_CXX_COMPILER_LAUNCHER)
find_program(CCACHE_EXECUTABLE ccache)
if(CCACHE_EXECUTABLE)
message(STATUS "Enabling ccache")
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 ${CCACHE_EXECUTABLE} CACHE STRING "nasm assembler launcher" FORCE)
endif()
endif()
find_package(Git)
# Make sure we pull in the submodules on windows and mingw.
if(GIT_FOUND AND (WIN32 OR MINGW))
# Win32 deps submodule
set(SUBMODULE_MANUAL_UPDATE FALSE)
if(EXISTS "${CMAKE_SOURCE_DIR}/.git" AND NOT EXISTS "${CMAKE_SOURCE_DIR}/dependencies/mingw-xaudio/include")
set(SUBMODULE_MANUAL_UPDATE TRUE)
execute_process(
COMMAND "${GIT_EXECUTABLE}" submodule update --init --remote --recursive
RESULT_VARIABLE SUBMODULE_UPDATE_STATUS
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
)
endif()
if(NOT EXISTS "${CMAKE_SOURCE_DIR}/dependencies/mingw-xaudio/include")
if(NOT (SUBMODULE_MANUAL_UPDATE AND SUBMODULE_UPDATE_STATUS EQUAL 0))
message(FATAL_ERROR "Please pull in git submodules, e.g.\nrun: git submodule update --init --remote --recursive")
endif()
endif()
endif()
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED True)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED True)
project(VBA-M C CXX)
find_package(PkgConfig)
if(NOT CMAKE_PREFIX_PATH AND (NOT ("$ENV{CMAKE_PREFIX_PATH}" STREQUAL "")))
set(CMAKE_PREFIX_PATH "$ENV{CMAKE_PREFIX_PATH}")
endif()
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Debug" 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()
# Link debug libs for RelWithDebInfo
if(CMAKE_BUILD_TYPE STREQUAL "RelWithDebInfo")
set(CMAKE_MAP_IMPORTED_CONFIG_RELWITHDEBINFO "Debug")
endif()
if(NOT ENV{MSYSTEM_PREFIX} STREQUAL "")
set(MSYS ON)
endif()
include(CTest)
if(BUILD_TESTING)
enable_testing()
endif()
include(GNUInstallDirs)
include(Options)
include(Architecture)
include(Toolchain)
#Output all binaries at top level
set(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR})
if(NOT HTTPS)
add_compile_definitions(NO_HTTPS)
endif()
if(ENABLE_GBA_LOGGING)
add_compile_definitions(GBA_LOGGING )
endif()
if(ENABLE_MMX)
add_compile_definitions(MMX)
endif()
2011-02-24 11:14:59 +00:00
# The SDL port can't be built without debugging support
if(NOT ENABLE_DEBUGGER AND ENABLE_SDL)
message(SEND_ERROR "The SDL port can't be built without debugging support")
endif()
2008-06-06 10:17:20 +00:00
if(EXISTS "${CMAKE_SOURCE_DIR}/.git")
include(GitTagVersion)
git_version(VBAM_VERSION VBAM_REVISION VBAM_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 VBAM_VERSION)
include(ChangeLogVersion)
changelog_version(VBAM_VERSION VBAM_REVISION VBAM_VERSION_RELEASE)
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
# 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
# Add libsamplerate to SDL2 with vcpkg
unset(SDL2_LIBRARY_TEMP)
if(CMAKE_TOOLCHAIN_FILE MATCHES "vcpkg")
if(WIN32)
unset(arch_suffix)
unset(path_prefix)
if(VCPKG_TARGET_TRIPLET MATCHES -static)
set(arch_suffix -static)
endif()
if(CMAKE_BUILD_TYPE MATCHES "^(Debug|RelWithDebInfo)$")
set(path_prefix debug)
endif()
set(installed_prefix ${_VCPKG_INSTALLED_DIR}/${WINARCH}-windows${arch_suffix}/${path_prefix})
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${installed_prefix}/lib/samplerate.lib)
else()
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} -lsamplerate)
endif()
endif()
if(VBAM_STATIC)
set(VBAM_SDL2_LIBS SDL2::SDL2-static ${SDL2_LIBRARY_TEMP})
else()
set(VBAM_SDL2_LIBS SDL2::SDL2 ${SDL2_LIBRARY_TEMP})
endif()
set(VBAM_GENERATED_DIR ${CMAKE_BINARY_DIR}/generated)
# Set up "src" and generated directory as a global include directory.
include_directories(
${CMAKE_SOURCE_DIR}/src
${VBAM_GENERATED_DIR}
)
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)
list(APPEND FFMPEG_LDFLAGS "SHELL:-framework CoreText" "SHELL:-framework ApplicationServices")
if(UPSTREAM_RELEASE)
list(APPEND FFMPEG_LDFLAGS -lbz2 -ltiff "SHELL:-framework DiskArbitration" -lfreetype -lfontconfig -llzma -lxml2 -lharfbuzz)
endif()
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_compile_definitions(NO_FFMPEG)
endif()
if(NOT ENABLE_ONLINEUPDATES)
add_compile_definitions(NO_ONLINEUPDATES)
endif()
2008-06-06 10:17:20 +00:00
# C defines
add_compile_definitions(HAVE_NETINET_IN_H HAVE_ARPA_INET_H HAVE_ZLIB_H FINAL_VERSION SDL USE_OPENGL SYSCONF_INSTALL_DIR="${CMAKE_INSTALL_FULL_SYSCONFDIR}")
add_compile_definitions(PKGDATADIR="${CMAKE_INSTALL_FULL_DATADIR}/vbam")
add_compile_definitions(__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()
include(CheckFunctionExists)
check_function_exists(sem_timedwait SEM_TIMEDWAIT)
if(SEM_TIMEDWAIT)
add_compile_definitions(HAVE_SEM_TIMEDWAIT)
endif()
else()
add_compile_definitions(NO_LINK)
endif()
2011-02-20 12:22:58 +00:00
# The debugger is enabled by default
if(ENABLE_DEBUGGER)
add_compile_definitions(VBAM_ENABLE_DEBUGGER)
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_compile_definitions(C_CORE)
endif()
2008-06-06 10:17:20 +00:00
2011-02-24 13:06:17 +00:00
# Enable internationalization
set(LOCALEDIR ${CMAKE_INSTALL_PREFIX}/share/locale)
add_compile_definitions(LOCALEDIR="${LOCALEDIR}")
# for now, only GBALink.cpp uses gettext() directly
if(APPLE)
# 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 NLS_LIBS ${LIBINTL_LIB})
endif()
if(LIBICONV_LIB)
list(APPEND CMAKE_REQUIRED_LIBRARIES ${LIBICONV_LIB})
list(APPEND NLS_LIBS ${LIBICONV_LIB})
endif()
if(LIBCHARSET_LIB)
list(APPEND CMAKE_REQUIRED_LIBRARIES ${LIBCHARSET_LIB})
list(APPEND NLS_LIBS ${LIBCHARSET_LIB})
endif()
include(CheckFunctionExists)
check_function_exists(gettext GETTEXT_FN)
if(NOT (LIBINTL_INC OR GETTEXT_FN))
message(FATAL_ERROR "NLS requires libintl/gettext")
endif()
endif()
2011-02-24 13:06:17 +00:00
if(NOT TRANSLATIONS_ONLY)
add_subdirectory(third_party/include/nonstd)
add_subdirectory(third_party/include/stb)
add_subdirectory(src/core)
add_subdirectory(src/components)
add_subdirectory(src/sdl)
endif()
add_subdirectory(src/wx)
add_subdirectory(po/wxvbam)
set(CPACK_GENERATOR "ZIP")
2015-06-15 13:00:47 +00:00
set(CPACK_SOURCE_GENERATOR "TGZ")
set(CPACK_PACKAGE_VERSION_MAJOR "2")
set(CPACK_PACKAGE_VERSION_MINOR "0")
set(CPACK_PACKAGE_VERSION_PATCH "0-Git-${COMMITHASH}")
2015-06-15 13:20:20 +00:00
list(APPEND CPACK_SOURCE_IGNORE_FILES "${CMAKE_CURRENT_SOURCE_DIR}/dependencies")
include(CPack)