Merge branch 'portable' of https://github.com/Clownacy/Cave-Story-Engine-2 into portable
This commit is contained in:
commit
135365f941
6 changed files with 70 additions and 22 deletions
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@ -15,12 +15,14 @@ set(ASSETS_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/assets")
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option(JAPANESE "Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)" OFF)
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option(FIX_BUGS "Fix various bugs in the game" OFF)
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option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF)
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set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should use: 'OpenGL3' for an OpenGL 3.2 renderer, 'OpenGLES2' for an OpenGL ES 2.0 renderer, 'SDLTexture' for SDL2's hardware-accelerated Texture API, 'SDLSurface' for SDL2's software-rendered Surface API, or 'Software' for a handwritten software renderer")
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set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'")
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set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2' or 'GLFW3'")
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option(LTO "Enable link-time optimisation" OFF)
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option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library" OFF)
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option(PKG_CONFIG_STATIC_LIBS "On platforms with pkg-config, static-link the dependencies (good for Windows builds, so you don't need to bundle DLL files)" OFF)
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option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library (Visual Studio only)" OFF)
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option(FORCE_LOCAL_LIBS "Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones" OFF)
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@ -261,6 +263,10 @@ if(DEBUG_SAVE)
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target_compile_definitions(CSE2 PRIVATE DEBUG_SAVE)
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endif()
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if(PKG_CONFIG_STATIC_LIBS)
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target_link_options(CSE2 PRIVATE "-static")
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endif()
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if(LTO)
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include(CheckIPOSupported)
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@ -395,6 +401,10 @@ set_target_properties(CSE2 PROPERTIES
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# Dependencies #
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################
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if(NOT FORCE_LOCAL_LIBS)
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find_package(PkgConfig QUIET)
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endif()
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if(BACKEND_PLATFORM MATCHES "GLFW3")
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find_package(glfw3 REQUIRED)
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target_link_libraries(CSE2 PRIVATE glfw)
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@ -403,9 +413,24 @@ endif()
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if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2")
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if(NOT FORCE_LOCAL_LIBS)
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find_package(SDL2)
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if (PKG_CONFIG_FOUND)
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pkg_check_modules(sdl2 QUIET sdl2)
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endif()
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endif()
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if(TARGET SDL2::SDL2)
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if(sdl2_FOUND)
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# pkg-config
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if (PKG_CONFIG_STATIC_LIBS)
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message(STATUS "Using system SDL2 (pkg-config, static)")
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target_compile_options(CSE2 PRIVATE ${sdl2_STATIC_CFLAGS})
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target_link_libraries(CSE2 PRIVATE ${sdl2_STATIC_LIBRARIES})
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else()
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message(STATUS "Using system SDL2 (pkg-config, dynamic)")
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target_compile_options(CSE2 PRIVATE ${sdl2_CFLAGS})
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target_link_libraries(CSE2 PRIVATE ${sdl2_LIBRARIES})
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endif()
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elseif(TARGET SDL2::SDL2)
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# CMake-generated config (Arch, vcpkg, Raspbian)
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message(STATUS "Using system SDL2 (CMake, dynamic)")
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target_link_libraries(CSE2 PRIVATE SDL2::SDL2 SDL2::SDL2main)
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@ -423,19 +448,32 @@ if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2")
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message(STATUS "Using local SDL2")
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set(SDL_SHARED_ENABLED_BY_DEFAULT OFF)
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if(MSVC)
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set(LIBC ON CACHE INTERNAL "" FORCE) # Needed to prevent possible 'symbol already defined' errors
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set(LIBC ON CACHE INTERNAL "" FORCE) # Needed to prevent possible 'symbol already defined' errors
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endif()
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add_subdirectory("external/SDL2" EXCLUDE_FROM_ALL)
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target_link_libraries(CSE2 PRIVATE SDL2-static SDL2main)
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endif()
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endif()
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if(NOT FORCE_LOCAL_LIBS)
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find_package(Freetype)
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if (PKG_CONFIG_FOUND)
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pkg_check_modules(freetype2 QUIET freetype2)
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endif()
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endif()
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if(FREETYPE_FOUND)
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message(STATUS "Using system FreeType")
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if(freetype2_FOUND)
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# pkg-config
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if (PKG_CONFIG_STATIC_LIBS)
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message(STATUS "Using system FreeType (pkg-config, static)")
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target_compile_options(CSE2 PRIVATE ${freetype2_STATIC_CFLAGS})
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target_link_libraries(CSE2 PRIVATE ${freetype2_STATIC_LIBRARIES})
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else()
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message(STATUS "Using system FreeType (pkg-config, dynamic)")
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target_compile_options(CSE2 PRIVATE ${freetype2_CFLAGS})
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target_link_libraries(CSE2 PRIVATE ${freetype2_LIBRARIES})
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endif()
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elseif(FREETYPE_FOUND)
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message(STATUS "Using system FreeType (CMake)")
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target_include_directories(CSE2 PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(CSE2 PRIVATE ${FREETYPE_LIBRARIES})
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else()
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29
README.md
29
README.md
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@ -9,8 +9,8 @@ Branch | Description
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[accurate](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/accurate) | The main decompilation branch. The code intended to be as close to the original as possible, down to all the bugs and platform-dependencies.
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[portable](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/portable) | This branch ports the engine to SDL2, and addresses numerous portability issues, allowing it to run on other platforms.
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[enhanced](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/enhanced) | Based on the portable branch, this adds several enhancements to the engine, and makes it more accessible to modders.
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[emscripten](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/emscripten) | Modifies the engine to build with Emscripten, [allowing it to run in web browsers](http://sonicresearch.org/clownacy/cave.html).
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[wii](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/wii) | Ports the engine to the Nintendo Wii.
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[emscripten](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/emscripten) | Modifies the engine to build with Emscripten, [allowing it to run in web browsers](http://sonicresearch.org/clownacy/cave.html) (no longer maintained).
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[wii](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/wii) | Ports the engine to the Nintendo Wii (no longer maintained).
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# Cave Story Engine 2 (Portable)
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@ -38,24 +38,28 @@ Many months of copypasting and tinkering later, here is the result.
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## Dependencies
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*Note: with CMake, if these are not found, they will be built locally*
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* SDL2
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* FreeType
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* FLTK
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In CMake builds, if these are not found, they will be built locally.
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In addition, `pkg-config` is required for Makefile builds, and CMake builds that require static-linkage.
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## Building
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### CMake
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This project primarily uses CMake, allowing it to be built with a range of compilers.
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In this folder, create another folder called 'build', then switch to the command-line (Visual Studio users should open the [Developer Command Prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)) and `cd` into it. After that, generate the files for your build system with:
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Switch to the terminal (Visual Studio users should open the [Developer Command Prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)) and `cd` into this folder. After that, generate the files for your build system with:
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```
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cmake .. -DCMAKE_BUILD_TYPE=Release
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cmake -B build -DCMAKE_BUILD_TYPE=Release
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```
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MSYS2 users may want to append `-G"MSYS Makefiles"` to this command, also.
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You can also add the following flags:
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Name | Function
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@ -71,7 +75,8 @@ Name | Function
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`-DBACKEND_AUDIO=SDL2` | Use the SDL2-driven software audio-mixer
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`-DBACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer
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`-DLTO=ON` | Enable link-time optimisation
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`-DMSVC_LINK_STATIC_RUNTIME=ON` | Link the static MSVC runtime library
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`-DPKG_CONFIG_STATIC_LIBS=ON` | On platforms with pkg-config, static-link the dependencies (good for Windows builds, so you don't need to bundle DLL files)
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`-DMSVC_LINK_STATIC_RUNTIME=ON` | Link the static MSVC runtime library (Visual Studio only)
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`-DFORCE_LOCAL_LIBS=ON` | Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones
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You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLAGS`.
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@ -79,16 +84,14 @@ You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLA
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You can then compile CSE2 with this command:
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```
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cmake --build . --config Release
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cmake --build build --config Release
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```
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If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead.
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If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead, which can be found in the `build` folder.
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Once built, the executables can be found in the `game_english`/`game_japanese` folder, depending on the selected language.
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### Makefile
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*Note: this requires pkg-config*
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### Makefile \[deprecated - use CMake instead\]
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Run 'make' in this folder, preferably with some of the following settings:
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@ -114,4 +117,4 @@ Once built, the executables can be found in the `game_english`/`game_japanese` f
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## Licensing
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Being a decompilation, the majority of the code in this project belongs to Daisuke "Pixel" Amaya - not us. We've yet to agree on a license for our own code.
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Being a decompilation, the majority of the code in this project belongs to Daisuke "Pixel" Amaya - not us. We've yet to agree on a licence for our own code.
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@ -1,5 +1,8 @@
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#include "../Audio.h"
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#include <stddef.h>
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#include <stdio.h>
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#include "SDL.h"
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#include "../../Organya.h"
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@ -1,5 +1,7 @@
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#include "../Audio.h"
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#include <stddef.h>
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#define MINIAUDIO_IMPLEMENTATION
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#define MA_NO_DECODING
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#define MA_API static
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@ -152,6 +152,7 @@ static const struct
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{"ORG", "ZONBIE", rZonbie, sizeof(rZonbie)},
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{"WAVE", "WAVE100", rWave, sizeof(rWave)},
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{"DUMMY", "DUMMY", NULL, 0} // Just here to prevent errors in the event the array is otherwise empty
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};
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const unsigned char* FindResource(const char *name, const char *type, size_t *size)
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@ -1,8 +1,9 @@
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#pragma once
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#ifdef _WIN32
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#include <windef.h>
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#include <wingdi.h>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#undef FindResource
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#else
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#include <stdio.h>
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Loading…
Add table
Reference in a new issue