Merge branch 'portable' of https://github.com/Clownacy/Cave-Story-Engine-2 into portable

This commit is contained in:
Clownacy 2020-04-01 22:21:56 +01:00
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")
option(JAPANESE "Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)" OFF) option(JAPANESE "Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)" OFF)
option(FIX_BUGS "Fix various bugs in the game" OFF) option(FIX_BUGS "Fix various bugs in the game" OFF)
option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF) option(DEBUG_SAVE "Re-enable the ability to drag-and-drop save files onto the window" OFF)
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") 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")
set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'") set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'")
set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2' or 'GLFW3'") set(BACKEND_PLATFORM "SDL2" CACHE STRING "Which platform backend the game should use: 'SDL2' or 'GLFW3'")
option(LTO "Enable link-time optimisation" OFF) option(LTO "Enable link-time optimisation" OFF)
option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library" OFF) 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)
option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library (Visual Studio only)" OFF)
option(FORCE_LOCAL_LIBS "Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones" OFF) option(FORCE_LOCAL_LIBS "Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones" OFF)
@ -261,6 +263,10 @@ if(DEBUG_SAVE)
target_compile_definitions(CSE2 PRIVATE DEBUG_SAVE) target_compile_definitions(CSE2 PRIVATE DEBUG_SAVE)
endif() endif()
if(PKG_CONFIG_STATIC_LIBS)
target_link_options(CSE2 PRIVATE "-static")
endif()
if(LTO) if(LTO)
include(CheckIPOSupported) include(CheckIPOSupported)
@ -395,6 +401,10 @@ set_target_properties(CSE2 PROPERTIES
# Dependencies # # Dependencies #
################ ################
if(NOT FORCE_LOCAL_LIBS)
find_package(PkgConfig QUIET)
endif()
if(BACKEND_PLATFORM MATCHES "GLFW3") if(BACKEND_PLATFORM MATCHES "GLFW3")
find_package(glfw3 REQUIRED) find_package(glfw3 REQUIRED)
target_link_libraries(CSE2 PRIVATE glfw) target_link_libraries(CSE2 PRIVATE glfw)
@ -403,9 +413,24 @@ endif()
if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2") if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2")
if(NOT FORCE_LOCAL_LIBS) if(NOT FORCE_LOCAL_LIBS)
find_package(SDL2) find_package(SDL2)
if (PKG_CONFIG_FOUND)
pkg_check_modules(sdl2 QUIET sdl2)
endif()
endif() endif()
if(TARGET SDL2::SDL2) if(sdl2_FOUND)
# pkg-config
if (PKG_CONFIG_STATIC_LIBS)
message(STATUS "Using system SDL2 (pkg-config, static)")
target_compile_options(CSE2 PRIVATE ${sdl2_STATIC_CFLAGS})
target_link_libraries(CSE2 PRIVATE ${sdl2_STATIC_LIBRARIES})
else()
message(STATUS "Using system SDL2 (pkg-config, dynamic)")
target_compile_options(CSE2 PRIVATE ${sdl2_CFLAGS})
target_link_libraries(CSE2 PRIVATE ${sdl2_LIBRARIES})
endif()
elseif(TARGET SDL2::SDL2)
# CMake-generated config (Arch, vcpkg, Raspbian) # CMake-generated config (Arch, vcpkg, Raspbian)
message(STATUS "Using system SDL2 (CMake, dynamic)") message(STATUS "Using system SDL2 (CMake, dynamic)")
target_link_libraries(CSE2 PRIVATE SDL2::SDL2 SDL2::SDL2main) target_link_libraries(CSE2 PRIVATE SDL2::SDL2 SDL2::SDL2main)
@ -425,17 +450,30 @@ if(BACKEND_PLATFORM MATCHES "SDL2" OR BACKEND_AUDIO MATCHES "SDL2")
if(MSVC) if(MSVC)
set(LIBC ON CACHE INTERNAL "" FORCE) # Needed to prevent possible 'symbol already defined' errors set(LIBC ON CACHE INTERNAL "" FORCE) # Needed to prevent possible 'symbol already defined' errors
endif() endif()
add_subdirectory("external/SDL2" EXCLUDE_FROM_ALL)
target_link_libraries(CSE2 PRIVATE SDL2-static SDL2main)
endif() endif()
endif() endif()
if(NOT FORCE_LOCAL_LIBS) if(NOT FORCE_LOCAL_LIBS)
find_package(Freetype) find_package(Freetype)
if (PKG_CONFIG_FOUND)
pkg_check_modules(freetype2 QUIET freetype2)
endif()
endif() endif()
if(FREETYPE_FOUND) if(freetype2_FOUND)
message(STATUS "Using system FreeType") # pkg-config
if (PKG_CONFIG_STATIC_LIBS)
message(STATUS "Using system FreeType (pkg-config, static)")
target_compile_options(CSE2 PRIVATE ${freetype2_STATIC_CFLAGS})
target_link_libraries(CSE2 PRIVATE ${freetype2_STATIC_LIBRARIES})
else()
message(STATUS "Using system FreeType (pkg-config, dynamic)")
target_compile_options(CSE2 PRIVATE ${freetype2_CFLAGS})
target_link_libraries(CSE2 PRIVATE ${freetype2_LIBRARIES})
endif()
elseif(FREETYPE_FOUND)
message(STATUS "Using system FreeType (CMake)")
target_include_directories(CSE2 PRIVATE ${FREETYPE_INCLUDE_DIRS}) target_include_directories(CSE2 PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(CSE2 PRIVATE ${FREETYPE_LIBRARIES}) target_link_libraries(CSE2 PRIVATE ${FREETYPE_LIBRARIES})
else() else()

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@ -9,8 +9,8 @@ Branch | Description
[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. [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.
[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. [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.
[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. [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.
[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). [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).
[wii](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/wii) | Ports the engine to the Nintendo Wii. [wii](https://www.github.com/Clownacy/Cave-Story-Engine-2/tree/wii) | Ports the engine to the Nintendo Wii (no longer maintained).
# Cave Story Engine 2 (Portable) # Cave Story Engine 2 (Portable)
@ -38,24 +38,28 @@ Many months of copypasting and tinkering later, here is the result.
## Dependencies ## Dependencies
*Note: with CMake, if these are not found, they will be built locally*
* SDL2 * SDL2
* FreeType * FreeType
* FLTK * FLTK
In CMake builds, if these are not found, they will be built locally.
In addition, `pkg-config` is required for Makefile builds, and CMake builds that require static-linkage.
## Building ## Building
### CMake ### CMake
This project primarily uses CMake, allowing it to be built with a range of compilers. This project primarily uses CMake, allowing it to be built with a range of compilers.
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: 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:
``` ```
cmake .. -DCMAKE_BUILD_TYPE=Release cmake -B build -DCMAKE_BUILD_TYPE=Release
``` ```
MSYS2 users may want to append `-G"MSYS Makefiles"` to this command, also.
You can also add the following flags: You can also add the following flags:
Name | Function Name | Function
@ -71,7 +75,8 @@ Name | Function
`-DBACKEND_AUDIO=SDL2` | Use the SDL2-driven software audio-mixer `-DBACKEND_AUDIO=SDL2` | Use the SDL2-driven software audio-mixer
`-DBACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer `-DBACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer
`-DLTO=ON` | Enable link-time optimisation `-DLTO=ON` | Enable link-time optimisation
`-DMSVC_LINK_STATIC_RUNTIME=ON` | Link the static MSVC runtime library `-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)
`-DMSVC_LINK_STATIC_RUNTIME=ON` | Link the static MSVC runtime library (Visual Studio only)
`-DFORCE_LOCAL_LIBS=ON` | Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones `-DFORCE_LOCAL_LIBS=ON` | Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones
You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLAGS`. You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLAGS`.
@ -79,16 +84,14 @@ You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLA
You can then compile CSE2 with this command: You can then compile CSE2 with this command:
``` ```
cmake --build . --config Release cmake --build build --config Release
``` ```
If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead. If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead, which can be found in the `build` folder.
Once built, the executables can be found in the `game_english`/`game_japanese` folder, depending on the selected language. Once built, the executables can be found in the `game_english`/`game_japanese` folder, depending on the selected language.
### Makefile ### Makefile \[deprecated - use CMake instead\]
*Note: this requires pkg-config*
Run 'make' in this folder, preferably with some of the following settings: Run 'make' in this folder, preferably with some of the following settings:
@ -114,4 +117,4 @@ Once built, the executables can be found in the `game_english`/`game_japanese` f
## Licensing ## Licensing
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. 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 @@
#include "../Audio.h" #include "../Audio.h"
#include <stddef.h>
#include <stdio.h>
#include "SDL.h" #include "SDL.h"
#include "../../Organya.h" #include "../../Organya.h"

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@ -1,5 +1,7 @@
#include "../Audio.h" #include "../Audio.h"
#include <stddef.h>
#define MINIAUDIO_IMPLEMENTATION #define MINIAUDIO_IMPLEMENTATION
#define MA_NO_DECODING #define MA_NO_DECODING
#define MA_API static #define MA_API static

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@ -152,6 +152,7 @@ static const struct
{"ORG", "ZONBIE", rZonbie, sizeof(rZonbie)}, {"ORG", "ZONBIE", rZonbie, sizeof(rZonbie)},
{"WAVE", "WAVE100", rWave, sizeof(rWave)}, {"WAVE", "WAVE100", rWave, sizeof(rWave)},
{"DUMMY", "DUMMY", NULL, 0} // Just here to prevent errors in the event the array is otherwise empty
}; };
const unsigned char* FindResource(const char *name, const char *type, size_t *size) const unsigned char* FindResource(const char *name, const char *type, size_t *size)

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@ -1,8 +1,9 @@
#pragma once #pragma once
#ifdef _WIN32 #ifdef _WIN32
#include <windef.h> #define WIN32_LEAN_AND_MEAN
#include <wingdi.h> #include <windows.h>
#undef FindResource
#else #else
#include <stdio.h> #include <stdio.h>