Merge branch 'accurate' into portable
This commit is contained in:
commit
a0f7ce8d9f
3 changed files with 8 additions and 134 deletions
106
CMakeLists.txt
106
CMakeLists.txt
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@ -9,11 +9,8 @@ set(BACKEND_RENDERER "SDLTexture" CACHE STRING "Which renderer the game should u
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set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'")
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option(LTO "Enable link-time optimisation" OFF)
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option(NATIVE_OPTIMIZATIONS "Enable processor-specific optimisations (executable might not work on other architectures) (GCC-compatible compilers only)" OFF)
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option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library" OFF)
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option(WARNINGS "Enable common compiler warnings (for GCC-compatible compilers and MSVC only)" OFF)
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option(WARNINGS_ALL "Enable ALL compiler warnings (for Clang and MSVC only)" OFF)
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option(WARNINGS_FATAL "Stop compilation on any compiler warning (for GCC-compatible compilers and MSVC 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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list(APPEND CMAKE_MODULE_PATH
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@ -22,33 +19,7 @@ list(APPEND CMAKE_MODULE_PATH
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project(CSE2 LANGUAGES C CXX)
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message(STATUS "Compiler ID : ${CMAKE_CXX_COMPILER_ID}")
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# Has to be placed after "project()"
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if(CMAKE_CXX_COMPILER_ID MATCHES "Clang")
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# Using Clang (this is a match so that we also get "AppleClang" which is the Apple-provided Clang
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set(COMPILER_IS_CLANG true)
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message(STATUS "Compiling with Clang")
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endif()
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if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
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# Using GCC
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set(COMPILER_IS_GCC true)
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message(STATUS "Compiling with GCC")
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endif()
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if(CMAKE_CXX_COMPILER_ID STREQUAL "Intel")
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# Using Intel C++
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set(COMPILER_IS_ICC true)
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message(STATUS "Compiling with ICC")
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endif()
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if(COMPILER_IS_CLANG OR COMPILER_IS_GCC OR COMPILER_IS_ICC)
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set(COMPILER_IS_GCC_COMPATIBLE true)
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message(STATUS "Compiling with a GCC-compatible compiler")
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endif()
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if(MSVC)
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if(MSVC AND MSVC_LINK_STATIC_RUNTIME)
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# Statically-link the CRT (vcpkg static libs do this)
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foreach(flag_var CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO CMAKE_CXX_FLAGS CMAKE_CXX_FLAGS_DEBUG CMAKE_CXX_FLAGS_RELEASE CMAKE_CXX_FLAGS_MINSIZEREL CMAKE_CXX_FLAGS_RELWITHDEBINFO)
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if(${flag_var} MATCHES "/MD")
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@ -284,60 +255,6 @@ if(DEBUG_SAVE)
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target_compile_definitions(CSE2 PRIVATE DEBUG_SAVE)
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endif()
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if(WARNINGS)
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# HACK : Replace this with CMake provided stuff when possible (when CMake makes avoiding this possible (it isn't currently))
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if(MSVC)
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# Force to always compile with /W4 on MSVC
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# Can't do this with target_compile_options
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# if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
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# string(REGEX REPLACE "/W[0-4]" "/W4" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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# else()
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# target_compile_options(CSE2 PRIVATE /W4)
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# endif()
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target_compile_options(CSE2 PRIVATE /W4)
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elseif(COMPILER_IS_GCC_COMPATIBLE)
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target_compile_options(CSE2 PRIVATE -Wall -Wextra -pedantic)
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else()
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message(WARNING "Could not activate warnings ! (Unsupported compiler)")
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endif()
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endif()
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if (WARNINGS_ALL)
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# HACK : Replace this with CMake provided stuff when possible (when CMake makes avoiding this possible (it isn't currently))
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if (MSVC)
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# Force to always compile with /Wall on MSVC
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# Can't do this with target_compile_options
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# if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
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# string(REGEX REPLACE "/W[0-4]" "/Wall" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
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# else()
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# target_compile_options(CSE2 PRIVATE /Wall)
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# endif()
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target_compile_options(CSE2 PRIVATE /Wall)
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elseif(COMPILER_IS_CLANG)
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target_compile_options(CSE2 PRIVATE -Weverything)
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else()
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message(WARNING "Could not activate all warnings ! (Unsupported compiler)")
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endif()
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endif()
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if(WARNINGS_FATAL)
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# HACK : Replace this with CMake provided stuff when possible (when CMake makes avoiding this possible (it isn't currently))
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if(MSVC)
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target_compile_options(CSE2 PRIVATE /WX)
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elseif(COMPILER_IS_GCC_COMPATIBLE)
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target_compile_options(CSE2 PRIVATE -Werror)
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else()
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message(WARNING "Could not activate fatal warnings ! (Unsupported compiler)")
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endif()
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endif()
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if(BACKEND_RENDERER MATCHES "OpenGL3")
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target_sources(CSE2 PRIVATE "src/Backends/Rendering/OpenGL3.cpp")
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elseif(BACKEND_RENDERER MATCHES "OpenGLES2")
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@ -469,25 +386,6 @@ if(LTO)
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endif()
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endif()
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# Enable -march=native if available
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if(NATIVE_OPTIMIZATIONS)
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include(CheckCXXCompilerFlag)
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CHECK_CXX_COMPILER_FLAG("-march=native" COMPILER_SUPPORTS_MARCH_NATIVE) # GCC flag
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if(COMPILER_SUPPORTS_MARCH_NATIVE)
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target_compile_options(CSE2 PRIVATE -march=native)
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else()
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CHECK_CXX_COMPILER_FLAG("-xHost" COMPILER_SUPPORTS_XHOST) # ICC (Linux) flag
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CHECK_CXX_COMPILER_FLAG("/QxHost" COMPILER_SUPPORTS_QXHOST) # ICC (Windows) flag
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if(COMPILER_SUPPORTS_XHOST)
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target_compile_options(CSE2 PRIVATE -xHost)
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elseif(COMPILER_SUPPORTS_QXHOST)
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target_compile_options(CSE2 PRIVATE /QxHost)
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else()
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message(WARNING "Couldn't activate native optimizations ! (Unsupported compiler)")
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endif()
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endif()
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endif()
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# Find dependencies
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if(NOT FORCE_LOCAL_LIBS)
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20
Makefile
20
Makefile
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@ -60,26 +60,6 @@ ifeq ($(DEBUG_SAVE), 1)
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DEFINES += -DDEBUG_SAVE
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endif
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ifeq ($(WARNINGS), 1)
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ALL_CFLAGS += -Wall -Wextra -pedantic
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ALL_CXXFLAGS += -Wall -Wextra -pedantic
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endif
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ifeq ($(WARNINGS_ALL), 1)
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ifneq ($(findstring clang,$(CXX)),)
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# Use Clang-specific flag -Weverything
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ALL_CFLAGS += -Weverything
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ALL_CXXFLAGS += -Weverything
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else
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$(warning Couldn't activate all warnings (unsupported compiler))
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endif
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endif
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ifeq ($(WARNINGS_FATAL), 1)
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ALL_CFLAGS += -Werror
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ALL_CXXFLAGS += -Werror
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endif
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ALL_CFLAGS += -std=c99 -MMD -MP -MF $@.d
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CSE2_CFLAGS += $(shell $(PKGCONFIG) sdl2 --cflags) $(shell $(PKGCONFIG) freetype2 --cflags) -Iexternal
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16
README.md
16
README.md
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@ -61,7 +61,6 @@ You can also add the following flags:
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Name | Function
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--------|--------
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`-DLTO=ON` | Enable link-time optimisation
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`-DNATIVE_OPTIMIZATIONS=ON` | Enable processor-specific optimisations (executable might not work on other architectures) (GCC-compatible compilers only)
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`-DJAPANESE=ON` | Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
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`-DFIX_BUGS=ON` | Fix various bugs in the game
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`-DDEBUG_SAVE=ON` | Re-enable the ability to drag-and-drop save files onto the window
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@ -72,12 +71,11 @@ Name | Function
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`-DBACKEND_RENDERER=Software` | Use the handwritten software renderer
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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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`-DWARNINGS=ON` | Enable common compiler warnings (for GCC-compatible compilers and MSVC only)
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`-DWARNINGS_ALL=ON` | Enable ALL compiler warnings (for Clang and MSVC only)
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`-DWARNINGS_FATAL=ON` | Stop compilation on any compiler warning (for GCC-compatible compilers and MSVC 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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Then compile CSE2 with this command:
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You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLAGS`.
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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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@ -85,7 +83,7 @@ cmake --build . --config Release
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If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead.
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Once built, the executables and assets can be found in the newly-generated `game` 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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@ -98,7 +96,6 @@ Name | Function
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`RELEASE=1` | Compile a release build (optimised, stripped, etc.)
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`STATIC=1` | Produce a statically-linked executable (good for Windows builds, so you don't need to bundle DLL files)
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`LTO=1` | Enable link-time optimisation
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`NATIVE_OPTIMIZATIONS=1` | Enable processor-specific optimisations (executable might not work on other architectures)
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`JAPANESE=1` | Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
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`FIX_BUGS=1` | Fix various bugs in the game
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`WINDOWS=1` | Build for Windows
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@ -110,9 +107,8 @@ Name | Function
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`BACKEND_RENDERER=Software` | Use the hand-written software renderer
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`BACKEND_AUDIO=SDL2` | Use the SDL2-driven software audio-mixer
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`BACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer
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`WARNINGS=1` | Enable common compiler warnings
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`WARNINGS_ALL=1` | Enable ALL compiler warnings (Clang only)
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`WARNINGS_FATAL=1` | Make all compiler warnings errors
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You can pass your own compiler flags by defining `CXXFLAGS`.
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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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