view CMakeLists.txt @ 4:7ae4ee5c27f8

Corrected orientation and orbital speed of Moon
author Eris Caffee <discordia@eldalin.com>
date Sun, 28 Apr 2013 18:36:00 -0500
parents c24af3462002
children
line source
1 ###############################################################################
2 #
3 # A generalized cmake file for developing cross-platform games.
4 #
5 # Copyright (C) 2010 Sarah Eris Horsley Caffee
6 #
7 # This is free software: you can redistribute it and/or modify
8 # it under the terms of the GNU General Public License as published by
9 # the Free Software Foundation, either version 3 of the License, or
10 # (at your option) any later version.
11 #
12 # This program is distributed in the hope that it will be useful,
13 # but WITHOUT ANY WARRANTY; without even the implied warranty of
14 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 # GNU General Public License for more details.
16 #
17 # You should have received a copy of the GNU General Public License
18 # along with this program. If not, see <http://www.gnu.org/licenses/>.
19 #
20 #
21 # Instructions:
22 # This cmake file assumes that your source files are laid in out in the
23 # following manner:
24 #
25 # project_dir\ Top level directory of the project.
26 # |---include\ Header files are here.
27 # |---src\ Source files are here.
28 # |---build\ Binaries/objects go here. Run cmake from here.
29 # !---cmake\
30 # | |---modules\ Custom cmake include files, if any, go here.
31 # |---CMakeLists.txt This file.
32 #
33 # You may have more directories, of course, but these are assumed. You probably
34 # want more than one build directory. I normally have build-linux\
35 # and build-windows\ directories.
36 #
37 # Set the App_Name variable, below, to the name of your application and you
38 # are ready to start. Run ccmake, or cmake-gui from within your build
39 # directory, choose the options you need, such as enabling SDL, and you
40 # should be good to go.
41 #
42 # You can uncomment the "SET (CMAKE_VERBOSE_MAKEFILE ON) command if you
43 # need to debug the actual makefile that is generated.
44 #
45 # On windows, you may need to set the SDLDIR environment variable to the location
46 # of your SDL installation before you run cmake-gui.
47 #
48 # When writing path names on Windows, such as when manually specifiying a
49 # file or directory name, either use unix-style forward slashes '/' in the
50 # path names or use double backslashes. If you use a single backslash as the
51 # path name seperator, then cmake will interpret it as an esacpe sequence.
52 # Thus, write "C:/source" or "C:\\source" instead of "C:\source". It's
53 # probably best to use forward slashes in case to ever have a situation
54 # where cmake needs to do recursive processing: each level of cmake will
55 # strip out one of the slashes, so if there are two lev3els of cmake you
56 # need to write \\\, three levels requires \\\\, etc.
57 #
58 # Note that some of the cmake support scripts that find libraries for you
59 # can be controlled by environment variables. For example, you can set the
60 # SDLDIR environment variable before running cmake in order to point to
61 # a different version of SDL than your systems default copy. This is useful
62 # for trying out cutting edge versions of libraries without installing them
63 # system wide.
65 cmake_minimum_required (VERSION 2.6 FATAL_ERROR)
66 #set (CMAKE_VERBOSE_MAKEFILE ON)
68 # Name your program!
69 set (App_Name "solar-system")
70 if (App_Name STREQUAL "")
71 message (FATAL_ERROR "You must set the App_Name variable!")
72 endif ()
74 # Every project must have a name.
75 project (${App_Name})
78 ################################################################################
79 # Special options
82 ################################################################################
83 # Ensure that we are not building in our source directories.
85 set (Build_Dir_OK "TRUE")
86 string (REGEX MATCH "^${CMAKE_SOURCE_DIR}" In_Sub_Dir ${CMAKE_BINARY_DIR})
87 if (In_Sub_Dir)
88 string (REGEX MATCH "^${CMAKE_SOURCE_DIR}/build" In_Build_Dir ${CMAKE_BINARY_DIR})
89 if (NOT In_Build_Dir)
90 set (Build_Dir_OK "FALSE")
91 endif ()
92 endif ()
94 if (NOT Build_Dir_OK)
95 message (FATAL_ERROR "You must run cmake from a directory that is not in your source tree, or that is in a special subdirectory of the tree whose name begins with 'build'.")
96 endif ()
99 ################################################################################
100 # Set up the basic build environment
101 # A build type defines which options are passed to the compiler, and there are
102 # several that CMake defines by default. It does not set one by default, though
103 # so we need to set the build type manually here, and we are setting it to the
104 # generally useful "Release with debug info"
106 if (CMAKE_BUILD_TYPE STREQUAL "")
107 # CMake defaults to leaving CMAKE_BUILD_TYPE empty. This messes up
108 # differentiation between debug and release builds.
109 set (CMAKE_BUILD_TYPE "RelWithDebInfo" CACHE STRING "Choose the type of build, options are: None Debug Release RelWithDebInfo MinSizeRel." FORCE)
110 endif ()
113 ################################################################################
114 # When using GCC turn on lots of warnings.
115 # Some other options to consider:
116 # C++ -Weffc++ -std=c++0x
117 # C -std=gnu99 -std=c99
119 if (CMAKE_COMPILER_IS_GNUCXX)
120 add_definitions(-Wall -std=c++0x)
121 endif ()
124 ################################################################################
126 option(Option_Profile_Program "Build for gprof profiling." OFF)
127 if (Option_Profile_Program)
128 add_definitions(-pg)
129 set (CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -pg")
130 endif ()
133 ################################################################################
134 # The core project files
136 file (GLOB SRCS src/*.c src/*.cpp
137 /home/eris/gamedev/study/OpenGL_Superbible/work/Src/GLTools/src/*
138 )
139 file (GLOB HDRS include/*.h include/*.hpp
140 /home/eris/gamedev/study/OpenGL_Superbible/work/Src/GLTools/include/*
141 /home/eris/gamedev/study/OpenGL_Superbible/work/Src/GLTools/include/GL/*
143 )
145 # The directories that contain the libraries we will be linking against.
146 # This must come before the ADD_EXECUTABLE directive.
147 link_directories (
148 )
150 # The directories that contain the include files our programs use.
151 # This must come before the ADD_EXECUTABLE directive.
152 include_directories (
153 ${CMAKE_SOURCE_DIR}/include
154 /home/eris/gamedev/study/OpenGL_Superbible/work/Src/GLTools/include/
155 /home/eris/gamedev/study/OpenGL_Superbible/work/Src/GLTools/include/GL
156 )
158 # Define the executable program file we are creating. We must list all of
159 # the source files.
160 if (WIN32)
161 add_executable (${App_Name} WIN32
162 ${SRCS}
163 ${HDRS}
164 )
165 else ()
166 # I should NOT have to define this symbol explictly. Why do I?
167 add_definitions(-Dlinux)
169 add_executable (${App_Name}
170 ${SRCS}
171 ${HDRS}
172 )
173 endif ()
175 # Although we listed the library directories above, we also need to list the
176 # individual libraries we will be linking against.
177 target_link_libraries (${App_Name}
178 )
181 # # An example for a unix library named utils with a test driver program.
183 # set (SRCS_utils
184 # src/utils.cpp
185 # include/utils.h
186 # )
188 # include_directories (
189 # ${PROJECT_SOURCE_DIR}/include
190 # )
192 # # Build both static and shared libraries
193 # # The target properties are needed because, by default, the output name
194 # # will be the name in the add_library command, and we need to have different
195 # # names in the two commands for the shared and static versions, even though
196 # # we want the final files to have the same names with different extensions.
197 # #
198 # # The prefix is needed mostly in case we build on windows, which has no prefix
199 # # by default.
200 # #
201 # # The clean_direct_output option makes sure that the two lib builds don't
202 # # clobber each others temp files since they are being built from the same
203 # # sources.
205 # add_library (utils SHARED
206 # ${SRCS_utils}
207 # )
208 # set_target_properties (utils PROPERTIES OUTPUT_NAME "utils")
209 # set_target_properties (utils PROPERTIES PREFIX "lib")
210 # set_target_properties (utils PROPERTIES CLEAN_DIRECT_OUTPUT 1)
212 # add_library (utils-static STATIC
213 # ${SRCS_utils}
214 # )
215 # set_target_properties (utils-static PROPERTIES OUTPUT_NAME "utils")
216 # set_target_properties (utils-static PROPERTIES PREFIX "lib")
217 # set_target_properties (utils-static PROPERTIES CLEAN_DIRECT_OUTPUT 1)
219 # # Build a test application.
221 # add_executable (test
222 # src/main.cpp
223 # )
225 # target_link_libraries (test
226 # utils
227 # )
230 ################################################################################
231 # X11
232 #
233 # Note that the FindX11.cmake package does _not_ include most X extensions
234 # in the X11_LIBRARIES variable, although it does pick up their header files
235 # in the X11_INCLUDE_DIR variable.
236 #
237 # To link a program with extensions, such as Xrandr, or Xv, you must manually
238 # update the target_link_libraries to include the appropriate library variable.
239 # ${X11_Xrandr_LIB} is an example. See the FindX11.cmake file for a complete
240 # list of availble variables.
241 #
243 option(Option_X11_Dev "Build an X11 Application." OFF)
245 if (Option_X11_Dev)
247 option(Option_Xrandr "Use Xrandr" OFF)
248 option(Option_Xinerama "Use Xinerama" OFF)
251 ########################################
252 find_package(X11)
253 if (NOT X11_FOUND)
254 message (FATAL_ERROR "X11 not found!")
255 endif ()
257 include_directories(
258 ${X11_INCLUDE_DIR}
259 ${INCLUDE_DIRECTORIES}
260 )
262 target_link_libraries(${App_Name}
263 ${X11_LIBRARIES}
264 ${TARGET_LINK_LIBRARIES}
265 )
267 ########################################
268 if (Option_Xrandr)
269 if (NOT X11_Xrandr_FOUND)
270 message (FATAL_ERRO "Xrandr not found!")
271 endif ()
272 target_link_libraries(${App_Name}
273 ${X11_Xrandr_LIB}
274 ${TARGET_LINK_LIBRARIES}
275 )
276 endif ()
278 ########################################
279 if (Option_Xinerama)
280 if (NOT X11_Xinerama_FOUND)
281 message (FATAL_ERRO "Xinerama not found!")
282 endif ()
283 target_link_libraries(${App_Name}
284 ${X11_Xinerama_LIB}
285 ${TARGET_LINK_LIBRARIES}
286 )
287 endif ()
289 endif ()
291 ################################################################################
292 # SDL
293 #
294 # Enabling SDL support enables several suboptions to make some common SDL
295 # extension libraries available as well.
296 #
297 # If any of the SDL libraries are not found automatically, you will need
298 # to set the appropriate environment variables and rerun cmake. You will
299 # need to remove the CMake cache before doing so.
301 # If you don't want to set actual environment variables before running
302 # CMake, then uncomment the if block below and put in the actual
303 # locations of your SDL installation.
305 option(Option_SDL_Dev "Build an SDL application." OFF)
307 if (Option_SDL_Dev)
309 # # Force SDL 1.3 only
310 # if (WIN32)
311 # set (ENV{SDLDIR} "c:/gamedev/deps/sdl/SDL-build")
312 # else ()
313 # set (ENV{SDLDIR} "/home/eris/gamedev/deps/sdl/SDL-build")
314 # endif ()
315 # add_definitions(-DSDL_NO_COMPAT)
317 # SDL base package
318 # To use a version of SDL other than your systems default, set the SDLDIR
319 # environment variable to the installation location of your preferred version.
320 find_package (SDL)
321 if (NOT SDL_FOUND)
322 message (FATAL_ERROR "SDL not found!")
323 endif (NOT SDL_FOUND)
324 include_directories(
325 ${SDL_INCLUDE_DIR}
326 ${INCLUDE_DIRECTORIES}
327 )
328 target_link_libraries(${App_Name}
329 ${SDL_LIBRARY}
330 ${TARGET_LINK_LIBRARIES}
331 )
333 # SDL_ttf
334 # Environment variables SDLTTFDIR and SDLDIR will be checked in that order
335 # and if set cmake will try to find SDL_ttf in the specified directory.
336 option(Option_SDL_Dev_SDL_ttf "Use SDL_ttf." OFF)
337 if (Option_SDL_Dev_SDL_ttf)
338 find_package (SDL_ttf)
339 if (NOT SDLTTF_FOUND)
340 message (FATAL_ERROR "SDL_ttf not found!")
341 endif (NOT SDLTTF_FOUND)
342 include_directories(
343 ${SDLTTF_INCLUDE_DIR}
344 ${INCLUDE_DIRECTORIES}
345 )
346 target_link_libraries(${App_Name}
347 ${SDLTTF_LIBRARY}
348 ${TARGET_LINK_LIBRARIES}
349 )
350 endif ()
352 # SDL_image
353 # Environment variables SDLIMAGEDIR and SDLDIR will be checked in that order
354 # and if set cmake will try to find SDL_image in the specified directory.
355 option(Option_SDL_Dev_SDL_image "Use SDL_image." OFF)
356 if (Option_SDL_Dev_SDL_image)
357 find_package (SDL_image)
358 if (NOT SDLIMAGE_FOUND)
359 message (FATAL_ERROR "SDL_image not found!")
360 endif (NOT SDLIMAGE_FOUND)
361 include_directories(
362 ${SDLIMAGE_INCLUDE_DIR}
363 ${INCLUDE_DIRECTORIES}
364 )
365 target_link_libraries(${App_Name}
366 ${SDLIMAGE_LIBRARY}
367 ${TARGET_LINK_LIBRARIES}
368 )
369 endif ()
371 # SDL_mixer
372 # Environment variables SDLMIXERDIR and SDLDIR will be checked in that order
373 # and if set cmake will try to find SDL_mixer in the specified directory.
374 option(Option_SDL_Dev_SDL_mixer "Use SDL_mixer." OFF)
375 if (Option_SDL_Dev_SDL_mixer)
376 find_package (SDL_mixer)
377 if (NOT SDLMIXER_FOUND)
378 message (FATAL_ERROR "SDL_mixer not found!")
379 endif (NOT SDLMIXER_FOUND)
380 include_directories(
381 ${SDLMIXER_INCLUDE_DIR}
382 ${INCLUDE_DIRECTORIES}
383 )
384 target_link_libraries(${App_Name}
385 ${SDLMIXER_LIBRARY}
386 ${TARGET_LINK_LIBRARIES}
387 )
388 endif ()
390 # SDL_net
391 # Environment variables SDLNETDIR and SDLDIR will be checked in that order
392 # and if set cmake will try to find SDL_net in the specified directory.
393 option(Option_SDL_Dev_SDL_net "Use SDL_net." OFF)
394 if (Option_SDL_Dev_SDL_net)
395 find_package (SDL_net)
396 if (NOT SDLNET_FOUND)
397 message (FATAL_ERROR "SDL_net not found!")
398 endif (NOT SDLNET_FOUND)
399 include_directories(
400 ${SDLNET_INCLUDE_DIR}
401 ${INCLUDE_DIRECTORIES}
402 )
403 target_link_libraries(${App_Name}
404 ${SDLNET_LIBRARY}
405 ${TARGET_LINK_LIBRARIES}
406 )
407 endif ()
409 endif (Option_SDL_Dev)
412 ################################################################################
414 option(Option_OpenGL_Dev "Build an OpenGL Application." ON)
416 if (Option_OpenGL_Dev)
418 find_package(OpenGL)
419 if (NOT OPENGL_FOUND)
420 message (FATAL_ERROR "OpenGL not found!")
421 endif (NOT OPENGL_FOUND)
423 include_directories(
424 ${OPENGL_INCLUDE_DIR}
425 ${INCLUDE_DIRECTORIES}
426 )
428 target_link_libraries(${App_Name}
429 ${OPENGL_LIBRARIES}
430 ${TARGET_LINK_LIBRARIES}
431 )
433 option(Option_GLUT_Dev "Build a GLUT Application." ON)
435 if (Option_GLUT_Dev)
437 find_package(GLUT)
438 if (NOT GLUT_FOUND)
439 message (FATAL_ERROR "GLUT not found!")
440 endif()
442 include_directories(
443 ${GLUT_INCLUDE_DIR}
444 ${INCLUDE_DIRECTORIES}
445 )
447 target_link_libraries(${App_Name}
448 ${GLUT_LIBRARIES}
449 ${TARGET_LINK_LIBRARIES}
450 )
452 endif()
454 endif ()
456 ################################################################################
458 option(Option_OpenAL_Dev "Build an OpenAL Application." OFF)
460 if (Option_OpenAL_Dev)
462 find_package(OpenAL)
463 if (NOT OPENAL_FOUND)
464 message (FATAL_ERROR "OpenAL not found!")
465 endif (NOT OPENAL_FOUND)
467 include_directories(
468 ${OPENAL_INCLUDE_DIR}
469 ${INCLUDE_DIRECTORIES}
470 )
472 target_link_libraries(${App_Name}
473 ${OPENAL_LIBRARY}
474 ${TARGET_LINK_LIBRARIES}
475 )
477 endif ()
479 ################################################################################