view CMakeLists.txt @ 1:9c54994a2635

Fixed OpenGL and OpenAL variable names
author Eris Caffee <discordia@eldalin.com>
date Tue, 29 Mar 2011 00:27:15 -0500
parents 6b163267bd3e
children c24af3462002
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 "")
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 ${CMAKE_BINARY_DIR})
89 if (NOT In_Build_Dir)
90 set (Build_Dir_OK "FALSE")
91 endif ()
92 endif ()
94 if (NOT Build_Dir_OK)
95 message (FATAL_ERROR "You must run cmake from a directory that is not in your source tree, or that is in a special subdirectory of the tree whose name begins with 'build'.")
96 endif ()
99 ################################################################################
100 # Set up the basic build environment
101 # A build type defines which options are passed to the compiler, and there are
102 # several that CMake defines by default. It does not set one by default, though
103 # so we need to set the build type manually here, and we are setting it to the
104 # generally useful "Release with debug info"
106 if (CMAKE_BUILD_TYPE STREQUAL "")
107 # CMake defaults to leaving CMAKE_BUILD_TYPE empty. This messes up
108 # differentiation between debug and release builds.
109 set (CMAKE_BUILD_TYPE "RelWithDebInfo" CACHE STRING "Choose the type of build, options are: None Debug Release RelWithDebInfo MinSizeRel." FORCE)
110 endif ()
113 ################################################################################
114 # When using GCC turn on lots of warnings.
115 # Some other options to consider:
116 # C++ -Weffc++
117 # C -std=gnu99 -std=c99
119 if (CMAKE_COMPILER_IS_GNUCXX)
120 add_definitions(-pedantic -Wall)
121 endif ()
124 ################################################################################
126 option(Option_Profile_Program "Build for gprof profiling." OFF)
127 if (Option_Profile_Program)
128 add_definitions(-pg)
129 set (CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -pg")
130 endif ()
133 ################################################################################
134 # The core project files
136 file (GLOB SRCS src/*.c src/*.cpp)
137 file (GLOB HDRS include/*.h include/*.hpp)
139 # The directories that contain the libraries we will be linking against.
140 # This must come before the ADD_EXECUTABLE directive.
141 link_directories (
142 )
144 # The directories that contain the include files our programs use.
145 # This must come before the ADD_EXECUTABLE directive.
146 include_directories (
147 ${CMAKE_SOURCE_DIR}/include
148 )
150 # Define the executable program file we are creating. We must list all of
151 # the source files.
152 if (WIN32)
153 add_executable (${App_Name} WIN32
154 ${SRCS}
155 ${HDRS}
156 )
157 else ()
158 add_executable (${App_Name}
159 ${SRCS}
160 ${HDRS}
161 )
162 endif ()
164 # Although we listed the library directories above, we also need to list the
165 # individual libraries we will be linking against.
166 target_link_libraries (${App_Name}
167 )
170 # # An example for a unix library named utils with a test driver program.
172 # set (SRCS_utils
173 # src/utils.cpp
174 # include/utils.h
175 # )
177 # include_directories (
178 # ${PROJECT_SOURCE_DIR}/include
179 # )
181 # # Build both static and shared libraries
182 # # The target properties are needed because, by default, the output name
183 # # will be the name in the add_library command, and we need to have different
184 # # names in the two commands for the shared and static versions, even though
185 # # we want the final files to have the same names with different extensions.
186 # #
187 # # The prefix is needed mostly in case we build on windows, which has no prefix
188 # # by default.
189 # #
190 # # The clean_direct_output option makes sure that the two lib builds don't
191 # # clobber each others temp files since they are being built from the same
192 # # sources.
194 # add_library (utils SHARED
195 # ${SRCS_utils}
196 # )
197 # set_target_properties (utils PROPERTIES OUTPUT_NAME "utils")
198 # set_target_properties (utils PROPERTIES PREFIX "lib")
199 # set_target_properties (utils PROPERTIES CLEAN_DIRECT_OUTPUT 1)
201 # add_library (utils-static STATIC
202 # ${SRCS_utils}
203 # )
204 # set_target_properties (utils-static PROPERTIES OUTPUT_NAME "utils")
205 # set_target_properties (utils-static PROPERTIES PREFIX "lib")
206 # set_target_properties (utils-static PROPERTIES CLEAN_DIRECT_OUTPUT 1)
208 # # Build a test application.
210 # add_executable (test
211 # src/main.cpp
212 # )
214 # target_link_libraries (test
215 # utils
216 # )
219 ################################################################################
220 # X11
221 #
222 # Note that the FindX11.cmake package does _not_ include most X extensions
223 # in the X11_LIBRARIES variable, although it does pick up their header files
224 # in the X11_INCLUDE_DIR variable.
225 #
226 # To link a program with extensions, such as Xrandr, or Xv, you must manually
227 # update the target_link_libraries to include the appropriate library variable.
228 # ${X11_Xrandr_LIB} is an example. See the FindX11.cmake file for a complete
229 # list of availble variables.
230 #
232 option(Option_X11_Dev "Build an X11 Application." OFF)
234 if (Option_X11_Dev)
236 option(Option_Xrandr "Use Xrandr" OFF)
237 option(Option_Xinerama "Use Xinerama" OFF)
240 ########################################
241 find_package(X11)
242 if (NOT X11_FOUND)
243 message (FATAL_ERROR "X11 not found!")
244 endif ()
246 include_directories(
247 ${X11_INCLUDE_DIR}
248 ${INCLUDE_DIRECTORIES}
249 )
251 target_link_libraries(${App_Name}
252 ${X11_LIBRARIES}
253 ${TARGET_LINK_LIBRARIES}
254 )
256 ########################################
257 if (Option_Xrandr)
258 if (NOT X11_Xrandr_FOUND)
259 message (FATAL_ERRO "Xrandr not found!")
260 endif ()
261 target_link_libraries(${App_Name}
262 ${X11_Xrandr_LIB}
263 ${TARGET_LINK_LIBRARIES}
264 )
265 endif ()
267 ########################################
268 if (Option_Xinerama)
269 if (NOT X11_Xinerama_FOUND)
270 message (FATAL_ERRO "Xinerama not found!")
271 endif ()
272 target_link_libraries(${App_Name}
273 ${X11_Xinerama_LIB}
274 ${TARGET_LINK_LIBRARIES}
275 )
276 endif ()
278 endif ()
280 ################################################################################
281 # SDL
282 #
283 # Enabling SDL support enables several suboptions to make some common SDL
284 # extension libraries available as well.
285 #
286 # If any of the SDL libraries are not found automatically, you will need
287 # to set the appropriate environment variables and rerun cmake. You will
288 # need to remove the CMake cache before doing so.
290 # If you don't want to set actual environment variables before running
291 # CMake, then uncomment the if block below and put in the actual
292 # locations of your SDL installation.
294 option(Option_SDL_Dev "Build an SDL application." OFF)
296 if (Option_SDL_Dev)
298 # # Force SDL 1.3 only
299 # if (WIN32)
300 # set (ENV{SDLDIR} "c:/gamedev/deps/sdl/SDL-build")
301 # else ()
302 # set (ENV{SDLDIR} "/home/eris/gamedev/deps/sdl/SDL-build")
303 # endif ()
304 # add_definitions(-DSDL_NO_COMPAT)
306 # SDL base package
307 # To use a version of SDL other than your systems default, set the SDLDIR
308 # environment variable to the installation location of your preferred version.
309 find_package (SDL)
310 if (NOT SDL_FOUND)
311 message (FATAL_ERROR "SDL not found!")
312 endif (NOT SDL_FOUND)
313 include_directories(
314 ${SDL_INCLUDE_DIR}
315 ${INCLUDE_DIRECTORIES}
316 )
317 target_link_libraries(${App_Name}
318 ${SDL_LIBRARY}
319 ${TARGET_LINK_LIBRARIES}
320 )
322 # SDL_ttf
323 # Environment variables SDLTTFDIR and SDLDIR will be checked in that order
324 # and if set cmake will try to find SDL_ttf in the specified directory.
325 option(Option_SDL_Dev_SDL_ttf "Use SDL_ttf." OFF)
326 if (Option_SDL_Dev_SDL_ttf)
327 find_package (SDL_ttf)
328 if (NOT SDLTTF_FOUND)
329 message (FATAL_ERROR "SDL_ttf not found!")
330 endif (NOT SDLTTF_FOUND)
331 include_directories(
332 ${SDLTTF_INCLUDE_DIR}
333 ${INCLUDE_DIRECTORIES}
334 )
335 target_link_libraries(${App_Name}
336 ${SDLTTF_LIBRARY}
337 ${TARGET_LINK_LIBRARIES}
338 )
339 endif ()
341 # SDL_image
342 # Environment variables SDLIMAGEDIR and SDLDIR will be checked in that order
343 # and if set cmake will try to find SDL_image in the specified directory.
344 option(Option_SDL_Dev_SDL_image "Use SDL_image." OFF)
345 if (Option_SDL_Dev_SDL_image)
346 find_package (SDL_image)
347 if (NOT SDLIMAGE_FOUND)
348 message (FATAL_ERROR "SDL_image not found!")
349 endif (NOT SDLIMAGE_FOUND)
350 include_directories(
351 ${SDLIMAGE_INCLUDE_DIR}
352 ${INCLUDE_DIRECTORIES}
353 )
354 target_link_libraries(${App_Name}
355 ${SDLIMAGE_LIBRARY}
356 ${TARGET_LINK_LIBRARIES}
357 )
358 endif ()
360 # SDL_mixer
361 # Environment variables SDLMIXERDIR and SDLDIR will be checked in that order
362 # and if set cmake will try to find SDL_mixer in the specified directory.
363 option(Option_SDL_Dev_SDL_mixer "Use SDL_mixer." OFF)
364 if (Option_SDL_Dev_SDL_mixer)
365 find_package (SDL_mixer)
366 if (NOT SDLMIXER_FOUND)
367 message (FATAL_ERROR "SDL_mixer not found!")
368 endif (NOT SDLMIXER_FOUND)
369 include_directories(
370 ${SDLMIXER_INCLUDE_DIR}
371 ${INCLUDE_DIRECTORIES}
372 )
373 target_link_libraries(${App_Name}
374 ${SDLMIXER_LIBRARY}
375 ${TARGET_LINK_LIBRARIES}
376 )
377 endif ()
379 # SDL_net
380 # Environment variables SDLNETDIR and SDLDIR will be checked in that order
381 # and if set cmake will try to find SDL_net in the specified directory.
382 option(Option_SDL_Dev_SDL_net "Use SDL_net." OFF)
383 if (Option_SDL_Dev_SDL_net)
384 find_package (SDL_net)
385 if (NOT SDLNET_FOUND)
386 message (FATAL_ERROR "SDL_net not found!")
387 endif (NOT SDLNET_FOUND)
388 include_directories(
389 ${SDLNET_INCLUDE_DIR}
390 ${INCLUDE_DIRECTORIES}
391 )
392 target_link_libraries(${App_Name}
393 ${SDLNET_LIBRARY}
394 ${TARGET_LINK_LIBRARIES}
395 )
396 endif ()
398 endif (Option_SDL_Dev)
401 ################################################################################
403 option(Option_OpenGL_Dev "Build an OpenGL Application." OFF)
405 if (Option_OpenGL_Dev)
407 find_package(OpenGL)
408 if (NOT OPEN_FOUND)
409 message (FATAL_ERROR "OpenGL not found!")
410 endif (NOT OPEN_FOUND)
412 include_directories(
413 ${OPENGL_INCLUDE_DIR}
414 ${INCLUDE_DIRECTORIES}
415 )
417 target_link_libraries(${App_Name}
418 ${OPENGL_LIBRARIES}
419 ${TARGET_LINK_LIBRARIES}
420 )
422 endif ()
424 ################################################################################
426 option(Option_OpenAL_Dev "Build an OpenAL Application." OFF)
428 if (Option_OpenAL_Dev)
430 find_package(OpenAL)
431 if (NOT OPENAL_FOUND)
432 message (FATAL_ERROR "OpenAL not found!")
433 endif (NOT OPENAL_FOUND)
435 include_directories(
436 ${OPENAL_INCLUDE_DIR}
437 ${INCLUDE_DIRECTORIES}
438 )
440 target_link_libraries(${App_Name}
441 ${OPENAL_LIBRARY}
442 ${TARGET_LINK_LIBRARIES}
443 )
445 endif ()
447 ################################################################################