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cuberite-2a/src/CMakeLists.txt

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CMake
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cmake_minimum_required (VERSION 2.8.2)
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project (MCServer)
include_directories (SYSTEM "${PROJECT_SOURCE_DIR}/../lib/")
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include_directories (SYSTEM "${PROJECT_SOURCE_DIR}/../lib/jsoncpp/include")
include_directories (SYSTEM "${PROJECT_SOURCE_DIR}/../lib/polarssl/include")
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set(FOLDERS OSSupport HTTPServer Items Blocks Protocol Generating)
set(FOLDERS ${FOLDERS} WorldStorage Mobs Entities Simulator UI BlockEntities Generating/Prefabs)
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if (NOT MSVC)
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# Bindings need to reference other folders, so they are done here instead
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# lib dependencies are not included
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set(BINDING_DEPENDECIES
tolua
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${CMAKE_CURRENT_SOURCE_DIR}/Bindings/virtual_method_hooks.lua
${CMAKE_CURRENT_SOURCE_DIR}/Bindings/AllToLua.pkg
Bindings/LuaFunctions.h
Bindings/LuaWindow.h
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Bindings/Plugin.h
Bindings/PluginLua.h
Bindings/PluginManager.h
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Bindings/WebPlugin.h
BiomeDef.h
BlockArea.h
BlockEntities/BlockEntity.h
BlockEntities/BlockEntityWithItems.h
BlockEntities/ChestEntity.h
BlockEntities/DispenserEntity.h
BlockEntities/DropSpenserEntity.h
BlockEntities/DropperEntity.h
BlockEntities/FurnaceEntity.h
BlockEntities/HopperEntity.h
BlockEntities/JukeboxEntity.h
BlockEntities/NoteEntity.h
BlockEntities/SignEntity.h
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BlockEntities/MobHeadEntity.h
BlockEntities/FlowerPotEntity.h
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BlockID.h
BoundingBox.h
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ChatColor.h
ChunkDef.h
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ClientHandle.h
CraftingRecipes.h
Cuboid.h
Defines.h
Enchantments.h
Entities/Effects.h
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Entities/Entity.h
Entities/Floater.h
Entities/Pawn.h
Entities/Painting.h
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Entities/Pickup.h
Entities/Player.h
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Entities/ProjectileEntity.h
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Entities/ProjectileArrow.h
Entities/ProjectileEgg.h
Entities/ProjectileEnderPearl.h
Entities/ProjectileExpBottle.h
Entities/ProjectileSnowball.h
Entities/ProjectileFireCharge.h
Entities/ProjectileFirework.h
Entities/ProjectileGhastFireball.h
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Entities/TNTEntity.h
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Entities/ExpOrb.h
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Entities/HangingEntity.h
Entities/ItemFrame.h
Generating/ChunkDesc.h
Group.h
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Inventory.h
Item.h
ItemGrid.h
Mobs/Monster.h
OSSupport/File.h
Root.h
Server.h
StringUtils.h
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Tracer.h
UI/Window.h
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Vector3.h
WebAdmin.h
World.h
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)
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include_directories(Bindings)
include_directories(.)
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ADD_CUSTOM_COMMAND(
# add any new generated bindings here
OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/Bindings.cpp ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/Bindings.h
# command execuded to regerate bindings
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COMMAND tolua -L virtual_method_hooks.lua -o Bindings.cpp -H Bindings.h AllToLua.pkg
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WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/
# add any new generation dependencies here
DEPENDS ${BINDING_DEPENDECIES}
)
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#add cpp files here
add_library(Bindings
Bindings/Bindings
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Bindings/DeprecatedBindings
Bindings/LuaChunkStay
Bindings/LuaState
Bindings/LuaWindow
Bindings/ManualBindings
Bindings/Plugin
Bindings/PluginLua
Bindings/PluginManager
Bindings/WebPlugin
)
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target_link_libraries(Bindings lua sqlite tolualib)
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#clear file
file(WRITE ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/BindingDependecies.txt)
foreach(dependecy ${BINDING_DEPENDECIES})
#write each dependecy on a seperate line
file(APPEND ${CMAKE_CURRENT_SOURCE_DIR}/Bindings/BindingDependecies.txt "${dependecy}\n")
endforeach()
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set_directory_properties(PROPERTIES ADDITIONAL_MAKE_CLEAN_FILES "Bindings.cpp Bindings.h")
foreach(folder ${FOLDERS})
add_subdirectory(${folder})
endforeach(folder)
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file(GLOB SOURCE
"*.cpp"
"*.h"
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)
list(REMOVE_ITEM SOURCE "${PROJECT_SOURCE_DIR}/StackWalker.cpp" "${PROJECT_SOURCE_DIR}/LeakFinder.cpp")
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# If building a windows version, but not using MSVC, add the resources directly to the makefile:
if (WIN32)
FILE(GLOB ResourceFiles
"Resources/*.rc"
)
list(APPEND SOURCE "${ResourceFiles}")
endif()
else ()
# MSVC-specific handling: Put all files into one project, separate by the folders:
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# Generate the Bindings if they don't exist:
if (NOT EXISTS "${PROJECT_SOURCE_DIR}/Bindings/Bindings.cpp")
message("Bindings.cpp not found, generating now")
set(tolua_executable ${PROJECT_SOURCE_DIR}/Bindings/tolua++.exe)
execute_process(
COMMAND ${tolua_executable} -L virtual_method_hooks.lua -o Bindings.cpp -H Bindings.h AllToLua.pkg
WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}/Bindings
)
endif()
# Get all files in this folder:
file(GLOB_RECURSE SOURCE
"*.cpp"
"*.h"
"*.pkg"
)
source_group("" FILES ${SOURCE})
# Add all subfolders as solution-folders:
list(APPEND FOLDERS "Resources")
list(APPEND FOLDERS "Bindings")
function(includefolder PATH)
FILE(GLOB FOLDER_FILES
"${PATH}/*.cpp"
"${PATH}/*.h"
"${PATH}/*.rc"
"${PATH}/*.pkg"
)
string(REPLACE "/" "\\" PROJECT_PATH ${PATH})
source_group("${PROJECT_PATH}" FILES ${FOLDER_FILES})
endfunction(includefolder)
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foreach(folder ${FOLDERS})
includefolder(${folder})
endforeach(folder)
include_directories("${PROJECT_SOURCE_DIR}")
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# Precompiled headers (1st part)
SET_SOURCE_FILES_PROPERTIES(
Globals.cpp PROPERTIES COMPILE_FLAGS "/Yc\"Globals.h\""
)
# CMake cannot "remove" the precompiled header flags, so we use a dummy precompiled header compatible with just this one file:
SET_SOURCE_FILES_PROPERTIES(
Bindings/Bindings.cpp PROPERTIES COMPILE_FLAGS "/Yc\"string.h\" /Fp\"$(IntDir)/Bindings.pch\""
)
SET_SOURCE_FILES_PROPERTIES(
"StackWalker.cpp LeakFinder.h" PROPERTIES COMPILE_FLAGS "/Yc\"Globals.h\""
)
list(APPEND SOURCE "Resources/MCServer.rc")
# Make MSVC generate the PDB files even for the release build:
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /Zi")
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /Zi")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} /DEBUG")
set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "${CMAKE_SHARED_LINKER_FLAGS_RELEASE} /DEBUG")
set(CMAKE_MODULE_LINKER_FLAGS_RELEASE "${CMAKE_MODULE_LINKER_FLAGS_RELEASE} /DEBUG")
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endif()
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set(EXECUTABLE MCServer)
add_executable(${EXECUTABLE} ${SOURCE})
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# Output the executable into the $/MCServer folder, so that it has access to external resources:
set(EXECUTABLE_OUTPUT_PATH ${CMAKE_SOURCE_DIR}/MCServer)
SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_SOURCE_DIR}/MCServer
RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_SOURCE_DIR}/MCServer
RUNTIME_OUTPUT_DIRECTORY_DEBUGPROFILE ${CMAKE_SOURCE_DIR}/MCServer
RUNTIME_OUTPUT_DIRECTORY_RELEASEPROFILE ${CMAKE_SOURCE_DIR}/MCServer
)
# Make the debug executable have a "_debug" suffix
SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES DEBUG_POSTFIX "_debug")
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# Make the profiled executables have a "_profile" postfix
SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES DEBUGPROFILE_POSTFIX "_debug_profile")
SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES RELEASEPROFILE_POSTFIX "_profile")
# Precompiled headers (2nd part)
if (MSVC)
SET_TARGET_PROPERTIES(
${EXECUTABLE} PROPERTIES COMPILE_FLAGS "/Yu\"Globals.h\""
OBJECT_DEPENDS "$(IntDir)/$(TargetName.pch)"
)
endif ()
if (NOT MSVC)
target_link_libraries(${EXECUTABLE} OSSupport HTTPServer Bindings Items Blocks)
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target_link_libraries(${EXECUTABLE} Protocol Generating Generating_Prefabs WorldStorage)
target_link_libraries(${EXECUTABLE} Mobs Entities Simulator UI BlockEntities)
endif ()
if (WIN32)
target_link_libraries(${EXECUTABLE} expat tolualib ws2_32.lib Psapi.lib)
endif()
target_link_libraries(${EXECUTABLE} md5 luaexpat iniFile jsoncpp polarssl zlib lua sqlite)