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Copy pathCMakeLists.txt
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281 lines (251 loc) · 7.72 KB
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cmake_minimum_required(VERSION 3.21)
project(sm64coopdx C CXX OBJC)
set(CMAKE_C_STANDARD 11)
set(CMAKE_CXX_STANDARD 17)
# ---- Options ----
option(TARGET_IOS "Build for iOS" ON)
# ---- Root of the game source tree ----
set(GAME_ROOT ${CMAKE_SOURCE_DIR})
set(BUILD_PC_DIR ${GAME_ROOT}/build/us_pc)
# ---- Preprocessor defines (mirrors Makefile + Android.mk) ----
add_compile_definitions(
NON_MATCHING
AVOID_UB
VERSION_US
F3DEX_GBI_2E
F3DEX_GBI_SHARED
_LANGUAGE_C
NO_SEGMENTED_MEMORY
STDC_HEADERS
WIDESCREEN
TEXTURE_FIX
BETTERCAMERA
EXT_OPTIONS_MENU
IMMEDIATELOAD
DYNOS
COOP
USE_GLES
RAPI_GL=1
WAPI_SDL2=1
AAPI_SDL2=1
CAPI_SDL2=1
HAVE_SDL2=1
TARGET_IOS
HANDHELD
TOUCH_CONTROLS
COOPNET
JUICE_STATIC
)
# ---- Compiler flags ----
add_compile_options(
-fsigned-char
-fno-strict-aliasing
-fwrapv
-Wall
-Wno-unused-variable
-Wno-unused-function
-Wno-unused-but-set-variable
-Wno-unused-label
-Wno-sign-compare
-Wno-sometimes-uninitialized
-Wno-missing-braces
-Wno-int-conversion
-Wno-incompatible-pointer-types
-Wno-pointer-sign
-Wno-macro-redefined
-Wno-tautological-compare
-Wno-implicit-function-declaration
-Wno-format
-O2
)
# ---- Include directories ----
include_directories(
${GAME_ROOT}/include
${GAME_ROOT}/src
${GAME_ROOT}
${GAME_ROOT}/sound
${GAME_ROOT}/lib/lua/include
${GAME_ROOT}/lib/coopnet/include
${BUILD_PC_DIR}
${BUILD_PC_DIR}/include
)
# ---- Collect source files ----
# Main src/ tree (recursive, with exclusions)
file(GLOB_RECURSE SRC_C_FILES
${GAME_ROOT}/src/engine/*.c
${GAME_ROOT}/src/game/*.c
${GAME_ROOT}/src/audio/*.c
${GAME_ROOT}/src/menu/*.c
${GAME_ROOT}/src/buffers/*.c
${GAME_ROOT}/src/goddard/*.c
${GAME_ROOT}/src/pc/*.c
)
# CPP files needed for cross-platform
file(GLOB SRC_CPP_FILES
${GAME_ROOT}/src/engine/lighting_engine.cpp
${GAME_ROOT}/src/pc/mods/mod_fs.cpp
${GAME_ROOT}/src/pc/mods/mod_storage.cpp
${GAME_ROOT}/src/pc/rom_checker.cpp
)
# Exclude files not applicable to iOS
list(FILTER SRC_C_FILES EXCLUDE REGEX "src/game/main\\.c$")
list(FILTER SRC_C_FILES EXCLUDE REGEX "src/pc/discord/")
list(FILTER SRC_C_FILES EXCLUDE REGEX "src/pc/gfx/gfx_sdl1\\.")
list(FILTER SRC_C_FILES EXCLUDE REGEX "src/pc/audio/audio_sdl1\\.")
list(FILTER SRC_C_FILES EXCLUDE REGEX "src/pc/controller/controller_sdl1\\.")
# .inc.c files are #included by other files, not compiled standalone
list(FILTER SRC_C_FILES EXCLUDE REGEX "\\.inc\\.c$")
# actors/ (top-level .c only, not subdirs)
file(GLOB ACTORS_C_FILES ${GAME_ROOT}/actors/*.c)
# levels/ top-level
file(GLOB LEVELS_TOP_C_FILES ${GAME_ROOT}/levels/entry.c ${GAME_ROOT}/levels/scripts.c)
# levels/ subdirectories (specific files per Makefile pattern)
file(GLOB LEVEL_C_FILES
${GAME_ROOT}/levels/*/leveldata.c
${GAME_ROOT}/levels/*/script.c
${GAME_ROOT}/levels/*/geo.c
)
# bin/ (top-level .c only)
file(GLOB BIN_C_FILES ${GAME_ROOT}/bin/*.c)
# data/
file(GLOB DATA_C_FILES ${GAME_ROOT}/data/*.c)
file(GLOB DATA_CPP_FILES ${GAME_ROOT}/data/*.cpp)
# sound/
set(SOUND_C_FILES
${GAME_ROOT}/sound/sound_data.c
${GAME_ROOT}/sound/samples_assets.c
${GAME_ROOT}/sound/sequences_assets.c
)
# lib/src/ (specific ultra files for PC target)
set(ULTRA_C_FILES
${GAME_ROOT}/lib/src/alBnkfNew.c
${GAME_ROOT}/lib/src/guLookAtRef.c
${GAME_ROOT}/lib/src/guMtxF2L.c
${GAME_ROOT}/lib/src/guNormalize.c
${GAME_ROOT}/lib/src/guOrthoF.c
${GAME_ROOT}/lib/src/guPerspectiveF.c
${GAME_ROOT}/lib/src/guRotateF.c
${GAME_ROOT}/lib/src/guScaleF.c
${GAME_ROOT}/lib/src/guTranslateF.c
${GAME_ROOT}/lib/src/ldiv.c
)
# Generated files from desktop build
set(GENERATED_C_FILES
${BUILD_PC_DIR}/assets/mario_anim_data.c
${BUILD_PC_DIR}/assets/demo_data.c
)
# All sources combined
set(ALL_SOURCES
${SRC_C_FILES}
${SRC_CPP_FILES}
${ACTORS_C_FILES}
${LEVELS_TOP_C_FILES}
${LEVEL_C_FILES}
${BIN_C_FILES}
${DATA_C_FILES}
${DATA_CPP_FILES}
${SOUND_C_FILES}
${ULTRA_C_FILES}
${GENERATED_C_FILES}
)
# ---- SDL2 (build from source for iOS) ----
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
set(SDL_STATIC ON CACHE BOOL "" FORCE)
set(SDL_TEST OFF CACHE BOOL "" FORCE)
set(SDL2_DISABLE_INSTALL ON CACHE BOOL "" FORCE)
# Apply iOS gamepad fix patches to SDL2 before building
execute_process(
COMMAND git apply --check ${GAME_ROOT}/patches/sdl2-ios-gamepad-fix.patch
WORKING_DIRECTORY ${GAME_ROOT}/lib/SDL2-source
RESULT_VARIABLE PATCH_CHECK_RESULT
ERROR_QUIET
)
if(PATCH_CHECK_RESULT EQUAL 0)
execute_process(
COMMAND git apply ${GAME_ROOT}/patches/sdl2-ios-gamepad-fix.patch
WORKING_DIRECTORY ${GAME_ROOT}/lib/SDL2-source
)
message(STATUS "Applied SDL2 iOS gamepad fix patch")
else()
message(STATUS "SDL2 iOS gamepad fix patch already applied or not needed")
endif()
add_subdirectory(${GAME_ROOT}/lib/SDL2-source SDL2 EXCLUDE_FROM_ALL)
include_directories(${GAME_ROOT}/lib/SDL2-source/include)
# ---- Lua 5.3 (prebuilt static library for iOS) ----
include_directories(${GAME_ROOT}/lib/lua/include)
# ---- iOS App Bundle ----
# iOS Objective-C sources
set(IOS_OBJC_FILES
${GAME_ROOT}/src/pc/platform_ios.m
)
set(ASSET_CATALOG ${GAME_ROOT}/platform/ios/Assets.xcassets)
add_executable(sm64coopdx MACOSX_BUNDLE ${ALL_SOURCES} ${IOS_OBJC_FILES} ${ASSET_CATALOG})
# Files that include miniaudio.h need ObjC on iOS (AVFoundation headers).
# As of miniaudio v0.11.25 the library is split into miniaudio.h + miniaudio.c,
# so the implementation file (which pulls in AVAudioSession) must also be ObjC.
set_source_files_properties(
${GAME_ROOT}/src/pc/lua/utils/smlua_audio_utils.c
${GAME_ROOT}/src/pc/utils/miniaudio.c
PROPERTIES LANGUAGE OBJC
)
target_link_libraries(sm64coopdx
SDL2main
SDL2-static
${GAME_ROOT}/lib/lua/ios/liblua53.a
z
)
# CoopNet (prebuilt static libraries for iOS)
target_link_libraries(sm64coopdx
${GAME_ROOT}/lib/coopnet/ios/libcoopnet.a
${GAME_ROOT}/lib/coopnet/ios/libjuice.a
)
# iOS app bundle properties
set_target_properties(sm64coopdx PROPERTIES
MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_GUI_IDENTIFIER "com.sm64coopdx.ios"
MACOSX_BUNDLE_BUNDLE_NAME "SM64CoopDX"
MACOSX_BUNDLE_BUNDLE_VERSION "1.0"
MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0"
MACOSX_BUNDLE_INFO_PLIST ${GAME_ROOT}/platform/ios/Info.plist
XCODE_ATTRIBUTE_TARGETED_DEVICE_FAMILY "1,2"
XCODE_ATTRIBUTE_CODE_SIGN_STYLE "Automatic"
XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET "15.0"
XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER "com.sm64coopdx.ios"
XCODE_ATTRIBUTE_DEVELOPMENT_TEAM ""
XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon"
RESOURCE "${ASSET_CATALOG}"
)
# iOS frameworks
target_link_libraries(sm64coopdx
"-framework OpenGLES"
"-framework Foundation"
"-framework UIKit"
"-framework AudioToolbox"
"-framework CoreAudio"
"-framework GameController"
"-framework CoreMotion"
"-framework CoreHaptics"
"-framework Metal"
"-framework QuartzCore"
"-framework AVFoundation"
"-framework CoreGraphics"
"-framework CoreBluetooth"
)
# Copy game data files into the app bundle
set(GAME_DATA_DIRS
${BUILD_PC_DIR}/lang
${BUILD_PC_DIR}/dynos
${GAME_ROOT}/palettes
)
foreach(DATA_DIR ${GAME_DATA_DIRS})
if(EXISTS ${DATA_DIR})
file(GLOB DATA_CONTENTS "${DATA_DIR}/*")
get_filename_component(DIR_NAME ${DATA_DIR} NAME)
foreach(ITEM ${DATA_CONTENTS})
target_sources(sm64coopdx PRIVATE ${ITEM})
set_source_files_properties(${ITEM} PROPERTIES
MACOSX_PACKAGE_LOCATION "Resources/${DIR_NAME}"
)
endforeach()
endif()
endforeach()