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CMakeLists.txt
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cmake_minimum_required(VERSION 3.7)
project(EasyRPG_Player VERSION 0.5.3 LANGUAGES CXX)
# Source Files
add_library(${PROJECT_NAME}
src/async_handler.cpp
src/audio_al.cpp
src/audio.cpp
src/audio_decoder.cpp
src/audio_generic.cpp
src/audio_resampler.cpp
src/audio_sdl_mixer.cpp
src/audio_sdl.cpp
src/audio_secache.cpp
src/background.cpp
src/baseui.cpp
src/battle_animation.cpp
src/bitmap.cpp
src/cache.cpp
src/color.cpp
src/decoder_fmmidi.cpp
src/decoder_libsndfile.cpp
src/decoder_mpg123.cpp
src/decoder_oggvorbis.cpp
src/decoder_opus.cpp
src/decoder_wav.cpp
src/decoder_wildmidi.cpp
src/decoder_xmp.cpp
src/drawable.cpp
src/filefinder.cpp
src/font.cpp
src/fps_overlay.cpp
src/frame.cpp
src/game_actor.cpp
src/game_actors.cpp
src/game_battlealgorithm.cpp
src/game_battle.cpp
src/game_battler.cpp
src/game_character.cpp
src/game_commonevent.cpp
src/game_enemy.cpp
src/game_enemyparty.cpp
src/game_event.cpp
src/game_interpreter_battle.cpp
src/game_interpreter.cpp
src/game_interpreter_map.cpp
src/game_map.cpp
src/game_message.cpp
src/game_party_base.cpp
src/game_party.cpp
src/game_picture.cpp
src/game_player.cpp
src/game_screen.cpp
src/game_switches.cpp
src/game_system.cpp
src/game_targets.cpp
src/game_temp.cpp
src/game_variables.cpp
src/game_vehicle.cpp
src/graphics.cpp
src/hslrgb.cpp
src/image_bmp.cpp
src/image_png.cpp
src/image_xyz.cpp
src/input_buttons_desktop.cpp
src/input_buttons_gekko.cpp
src/input_buttons_opendingux.cpp
src/input_buttons_psp.cpp
src/input_source.cpp
src/input.cpp
src/main_data.cpp
src/message_overlay.cpp
src/output.cpp
src/plane.cpp
src/player.cpp
src/rect.cpp
src/registry.cpp
src/registry_wine.cpp
src/rtp_table.cpp
src/scene_actortarget.cpp
src/scene_battle.cpp
src/scene_battle_rpg2k3.cpp
src/scene_battle_rpg2k.cpp
src/scene.cpp
src/scene_debug.cpp
src/scene_end.cpp
src/scene_equip.cpp
src/scene_file.cpp
src/scene_gamebrowser.cpp
src/scene_gameover.cpp
src/scene_item.cpp
src/scene_load.cpp
src/scene_logo.cpp
src/scene_map.cpp
src/scene_menu.cpp
src/scene_name.cpp
src/scene_order.cpp
src/scene_save.cpp
src/scene_shop.cpp
src/scene_skill.cpp
src/scene_status.cpp
src/scene_teleport.cpp
src/scene_title.cpp
src/screen.cpp
src/sdl_ui.cpp
src/sdl2_ui.cpp
src/shinonome_gothic.cpp
src/shinonome_mincho.cpp
src/bitmapfont_wqy.cpp
src/bitmapfont_ttyp0.cpp
src/bitmapfont_rmg2000.cpp
src/sprite_airshipshadow.cpp
src/sprite_battler.cpp
src/sprite_character.cpp
src/sprite.cpp
src/spriteset_battle.cpp
src/spriteset_map.cpp
src/sprite_timer.cpp
src/text.cpp
src/tilemap.cpp
src/tilemap_layer.cpp
src/tone.cpp
src/transition.cpp
src/utils.cpp
src/util_win.cpp
src/weather.cpp
src/window_about.cpp
src/window_actorinfo.cpp
src/window_actorstatus.cpp
src/window_actortarget.cpp
src/window_base.cpp
src/window_battlecommand.cpp
src/window_battlemessage.cpp
src/window_battleoption.cpp
src/window_battlestatus.cpp
src/window_command.cpp
src/window.cpp
src/window_equip.cpp
src/window_equipitem.cpp
src/window_equipstatus.cpp
src/window_face.cpp
src/window_gamelist.cpp
src/window_gold.cpp
src/window_help.cpp
src/window_item.cpp
src/window_keyboard.cpp
src/window_menustatus.cpp
src/window_message.cpp
src/window_name.cpp
src/window_numberinput.cpp
src/window_savefile.cpp
src/window_selectable.cpp
src/window_shopbuy.cpp
src/window_shop.cpp
src/window_shopnumber.cpp
src/window_shopparty.cpp
src/window_shopsell.cpp
src/window_shopstatus.cpp
src/window_skill.cpp
src/window_skillstatus.cpp
src/window_targetstatus.cpp
src/window_teleport.cpp
src/window_varlist.cpp
)
include(CMakeDependentOption)
# Include directories
target_include_directories(
${PROJECT_NAME} PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}/src)
# Extra CMake Module files
list(APPEND CMAKE_MODULE_PATH
"${CMAKE_CURRENT_SOURCE_DIR}/builds/cmake/Modules")
include(ConfigureWindows)
include(PlayerFindPackage)
# C++11 is required
target_compile_features(${PROJECT_NAME} PUBLIC cxx_std_11)
if(CMAKE_BUILD_TYPE MATCHES "Debug")
target_compile_definitions(${PROJECT_NAME} PUBLIC _DEBUG=1)
endif()
target_compile_definitions(${PROJECT_NAME} PUBLIC USE_SDL=2)
# Endianess check
if(NOT DEFINED CMAKE_TOOLCHAIN_FILE)
include(TestBigEndian)
test_big_endian(WORDS_BIGENDIAN)
if(WORDS_BIGENDIAN)
target_compile_definitions(${PROJECT_NAME} PUBLIC WORDS_BIGENDIAN=1)
endif()
endif()
# liblcf
option(PLAYER_BUILD_LIBLCF "Instead of detecting liblcf the liblcf repository is cloned into lib/liblcf and built together with the Player. This is convenient for development" OFF)
set(PLAYER_BUILD_LIBLCF_GIT "https://github.com/EasyRPG/liblcf.git" CACHE STRING "Git repository of liblcf to clone when building liblcf. Requires PLAYER_BUILD_LIBLCF=ON.")
if(PLAYER_BUILD_LIBLCF)
# liblcf is built as part of this cmake file
set(LIBLCF_PATH "${CMAKE_CURRENT_SOURCE_DIR}/lib/liblcf")
find_package(Git REQUIRED)
if(NOT EXISTS ${LIBLCF_PATH})
execute_process(COMMAND ${GIT_EXECUTABLE} clone "--depth=1"
"${PLAYER_BUILD_LIBLCF_GIT}"
"${LIBLCF_PATH}")
endif()
SET(BUILD_SHARED_LIBS OFF CACHE BOOL "Build liblcf shared library")
list(APPEND CMAKE_MODULE_PATH
"${CMAKE_CURRENT_SOURCE_DIR}/lib/liblcf/builds/cmake/Modules")
add_subdirectory(${LIBLCF_PATH})
target_link_libraries(${PROJECT_NAME} lcf)
else()
# Use system package
find_package(liblcf REQUIRED)
target_link_libraries(${PROJECT_NAME} liblcf::liblcf)
endif()
# Detect all required libraries
find_package(PNG REQUIRED)
target_link_libraries(${PROJECT_NAME} PNG::PNG)
find_package(Pixman REQUIRED)
target_link_libraries(${PROJECT_NAME} PIXMAN::PIXMAN)
find_package(SDL2 REQUIRED)
target_link_libraries(${PROJECT_NAME} SDL2::SDL2main)
# Always enable Wine registry support on non-Windows
if(NOT CMAKE_SYSTEM_NAME MATCHES "Windows")
target_compile_definitions(${PROJECT_NAME} PUBLIC HAVE_WINE=1)
endif()
# freetype and harfbuzz
option(PLAYER_WITH_FREETYPE "Support FreeType font rendering" ON)
CMAKE_DEPENDENT_OPTION(PLAYER_WITH_HARFBUZZ "Enable HarfBuzz text shaping (Requires FreeType)" ON "PLAYER_WITH_FREETYPE" OFF)
player_find_package(
NAME Freetype
CONDITION PLAYER_WITH_FREETYPE
DEFINITION HAVE_FREETYPE
FOUND Freetype
TARGET Freetype::Freetype)
if(Freetype_FOUND)
player_find_package(
NAME Harfbuzz
CONDITION PLAYER_WITH_HARFBUZZ
DEFINITION HAVE_HARFBUZZ
TARGET Harfbuzz::Harfbuzz)
endif()
# Sound system to use
set(PLAYER_AUDIO_BACKEND "Auto" CACHE STRING "Audio system to use. Options: Auto SDL2_mixer SDL2 OpenAL OFF")
set_property(CACHE PLAYER_AUDIO_BACKEND PROPERTY STRINGS Auto SDL2 SDL2_mixer OpenAL OFF)
# Configure Audio backends
if(${PLAYER_AUDIO_BACKEND} MATCHES "Auto")
option(PLAYER_WITH_SDL2_MIXER "Use SDL2 mixer when available." ON)
player_find_package(
NAME SDL2_mixer
CONDITION PLAYER_WITH_SDL2_MIXER
TARGET SDL2::MIXER)
if(SDL2_MIXER_FOUND)
set(PLAYER_AUDIO_BACKEND "SDL2_mixer")
else()
set(PLAYER_AUDIO_BACKEND "SDL2")
endif()
endif()
if(${PLAYER_AUDIO_BACKEND} MATCHES "^SDL2$")
target_compile_definitions(${PROJECT_NAME} PUBLIC SUPPORT_AUDIO=1)
# Provide fmmidi options
option(PLAYER_ENABLE_FMMIDI "Enable internal MIDI sequencer. Will be used when external MIDI library fails." ON)
if(${PLAYER_ENABLE_FMMIDI} MATCHES "ON")
target_compile_definitions(${PROJECT_NAME} PUBLIC WANT_FMMIDI=1)
endif()
elseif(${PLAYER_AUDIO_BACKEND} MATCHES "SDL2_mixer")
target_compile_definitions(${PROJECT_NAME} PUBLIC SUPPORT_AUDIO=1)
# SDL2_mixer Audio
player_find_package(
NAME SDL2_mixer
DEFINITION HAVE_SDL_MIXER
TARGET SDL2::MIXER
REQUIRED)
# Provide fmmidi options
set(PLAYER_ENABLE_FMMIDI "Fallback" CACHE STRING "Enable internal MIDI sequencer. Fallback (default) mode will use it when the external MIDI library fails. Options: Fallback ON OFF")
set_property(CACHE PLAYER_ENABLE_FMMIDI PROPERTY STRINGS Fallback ON OFF)
if(${PLAYER_ENABLE_FMMIDI} MATCHES "Fallback")
target_compile_definitions(${PROJECT_NAME} PUBLIC WANT_FMMIDI=2)
elseif(${PLAYER_ENABLE_FMMIDI} MATCHES "ON")
target_compile_definitions(${PROJECT_NAME} PUBLIC WANT_FMMIDI=1)
elseif(${PLAYER_ENABLE_FMMIDI} MATCHES "OFF")
# noop
else()
message(FATAL_ERROR "Bad FmMidi setting")
endif()
elseif(${PLAYER_AUDIO_BACKEND} MATCHES "OpenAL")
# OpenAL Audio
target_compile_definitions(${PROJECT_NAME} PUBLIC SUPPORT_AUDIO=1)
find_package(OpenAL REQUIRED)
find_package(LibSndFile REQUIRED)
find_package(FluidSynth REQUIRED)
target_include_directories(${PROJECT_NAME} PUBLIC ${OPENAL_INCLUDE_DIR})
target_link_libraries(${PROJECT_NAME} ${OPENAL_LIBRARY} LibSndFile::LibSndFile Fluidsynth::Fluidsynth)
target_compile_definitions(${PROJECT_NAME} PUBLIC HAVE_OPENAL=1)
elseif(${PLAYER_AUDIO_BACKEND} MATCHES "OFF")
else()
message(FATAL_ERROR "Invalid Audio Backend")
endif()
if(${PLAYER_AUDIO_BACKEND} MATCHES "^SDL.*$")
# speexdsp
option(PLAYER_WITH_SPEEXDSP "Resample audio with speexdsp." ON)
player_find_package(
NAME speexdsp
CONDITION PLAYER_WITH_SPEEXDSP
DEFINITION HAVE_LIBSPEEXDSP
TARGET speexdsp::speexdsp)
# mpg123
option(PLAYER_WITH_MPG123 "Play MP3 audio with libmpg123." ON)
player_find_package(
NAME mpg123
CONDITION PLAYER_WITH_MPG123
DEFINITION HAVE_MPG123
TARGET mpg123::mpg123)
# libsndfile
option(PLAYER_WITH_LIBSNDFILE "Play WAV audio with libsndfile." ON)
player_find_package(
NAME LibSndFile
CONDITION PLAYER_WITH_LIBSNDFILE
DEFINITION HAVE_LIBSNDFILE
TARGET LibSndFile::LibSndFile)
# libvorbis
option(PLAYER_WITH_OGGVORBIS "Play Ogg Vorbis audio with libvorbis." ON)
player_find_package(
NAME Vorbisfile
CONDITION PLAYER_WITH_OGGVORBIS
DEFINITION HAVE_OGGVORBIS
TARGET Vorbisfile::Vorbisfile)
# opusfile
option(PLAYER_WITH_OPUS "Play Opus audio with opusfile." ON)
player_find_package(
NAME Opusfile
CONDITION PLAYER_WITH_OPUS
DEFINITION HAVE_OPUS
TARGET Opusfile::Opusfile)
# wildmidi
option(PLAYER_WITH_WILDMIDI "Play MIDI audio with wildmidi." ON)
player_find_package(
NAME WildMidi
CONDITION PLAYER_WITH_WILDMIDI
DEFINITION HAVE_WILDMIDI
TARGET WildMidi::WildMidi)
# xmp (lite)
option(PLAYER_WITH_XMP "Play MOD audio with libxmp." ON)
player_find_package(
NAME XMP
CONDITION PLAYER_WITH_XMP
DEFINITION HAVE_XMP
TARGET XMP::XMP)
if(NOT ${PLAYER_ENABLE_FMMIDI} MATCHES "OFF")
target_sources(${PROJECT_NAME} PRIVATE
src/midisequencer.cpp
src/midisynth.cpp)
endif()
endif()
# Executable
# Windows: Only open console for Debug builds
if(CMAKE_BUILD_TYPE MATCHES "Debug")
add_executable(${PROJECT_NAME}_exe "src/main.cpp")
else()
add_executable(${PROJECT_NAME}_exe WIN32 "src/main.cpp")
endif()
if(WIN32)
set_target_properties(${PROJECT_NAME}_exe PROPERTIES OUTPUT_NAME "Player")
else()
set_target_properties(${PROJECT_NAME}_exe PROPERTIES OUTPUT_NAME "easyrpg-player")
endif()
# Add Windows resources
if(WIN32)
target_sources(${PROJECT_NAME}_exe PRIVATE "resources/player.rc")
endif()
target_link_libraries(${PROJECT_NAME}_exe ${PROJECT_NAME})
# installation
include(GNUInstallDirs)
install(TARGETS ${PROJECT_NAME}_exe
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})
# manpage
# Handled as extra target "man"
set(MAN_NAME easyrpg-player.6)
find_program(A2X_EXECUTABLE NAMES a2x a2x.py)
if(NOT A2X_EXECUTABLE STREQUAL "A2X_EXECUTABLE-NOTFOUND")
add_custom_command(OUTPUT resources/${MAN_NAME}
COMMAND ${A2X_EXECUTABLE} -a player_version="${PROJECT_VERSION}" -f manpage -D ${CMAKE_CURRENT_BINARY_DIR}/resources ${CMAKE_CURRENT_SOURCE_DIR}/resources/${MAN_NAME}.adoc
DEPENDS resources/${MAN_NAME}.adoc
COMMENT "(Re-)building manpage ${MAN_NAME}"
VERBATIM)
if(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
add_custom_target(man ALL DEPENDS resources/${MAN_NAME})
install(FILES resources/${MAN_NAME} DESTINATION share/man/man6)
else()
add_custom_target(man DEPENDS resources/${MAN_NAME})
endif()
else()
# no a2x, distribution archive?
if(EXISTS ${CMAKE_CURRENT_SOURCE_DIR}/resources/${MAN_NAME})
install(FILES resources/${MAN_NAME} DESTINATION share/man/man6)
endif()
endif()
# Doxygen
# Handled as extra target "doc"
find_package(Doxygen)
if(DOXYGEN_FOUND)
# fake autotools variables
set(DX_DOCDIR ${CMAKE_CURRENT_BINARY_DIR}/doc)
set(srcdir ${CMAKE_CURRENT_SOURCE_DIR})
configure_file(resources/Doxyfile.in resources/Doxyfile @ONLY)
unset(DX_DOCDIR)
unset(srcdir)
add_custom_target(player_doc
${DOXYGEN_EXECUTABLE} ${CMAKE_CURRENT_BINARY_DIR}/resources/Doxyfile
DEPENDS ${PROJECT_NAME}
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/resources
COMMENT "Generating API documentation with Doxygen" VERBATIM)
if(NOT TARGET doc)
# Handle liblcf doc target
add_custom_target(doc)
endif()
add_dependencies(doc player_doc)
endif()
# Unit tests
option(PLAYER_ENABLE_TESTS "Execute unit tests after compilation finishes" ON)
if(PLAYER_ENABLE_TESTS)
enable_testing()
set(TEST_GAME_REPOSITORY_PATH "${CMAKE_CURRENT_SOURCE_DIR}/lib/TestGame")
if(NOT EXISTS ${TEST_GAME_REPOSITORY_PATH})
execute_process(COMMAND ${GIT_EXECUTABLE} clone "--depth=1"
"https://github.com/EasyRPG/TestGame.git"
"${TEST_GAME_REPOSITORY_PATH}")
endif()
set(TEST_GAME_PATH "${TEST_GAME_REPOSITORY_PATH}/TestGame-2000")
set(TEST_ENVS "RPG_TEST_GAME_PATH=${TEST_GAME_PATH}")
if(EXISTS $ENV{RPG_RTP_PATH})
get_filename_component(RPG_RTP_PATH "$ENV{RPG_RTP_PATH}" ABSOLUTE)
message(STATUS "using rtp path ${RPG_RTP_PATH}")
list(APPEND TEST_ENVS "RPG_RTP_PATH=${RPG_RTP_PATH}")
endif()
file(GLOB TEST_FILES ${CMAKE_CURRENT_SOURCE_DIR}/tests/*.cpp)
foreach(i ${TEST_FILES})
get_filename_component(name "${i}" NAME_WE)
add_executable(test_${name} ${i})
target_link_libraries(test_${name} ${PROJECT_NAME})
add_test(
NAME test_${name} WORKING_DIRECTORY ${TEST_GAME_PATH}
COMMAND ${PROJECT_BINARY_DIR}/test_${name})
set_tests_properties(test_${name}
PROPERTIES ENVIRONMENT "${TEST_ENVS}")
endforeach()
endif()
# Print summary
message(STATUS "")
if(PLAYER_BUILD_LIBLCF)
message(STATUS "liblcf: Built from ${PLAYER_BUILD_LIBLCF_GIT}")
message(STATUS "")
endif()
message(STATUS "Audio backend: ${PLAYER_AUDIO_BACKEND}")
if(${PLAYER_AUDIO_BACKEND} MATCHES "^SDL2.*$")
message(STATUS "")
if(LIBSNDFILE_FOUND)
message(STATUS "WAV playback: libsndfile")
else()
set(SDL_MIXER_USED ON)
message(STATUS "WAV playback: SDL2_mixer")
endif()
if(WILDMIDI_FOUND)
if(${PLAYER_ENABLE_FMMIDI} MATCHES "(Fallback|ON)")
message(STATUS "MIDI playback: WildMidi. Fallback to built-in (FmMidi)")
else()
message(STATUS "MIDI playback: WildMidi")
endif()
elseif(${PLAYER_ENABLE_FMMIDI} MATCHES "ON")
message(STATUS "MIDI playback: built-in (FmMidi)")
elseif(${PLAYER_ENABLE_FMMIDI} MATCHES "Fallback")
message(STATUS "MIDI playback: SDL2_mixer. Fallback to built-in (FmMidi)")
elseif(${PLAYER_ENABLE_FMMIDI} MATCHES "OFF")
if(SDL2_mixer_FOUND)
message(STATUS "MIDI playback: SDL2_mixer.")
else()
message(STATUS "MIDI playback: None")
endif()
endif()
if(MPG123_FOUND)
message(STATUS "MP3 playback: mpg123")
elseif(SDL2_mixer_FOUND)
set(SDL_MIXER_USED ON)
message(STATUS "MP3 playback: SDL2_mixer")
else()
message(STATUS "MP3 playback: None")
endif()
if(VORBISFILE_FOUND)
message(STATUS "Ogg Vorbis playback: libvorbis")
elseif(SDL2_mixer_FOUND)
set(SDL_MIXER_USED ON)
message(STATUS "Ogg Vorbis playback: SDL2_mixer")
else()
message(STATUS "Ogg Vorbis playback: None")
endif()
if(XMP_FOUND)
message(STATUS "MOD playback: libxmp")
elseif(SDL2_mixer_FOUND)
set(SDL_MIXER_USED ON)
message(STATUS "MOD playback: SDL2_mixer")
else()
message(STATUS "MOD playback: None")
endif()
if(OPUSFILE_FOUND)
message(STATUS "Opus playback: opusfile")
else()
message(STATUS "Opus playback: None")
endif()
if(SPEEXDSP_FOUND)
message(STATUS "Resampler: speexdsp")
elseif(SDL2_mixer_FOUND)
set(SDL_MIXER_USED ON)
message(STATUS "Resampler: SDL2")
else()
message(STATUS "Resampler: None")
endif()
if(SDL_MIXER_USED)
message(STATUS "")
message(STATUS "WARNING:")
message(STATUS "Using SDL2_mixer directly for playback or resampling is not recommended.")
message(STATUS "Some RPG Maker features (e.g. pitch changes) will not work.")
endif()
endif()
message(STATUS "")
if(HARFBUZZ_FOUND)
message(STATUS "Font rendering: Freetype with Harfbuzz / built-in")
elseif(Freetype_FOUND)
message(STATUS "Font rendering: Freetype and built-in")
else()
message(STATUS "Font rendering: built-in")
endif()
message(STATUS "")