Files @ r25014:e1f1bf3a062e
Branch filter:

Location: cpp/openttd-patchpack/source/CMakeLists.txt

Patric Stout
Add: [Video] move GameLoop into its own thread

This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
cmake_minimum_required(VERSION 3.9)

if(NOT BINARY_NAME)
    set(BINARY_NAME openttd)
endif()

project(${BINARY_NAME})

if(CMAKE_SOURCE_DIR STREQUAL CMAKE_BINARY_DIR)
    message(FATAL_ERROR "In-source builds not allowed. Please run \"cmake ..\" from the bin directory")
endif()

# Debug mode by default.
if(NOT CMAKE_BUILD_TYPE)
    set(CMAKE_BUILD_TYPE Debug)
endif()

if (EMSCRIPTEN)
    set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/os/emscripten/cmake")
endif()

set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake")
set(CMAKE_OSX_DEPLOYMENT_TARGET 10.9)

# Use GNUInstallDirs to allow customisation
# but set our own default data and bin dir
if(NOT CMAKE_INSTALL_DATADIR)
    set(CMAKE_INSTALL_DATADIR "share/games")
endif()
if(NOT CMAKE_INSTALL_BINDIR)
    set(CMAKE_INSTALL_BINDIR "games")
endif()
include(GNUInstallDirs)

include(Options)
set_options()
set_directory_options()

include(Static)
set_static_if_needed()

set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED YES)
set(CMAKE_CXX_EXTENSIONS NO)

set(CMAKE_EXPORT_COMPILE_COMMANDS YES)

# An empty target for the tools
add_custom_target(tools)

include(Endian)
add_endian_definition()

include(CompileFlags)
compile_flags()

if(APPLE OR UNIX)
    add_definitions(-DUNIX)
endif()

if(UNIX)
    find_package(Doxygen)
endif()

list(APPEND GENERATED_SOURCE_FILES "${CMAKE_BINARY_DIR}/generated/rev.cpp")
if(WIN32)
    list(APPEND GENERATED_SOURCE_FILES "${CMAKE_BINARY_DIR}/generated/ottdres.rc")
endif()

# Generate a target to determine version, which is execute every 'make' run
add_custom_target(find_version
        ${CMAKE_COMMAND}
                -DFIND_VERSION_BINARY_DIR=${CMAKE_BINARY_DIR}/generated
                -DCPACK_BINARY_DIR=${CMAKE_BINARY_DIR}
                -P "${CMAKE_SOURCE_DIR}/cmake/scripts/FindVersion.cmake"
        WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
        BYPRODUCTS ${GENERATED_SOURCE_FILES}
)

# Documentation
if(DOXYGEN_EXECUTABLE)
    add_custom_target(docs)
    add_custom_target(docs_source
        ${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/docs
        COMMAND ${DOXYGEN_EXECUTABLE} ${CMAKE_BINARY_DIR}/Doxyfile
        WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
        COMMENT "Generating documentation for source"
    )
    add_dependencies(docs_source
        find_version
    )
    add_dependencies(docs
        docs_source
    )
endif()

include(AddCustomXXXTimestamp)

if(OPTION_TOOLS_ONLY)
    if(HOST_BINARY_DIR)
        unset(HOST_BINARY_DIR CACHE)
    endif()
    add_subdirectory(${CMAKE_SOURCE_DIR}/src)
    return()
endif()

if(APPLE)
	# Avoid searching for headers in Frameworks, and libraries in LIBDIR.
	set(CMAKE_FIND_FRAMEWORK LAST)
endif()

# Prefer -pthread over -lpthread, which is often the better option of the two.
set(CMAKE_THREAD_PREFER_PTHREAD YES)
# Make sure we have Threads available.
find_package(Threads REQUIRED)

find_package(ZLIB)
find_package(LibLZMA)
find_package(LZO)
find_package(PNG)

if(NOT OPTION_DEDICATED)
    if(NOT WIN32)
        find_package(Allegro)
        if(NOT APPLE)
            find_package(Freetype)
            find_package(SDL2)
            if(NOT SDL2_FOUND)
                find_package(SDL)
            endif()
            find_package(Fluidsynth)
            find_package(Fontconfig)
            find_package(ICU OPTIONAL_COMPONENTS i18n lx)
        endif()
    endif()
endif()
if(APPLE)
    find_package(Iconv)

    find_library(AUDIOTOOLBOX_LIBRARY AudioToolbox)
    find_library(AUDIOUNIT_LIBRARY AudioUnit)
    find_library(COCOA_LIBRARY Cocoa)
    find_library(QUARTZCORE_LIBRARY QuartzCore)
endif()

if(NOT EMSCRIPTEN AND NOT OPTION_DEDICATED)
    find_package(OpenGL COMPONENTS OpenGL)
endif()

if(MSVC)
    find_package(Editbin REQUIRED)
endif()

find_package(SSE)
find_package(Xaudio2)

find_package(Grfcodec)

include(CheckIPOSupported)
check_ipo_supported(RESULT IPO_FOUND)

show_options()

if(UNIX AND NOT APPLE AND NOT OPTION_DEDICATED)
    if(NOT SDL_FOUND AND NOT SDL2_FOUND AND NOT ALLEGRO_FOUND)
        message(FATAL_ERROR "SDL, SDL2 or Allegro is required for this platform")
    endif()
endif()
if(APPLE)
    if(NOT AUDIOTOOLBOX_LIBRARY)
        message(FATAL_ERROR "AudioToolbox is required for this platform")
    endif()
    if(NOT AUDIOUNIT_LIBRARY)
        message(FATAL_ERROR "AudioUnit is required for this platform")
    endif()
    if(NOT COCOA_LIBRARY)
        message(FATAL_ERROR "Cocoa is required for this platform")
    endif()
    if(NOT QUARTZCORE_LIBRARY)
        message(FATAL_ERROR "QuartzCore is required for this platform")
    endif()
endif()

if(OPTION_PACKAGE_DEPENDENCIES)
    if(NOT UNIX)
        message(FATAL_ERROR "Can only package dependencies on Linux")
    endif()
    if(OPTION_INSTALL_FHS)
        message(FATAL_ERROR "Cannot install in FHS folders when we are packaging dependencies")
    endif()
    if(${CMAKE_VERSION} VERSION_LESS "3.16.0")
        message(FATAL_ERROR "OPTION_PACKAGE_DEPENDENCIES can only work with CMake 3.16+; you are using ${CMAKE_VERSION}")
    endif()

    # If we are packaging dependencies, we do two things:
    # 1) set the RPATH to include $ORIGIN/lib; $ORIGIN (that literal string)
    #    is a Linux indicator for "path where application is". In CMake, we
    #    have to do this before add_executable() is executed.
    # 2) copy the libraries that we compile against to the "lib" folder.
    #    This is done in InstallAndPackage.cmake.
    set(CMAKE_INSTALL_RPATH "\$ORIGIN/lib")
    set(CMAKE_BUILD_WITH_INSTALL_RPATH ON)
endif()

include(SourceList)

# Needed by rev.cpp
include_directories(${CMAKE_SOURCE_DIR}/src)
# Needed by everything that uses Squirrel
include_directories(${CMAKE_SOURCE_DIR}/src/3rdparty/squirrel/include)

include(MSVCFilters)

add_executable(openttd WIN32 ${GENERATED_SOURCE_FILES})
set_target_properties(openttd PROPERTIES OUTPUT_NAME "${BINARY_NAME}")
# All other files are added via target_sources()

if(MSVC)
    # Add DPI manifest to project; other WIN32 targets get this via ottdres.rc
    target_sources(openttd PRIVATE "${CMAKE_SOURCE_DIR}/os/windows/openttd.manifest")
endif()

add_subdirectory(${CMAKE_SOURCE_DIR}/src)
add_subdirectory(${CMAKE_SOURCE_DIR}/media/baseset)

add_dependencies(openttd
    find_version)

target_link_libraries(openttd
    openttd::languages
    openttd::settings
    openttd::basesets
    openttd::script_api
    Threads::Threads
)

if(IPO_FOUND)
    set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_RELEASE True)
    set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_MINSIZEREL True)
    set_target_properties(openttd PROPERTIES INTERPROCEDURAL_OPTIMIZATION_RELWITHDEBINFO True)
endif()
set_target_properties(openttd PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/bin")
process_compile_flags()

include(LinkPackage)
link_package(PNG TARGET PNG::PNG ENCOURAGED)
link_package(ZLIB TARGET ZLIB::ZLIB ENCOURAGED)
link_package(LIBLZMA TARGET LibLZMA::LibLZMA ENCOURAGED)
link_package(LZO)

if(NOT OPTION_DEDICATED)
    link_package(Fluidsynth)
    link_package(SDL)
    link_package(SDL2 TARGET SDL2::SDL2)
    link_package(Allegro)
    link_package(FREETYPE TARGET Freetype::Freetype)
    link_package(Fontconfig TARGET Fontconfig::Fontconfig)
    link_package(ICU_lx)
    link_package(ICU_i18n)

    if(SDL2_FOUND AND OPENGL_FOUND AND UNIX)
        # SDL2 dynamically loads OpenGL if needed, so do not link to OpenGL when
        # on Linux. For Windows, we need to link to OpenGL as we also have a win32
        # driver using it.
        add_definitions(-DWITH_OPENGL)
        message(STATUS "OpenGL found -- -DWITH_OPENGL -- (via SDL2)")
    else()
        link_package(OpenGL TARGET OpenGL::GL)
    endif()
endif()

if(APPLE)
    link_package(Iconv TARGET Iconv::Iconv)

    target_link_libraries(openttd
        ${AUDIOTOOLBOX_LIBRARY}
        ${AUDIOUNIT_LIBRARY}
        ${COCOA_LIBRARY}
        ${QUARTZCORE_LIBRARY}
    )

    add_definitions(
        -DWITH_COCOA
    )
endif()

if(EMSCRIPTEN)
    add_library(WASM::WASM INTERFACE IMPORTED)

    # Allow heap-growth, and start with a bigger memory size.
    target_link_libraries(WASM::WASM INTERFACE "-s ALLOW_MEMORY_GROWTH=1")
    target_link_libraries(WASM::WASM INTERFACE "-s INITIAL_MEMORY=33554432")
    target_link_libraries(WASM::WASM INTERFACE "-s DISABLE_EXCEPTION_CATCHING=0")
    add_definitions(-s DISABLE_EXCEPTION_CATCHING=0)

    # Export functions to Javascript.
    target_link_libraries(WASM::WASM INTERFACE "-s EXPORTED_FUNCTIONS='[\"_main\", \"_em_openttd_add_server\"]' -s EXTRA_EXPORTED_RUNTIME_METHODS='[\"cwrap\"]'")

    # Preload all the files we generate during build.
    # As we do not compile with FreeType / FontConfig, we also have no way to
    # render several languages (like Chinese, ..), so where do you draw the
    # line what languages to include and which not? In the end, especially as
    # the more languages you add the slower downloading becomes, we decided to
    # only ship the English language.
    target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_BINARY_DIR}/baseset@/baseset")
    target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_BINARY_DIR}/lang/english.lng@/lang/english.lng")
    target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/bin/ai@/ai")
    target_link_libraries(WASM::WASM INTERFACE "--preload-file ${CMAKE_SOURCE_DIR}/bin/game@/game")

    # We use IDBFS for persistent storage.
    target_link_libraries(WASM::WASM INTERFACE "-lidbfs.js")

    # Use custom pre-js and shell.html.
    target_link_libraries(WASM::WASM INTERFACE "--pre-js ${CMAKE_SOURCE_DIR}/os/emscripten/pre.js")
    target_link_libraries(WASM::WASM INTERFACE "--shell-file ${CMAKE_SOURCE_DIR}/os/emscripten/shell.html")

    # Build the .html (which builds the .js, .wasm, and .data too).
    set_target_properties(openttd PROPERTIES SUFFIX ".html")
    target_link_libraries(openttd WASM::WASM)
endif()

if(NOT PERSONAL_DIR STREQUAL "(not set)")
    add_definitions(
        -DWITH_PERSONAL_DIR
        -DPERSONAL_DIR="${PERSONAL_DIR}"
    )
endif()

if(NOT SHARED_DIR STREQUAL "(not set)")
    add_definitions(
        -DWITH_SHARED_DIR
        -DSHARED_DIR="${SHARED_DIR}"
    )
endif()

if(NOT GLOBAL_DIR STREQUAL "(not set)")
    add_definitions(
        -DGLOBAL_DATA_DIR="${GLOBAL_DIR}"
    )
endif()

link_package(SSE)

add_definitions_based_on_options()

if(WIN32)
    add_definitions(
        -DUNICODE
        -D_UNICODE
        -DWITH_UNISCRIBE
    )

    target_link_libraries(openttd
        ws2_32
        winmm
        imm32
    )
endif()

if(CMAKE_SIZEOF_VOID_P EQUAL 8)
    add_definitions(-D_SQ64)
endif()

include(CreateRegression)
create_regression()

if(APPLE OR WIN32)
    find_package(Pandoc)
endif()

include(InstallAndPackage)