diff --git a/Sources/CMakeLists.txt b/Sources/CMakeLists.txt index 78f9e2a..00c05c1 100644 --- a/Sources/CMakeLists.txt +++ b/Sources/CMakeLists.txt @@ -4,8 +4,25 @@ project(SeriousEngine) # Set @rpath for Mac OS X shared library install names. #cmake_policy(SET CMP0042 NEW) -# Needed to find the SDL2 library files -find_package(SDL2 REQUIRED) +# Use system SDL2 is on by default +option(USE_SYSTEM_SDL2 "Use system wide sdl2 libraries/includes" On) + +set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake") + +# Use systemwide SDL2 or custom build +# RAKE!: Find a way to use their custom built library if +# they want to use that instead or if their system only +# allows for a setup like this. +if(NOT USE_SYSTEM_SDL2) + include_directories(${CMAKE_SOURCE_DIR}/External/SDL2) +else() + find_package(SDL2 REQUIRED) + if(SDL2_FOUND) + include_directories(${SDL2_INCLUDE_DIR}) + else() + message(FATAL_ERROR "Error USE_SYSTEM_SDL2 is set but neccessary developer files not found") + endif() +endif() # Set up some sanity stuff... if(CMAKE_SYSTEM_NAME STREQUAL "Linux" OR CMAKE_SYSTEM_NAME MATCHES "GNU|kFreeBSD") @@ -117,8 +134,7 @@ add_definitions(-DSINGLE_THREADED=1) include_directories( . - External/SDL2 - External/libogg/include + ${CMAKE_SOURCE_DIR}/External/libogg/include ) if(USE_TREMOR) if(PANDORA) @@ -397,7 +413,6 @@ if(MACOSX) endif() add_dependencies(${SHADERSLIB} ParseEntities) - add_parser_and_scanner("Engine/Base/Parser" "Engine/Base/Scanner") add_parser_and_scanner("Engine/Ska/smcPars" "Engine/Ska/smcScan") @@ -652,6 +667,7 @@ if(LINUX) target_link_libraries(ssam "dl") if(PANDORA) target_link_libraries(ssam "rt") + target_link_libraries(ssam ${SDL2_LIBRARY}) # RAKE!: I don't know if this will work yet. endif() target_link_libraries(ssam "pthread") target_link_libraries(ssam ${SDL2_LIBRARY}) diff --git a/Sources/SeriousSam/SplashScreen.cpp b/Sources/SeriousSam/SplashScreen.cpp index 5a8a7a0..bd7d3bc 100644 --- a/Sources/SeriousSam/SplashScreen.cpp +++ b/Sources/SeriousSam/SplashScreen.cpp @@ -150,7 +150,7 @@ void ShowSplashScreen(HINSTANCE hInstance) SDL_FreeSurface(bmp); return; } - window = SDL_CreateShapedWindow("SeriousSam loading...", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, bmp->w, bmp->h, SDL_WINDOW_BORDERLESS|SDL_WINDOW_SKIP_TASKBAR); + window = SDL_CreateShapedWindow("SeriousSam loading...", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, bmp->w, bmp->h, SDL_WINDOW_BORDERLESS); // RAKE!: commented out as its post SDL2.0.4 |SDL_WINDOW_SKIP_TASKBAR); if (window) { SDL_WindowShapeMode mode; SDL_zero(mode); @@ -165,7 +165,7 @@ void ShowSplashScreen(HINSTANCE hInstance) } if (!window) { - window = SDL_CreateWindow("SeriousSam loading...", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, bmp->w, bmp->h, SDL_WINDOW_BORDERLESS|SDL_WINDOW_SKIP_TASKBAR); + window = SDL_CreateWindow("SeriousSam loading...", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, bmp->w, bmp->h, SDL_WINDOW_BORDERLESS); // RAKE!: commented out as its post SDL2.0.4 |SDL_WINDOW_SKIP_TASKBAR); } bool okay = false; diff --git a/Sources/cmake/FindSDL2.cmake b/Sources/cmake/FindSDL2.cmake new file mode 100644 index 0000000..236d6b4 --- /dev/null +++ b/Sources/cmake/FindSDL2.cmake @@ -0,0 +1,163 @@ +# Locate SDL2 library +# This module defines +# SDL2_LIBRARY, the name of the library to link against +# SDL2_FOUND, if false, do not try to link to SDL2 +# SDL2_INCLUDE_DIR, where to find SDL.h +# +# This module responds to the the flag: +# SDL2_BUILDING_LIBRARY +# If this is defined, then no SDL2main will be linked in because +# only applications need main(). +# Otherwise, it is assumed you are building an application and this +# module will attempt to locate and set the the proper link flags +# as part of the returned SDL2_LIBRARY variable. +# +# Don't forget to include SDLmain.h and SDLmain.m your project for the +# OS X framework based version. (Other versions link to -lSDL2main which +# this module will try to find on your behalf.) Also for OS X, this +# module will automatically add the -framework Cocoa on your behalf. +# +# +# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration +# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library +# (SDL2.dll, libsdl2.so, SDL2.framework, etc). +# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again. +# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value +# as appropriate. These values are used to generate the final SDL2_LIBRARY +# variable, but when these values are unset, SDL2_LIBRARY does not get created. +# +# +# $SDL2DIR is an environment variable that would +# correspond to the ./configure --prefix=$SDL2DIR +# used in building SDL2. +# l.e.galup 9-20-02 +# +# Modified by Eric Wing. +# Added code to assist with automated building by using environmental variables +# and providing a more controlled/consistent search behavior. +# Added new modifications to recognize OS X frameworks and +# additional Unix paths (FreeBSD, etc). +# Also corrected the header search path to follow "proper" SDL guidelines. +# Added a search for SDL2main which is needed by some platforms. +# Added a search for threads which is needed by some platforms. +# Added needed compile switches for MinGW. +# +# On OSX, this will prefer the Framework version (if found) over others. +# People will have to manually change the cache values of +# SDL2_LIBRARY to override this selection or set the CMake environment +# CMAKE_INCLUDE_PATH to modify the search paths. +# +# Note that the header path has changed from SDL2/SDL.h to just SDL.h +# This needed to change because "proper" SDL convention +# is #include "SDL.h", not . This is done for portability +# reasons because not all systems place things in SDL2/ (see FreeBSD). + +#============================================================================= +# Copyright 2003-2009 Kitware, Inc. +# +# Distributed under the OSI-approved BSD License (the "License"); +# see accompanying file Copyright.txt for details. +# +# This software is distributed WITHOUT ANY WARRANTY; without even the +# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +# See the License for more information. +#============================================================================= +# (To distribute this file outside of CMake, substitute the full +# License text for the above reference.) + +SET(SDL2_SEARCH_PATHS + ~/Library/Frameworks + /Library/Frameworks + /usr/local + /usr + /sw # Fink + /opt/local # DarwinPorts + /opt/csw # Blastwave + /opt +) + +FIND_PATH(SDL2_INCLUDE_DIR SDL.h + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES include/SDL2 include + PATHS ${SDL2_SEARCH_PATHS} +) + +FIND_LIBRARY(SDL2_LIBRARY_TEMP + NAMES SDL2 + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES lib64 lib + PATHS ${SDL2_SEARCH_PATHS} +) + +IF(NOT SDL2_BUILDING_LIBRARY) + IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") + # Non-OS X framework versions expect you to also dynamically link to + # SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms + # seem to provide SDL2main for compatibility even though they don't + # necessarily need it. + FIND_LIBRARY(SDL2MAIN_LIBRARY + NAMES SDL2main + HINTS + $ENV{SDL2DIR} + PATH_SUFFIXES lib64 lib + PATHS ${SDL2_SEARCH_PATHS} + ) + ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework") +ENDIF(NOT SDL2_BUILDING_LIBRARY) + +# SDL2 may require threads on your system. +# The Apple build may not need an explicit flag because one of the +# frameworks may already provide it. +# But for non-OSX systems, I will use the CMake Threads package. +IF(NOT APPLE) + FIND_PACKAGE(Threads) +ENDIF(NOT APPLE) + +# MinGW needs an additional library, mwindows +# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows +# (Actually on second look, I think it only needs one of the m* libraries.) +IF(MINGW) + SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW") +ENDIF(MINGW) + +IF(SDL2_LIBRARY_TEMP) + # For SDL2main + IF(NOT SDL2_BUILDING_LIBRARY) + IF(SDL2MAIN_LIBRARY) + SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP}) + ENDIF(SDL2MAIN_LIBRARY) + ENDIF(NOT SDL2_BUILDING_LIBRARY) + + # For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa. + # CMake doesn't display the -framework Cocoa string in the UI even + # though it actually is there if I modify a pre-used variable. + # I think it has something to do with the CACHE STRING. + # So I use a temporary variable until the end so I can set the + # "real" variable in one-shot. + IF(APPLE) + SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa") + ENDIF(APPLE) + + # For threads, as mentioned Apple doesn't need this. + # In fact, there seems to be a problem if I used the Threads package + # and try using this line, so I'm just skipping it entirely for OS X. + IF(NOT APPLE) + SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT}) + ENDIF(NOT APPLE) + + # For MinGW library + IF(MINGW) + SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP}) + ENDIF(MINGW) + + # Set the final string here so the GUI reflects the final state. + SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found") + # Set the temp variable to INTERNAL so it is not seen in the CMake GUI + SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "") +ENDIF(SDL2_LIBRARY_TEMP) + +INCLUDE(FindPackageHandleStandardArgs) + +FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)