jak-project/CMakeLists.txt
water111 0451a06d76
Set up the compiler to ptrace the runtime (#107)
* set up the compiler to ptrace the runtime

* clang format

* move debugger state to a separate Debugger class

* support registers and break and continue

* documentation and fix windows

* make listener part of compiler, not a separate library

* implement memory read and write

* fix for windows
2020-10-31 14:07:43 -04:00

110 lines
2.9 KiB
CMake

# Top Level CMakeLists.txt
cmake_minimum_required(VERSION 3.16)
project(jak)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Debug")
endif()
set(CMAKE_CXX_STANDARD 17)
# Set default compile flags for GCC
# optimization level can be set here. Note that game/ overwrites this for building game C++ code.
if (CMAKE_COMPILER_IS_GNUCXX)
message(STATUS "GCC detected, adding compile flags")
set(CMAKE_CXX_FLAGS
"${CMAKE_CXX_FLAGS} \
-Wall \
-Winit-self \
-ggdb \
-Wextra \
-Wcast-align \
-Wcast-qual \
-Wdisabled-optimization \
-Wformat=2 \
-Wmissing-include-dirs \
-Woverloaded-virtual \
-Wredundant-decls \
-Wshadow \
-Wsign-promo")
else ()
set(CMAKE_CXX_FLAGS "/EHsc")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /STACK:10000000")
endif (CMAKE_COMPILER_IS_GNUCXX)
IF (WIN32)
set(CMAKE_WINDOWS_EXPORT_ALL_SYMBOLS ON)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
ENDIF ()
option(CODE_COVERAGE "Enable Code Coverage Compiler Flags" OFF)
set(CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/cmake/modules/)
if(CMAKE_COMPILER_IS_GNUCXX AND CODE_COVERAGE)
include(CodeCoverage)
append_coverage_compiler_flags()
message("Code Coverage build is enabled!")
else()
message("Code Coverage build is disabled!")
endif()
# includes relative to top level jak-project folder
include_directories(./)
include_directories(SYSTEM third-party/inja)
# build spdlog as a shared library to improve compile times
# adding this as a SYSTEM include suppresses all the terrible warnings in spdlog
include_directories(SYSTEM third-party/spdlog/include)
# this makes spdlog generate a shared library that we can link against
set(SPDLOG_BUILD_SHARED ON CACHE BOOL "a" FORCE)
# this makes the spdlog includes not use the header only version, making compiling faster
add_definitions(-DSPDLOG_COMPILED_LIB)
# build asset packer/unpacker
add_subdirectory(asset_tool)
# build goos
add_subdirectory(common/goos)
# build type_system library for compiler/decompiler
add_subdirectory(common/type_system)
# build common_util library
add_subdirectory(common/util)
# build cross platform socket library
add_subdirectory(common/cross_sockets)
# build cross platform debug library
add_subdirectory(common/cross_os_debug)
# build decompiler
add_subdirectory(decompiler)
# build the game code in C++
add_subdirectory(game)
# build the compiler
add_subdirectory(goalc)
# build the gtest libraries
add_subdirectory(third-party/googletest)
# build tests
add_subdirectory(test)
# build minilzo library
add_subdirectory(third-party/minilzo)
# build format library
add_subdirectory(third-party/fmt)
# build spdlog library
add_subdirectory(third-party/spdlog)
# windows memory management lib
IF (WIN32)
add_subdirectory(third-party/mman)
ENDIF ()