cmake_minimum_required(VERSION 3.24) list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake") # This cannot use HOST_PLATFORM because we don't want to rely on custom scripts # just yet. This is an early check and should use OG CMake variables only. if(WIN32) set(VCPKG_OVERLAY_TRIPLETS "${CMAKE_SOURCE_DIR}/vcpkg-overlays") set(CMAKE_TOOLCHAIN_FILE "${CMAKE_SOURCE_DIR}/vcpkg/scripts/buildsystems/vcpkg.cmake") endif() project(Nightfire-Open LANGUAGES C CXX) option(BUILD_SHARED_LIBS "Build using shared libraries." ON) option(NF_DEDICATED_SERVER "Build dedicated server (no client-specific code)." OFF) option(NF_SINGLE_ENGINE_BINARY "Build Xash3D engine as single binary (always enabled for dedicated server builds)." OFF) option(NF_OPENGL_STATIC_LINK "If OpenGL rendering is enabled, links statically against the OpenGL libraries." OFF) option(NF_EXPERIMENTAL_RENDERER "Build with support for experimental new OpenGL renderer." OFF) option(NF_ENABLE_TESTS "Enables test code in targets." OFF) option(NF_ENABLE_STDIN_INPUT "Enable console input from stdin (always enabled for dedicated server builds)." OFF) option(NF_CLIENT_WEAPON_PREDICTION "Enables or disables prediction of weapons on the game client." ON) option(NF_WARNINGS_AS_ERRORS "If disabled, compiler warnings will not be treated as errors. Intended as a temporary workaround only, recommended to leave enabled." ON) option(NF_ENABLE_TOOLS "Enables building tools such as map and model compilers." ON) set(NF_INSTALL_MODE "ALL" CACHE STRING "Whether to install all files (ALL, default), just content (CONTENT), or just binaries (BINARIES). Mainly useful for CI.") include(project_definitions) if(NF_ENABLE_STDIN_INPUT AND TARGET_PLATFORM STREQUAL "WINDOWS") message(WARNING "Using stdin is not supported on Windows builds, ignoring NF_ENABLE_STDIN_INPUT") set(NF_ENABLE_STDIN_INPUT OFF) endif() if(NF_DEDICATED_SERVER) set(NF_SINGLE_ENGINE_BINARY ON) if(NOT TARGET_PLATFORM STREQUAL "WINDOWS") set(NF_ENABLE_STDIN_INPUT ON) endif() endif() set(CMAKE_CXX_STANDARD 11) set(CMAKE_CXX_STANDARD_REQUIRED YES) set(CMAKE_C_STANDARD 99) set(CMAKE_C_STANDARD_REQUIRED YES) set(CMAKE_POSITION_INDEPENDENT_CODE YES) set(CMAKE_COMPILE_WARNING_AS_ERROR ${NF_WARNINGS_AS_ERRORS}) set(CMAKE_CXX_VISIBILITY_PRESET hidden) set(CMAKE_VISIBILITY_INLINES_HIDDEN YES) set(VCS_COMMIT_ID "notset") set(VCS_TAG_ID "notset") find_package(Git QUIET) if(Git_FOUND) execute_process( COMMAND "${GIT_EXECUTABLE}" rev-parse --short HEAD WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE VCS_COMMIT_ID ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE ) execute_process( COMMAND "${GIT_EXECUTABLE}" describe --tags WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" OUTPUT_VARIABLE VCS_TAG_ID ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE ) endif() # Thanks to the Opus scripts for demonstrating how alloca # detection is actually supposed to work. include(CheckIncludeFile) include(CheckSymbolExists) check_include_file(alloca.h ALLOCA_H_EXISTS) if(ALLOCA_H_EXISTS) set(ALLOCA_HEADER "alloca.h") check_symbol_exists(alloca "alloca.h" USE_ALLOCA_SUPPORTED) else() set(ALLOCA_HEADER "malloc.h") check_symbol_exists(alloca "malloc.h" USE_ALLOCA_SUPPORTED) endif() if(NOT USE_ALLOCA_SUPPORTED) message(FATAL_ERROR "Could not determine alloca support in either alloca.h or malloc.h") endif() if(NOT "${NF_INSTALL_MODE}" STREQUAL "CONTENT") add_subdirectory(libraries) add_subdirectory(xash3d_engine) if(NF_ENABLE_TOOLS) add_subdirectory(tools) endif() endif() add_subdirectory(game)