merge of transition to cmake, winbuild to follow
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# cmake for tes, ottona, 2022-03-09
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cmake_minimum_required(VERSION 3.10)
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set(FS_TARGET flasim)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_LIST_DIR}/lib")
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_LIST_DIR}/bin")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_LIST_DIR}/bin")
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set(LIBRARY_OUTPUT_DIRECTORY ${CMAKE_LIBRARY_OUTPUT_DIRECTORY})
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set(FS_EXT_DIR "${CMAKE_CURRENT_LIST_DIR}/ext")
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set(FS_SRC_DIR "${CMAKE_CURRENT_LIST_DIR}/src")
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#caudio stuff
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option(CAUDIO_STATIC on)
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set(CAUDIO_TARGET cAudio)
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set(CAUDIO_DIR ${FS_EXT_DIR}/cAudio)
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set(CAUDIO_INC_DIR ${FS_EXT_DIR}/cAudio/cAudio/include)
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add_subdirectory(${CAUDIO_DIR} EXCLUDE_FROM_ALL)
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#irrlicht stuff
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set(IRRLICHT_INC_DIR /usr/include/irrlicht)
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set(IRRLICHT_TARGET Irrlicht)
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project(${FS_TARGET})
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add_executable(flasim
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${FS_SRC_DIR}/Aircraft.cpp
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${FS_SRC_DIR}/Aircraft.hpp
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${FS_SRC_DIR}/Dispatcher.cpp
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${FS_SRC_DIR}/Dispatcher.hpp
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${FS_SRC_DIR}/FireUnit.cpp
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${FS_SRC_DIR}/FireUnit.hpp
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${FS_SRC_DIR}/FlaSimApp.cpp
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${FS_SRC_DIR}/FlaSimApp.hpp
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${FS_SRC_DIR}/Globals.cpp
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${FS_SRC_DIR}/Globals.hpp
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${FS_SRC_DIR}/main.cpp
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${FS_SRC_DIR}/TurretCamAnimator.cpp
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${FS_SRC_DIR}/TurretCamAnimator.hpp
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)
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target_include_directories(${FS_TARGET} PRIVATE ${IRRLICHT_INC_DIR} ${CAUDIO_INC_DIR} ${CMAKE_BINARY_DIR}/include) #last is needed for caudio
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if(UNIX) # relocatable linking for unixoids
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set_target_properties(flasim PROPERTIES LINK_FLAGS "-Wl,-rpath,$ORIGIN/")
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endif()
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target_link_libraries(${FS_TARGET} ${CAUDIO_TARGET} ${IRRLICHT_TARGET})
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13
README.md
13
README.md
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@ -14,18 +14,13 @@ About the visual content shown in the game: I did some parts myself (cannon mode
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## Building flasim
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Currently only Linux works, should have a windows buildability in a couple of days.
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The game is written in QtCreator and hence uses the qmake build system. You should have gcc, qmake, irrlicht and OpenAL installed and handy.
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### Prerequirements
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Currently only *Linux* works, should have a Windows buildability *in a couple of days* (yea, sure).
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The game uses the CMake build system. Make sure you have GCC, Irrlicht and OpenAL available on your system.
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1. Fetch the submodules.
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1. `cd` into `ext/cAudio` and issue `cmake -DCAUDIO_BUILD_EAX_PLUGIN=ON -DCAUDIO_BUILD_MP3DECODER_PLUGIN=OFF -DCAUDIO_ENABLE_OGG=OFF -DCAUDIO_BUILD_SAMPLES=OFF -DCAUDIO_DEPENDENCIES_DIR=Dependencies64 -DCAUDIO_STATIC=ON`
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1. `make` cAudio
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1. Very recent versions of CMake have issues with the dated config in *cAudio*. If it complains about *flasim* not being defined inside *cAudio* open `ext/cAudio/CMakeLists.txt` and head to line 29 and 30. Replace `${CMAKE_PROJECT_NAME}` by the word `cAudio`.
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1. CMake & build *flasim*
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### Build flasim
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`cd` to the `prj` folder and run qmake to get a Makefile out of `flasim.pro`. Build the game using `make`. Done.
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Questions? Reach me at otto@socialnerds.org
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@ -1,31 +0,0 @@
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QT -= core gui
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CONFIG += debug_and_release
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Release:TARGET = flasim
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Debug:TARGET = flasimD
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TEMPLATE = app
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unix:INCLUDEPATH += /usr/include/irrlicht
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INCLUDEPATH += ../ext/cAudio/cAudio/include ../ext/cAudio/include
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unix:LIBS += -L../ext/cAudio/cAudio
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unix:LIBS += -lIrrlicht -lopenal -lcAudio
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DESTDIR = ../bin
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HEADERS += \
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../src/FlaSimApp.hpp \
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../src/FireUnit.hpp \
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../src/Globals.hpp \
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../src/TurretCamAnimator.hpp \
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../src/Aircraft.hpp \
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../src/Dispatcher.hpp
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SOURCES += \
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../src/FlaSimApp.cpp \
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../src/main.cpp \
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../src/FireUnit.cpp \
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../src/Globals.cpp \
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../src/TurretCamAnimator.cpp \
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../src/Aircraft.cpp \
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../src/Dispatcher.cpp
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