Index: ps/trunk/build/premake/premake5.lua =================================================================== --- ps/trunk/build/premake/premake5.lua (revision 22659) +++ ps/trunk/build/premake/premake5.lua (revision 22660) @@ -1,1443 +1,1443 @@ newoption { trigger = "android", description = "Use non-working Android cross-compiling mode" } newoption { trigger = "atlas", description = "Include Atlas scenario editor projects" } newoption { trigger = "coverage", description = "Enable code coverage data collection (GCC only)" } newoption { trigger = "gles", description = "Use non-working OpenGL ES 2.0 mode" } newoption { trigger = "icc", description = "Use Intel C++ Compiler (Linux only; should use either \"--cc icc\" or --without-pch too, and then set CXX=icpc before calling make)" } newoption { trigger = "jenkins-tests", description = "Configure CxxTest to use the XmlPrinter runner which produces Jenkins-compatible output" } newoption { trigger = "minimal-flags", description = "Only set compiler/linker flags that are really needed. Has no effect on Windows builds" } newoption { trigger = "outpath", description = "Location for generated project files" } -newoption { trigger = "with-system-mozjs38", description = "Search standard paths for libmozjs38, instead of using bundled copy" } +newoption { trigger = "with-system-mozjs45", description = "Search standard paths for libmozjs45, instead of using bundled copy" } newoption { trigger = "with-system-nvtt", description = "Search standard paths for nvidia-texture-tools library, instead of using bundled copy" } newoption { trigger = "without-audio", description = "Disable use of OpenAL/Ogg/Vorbis APIs" } newoption { trigger = "without-lobby", description = "Disable the use of gloox and the multiplayer lobby" } newoption { trigger = "without-miniupnpc", description = "Disable use of miniupnpc for port forwarding" } newoption { trigger = "without-nvtt", description = "Disable use of NVTT" } newoption { trigger = "without-pch", description = "Disable generation and usage of precompiled headers" } newoption { trigger = "without-tests", description = "Disable generation of test projects" } -- Linux/BSD specific options newoption { trigger = "prefer-local-libs", description = "Prefer locally built libs. Any local libraries used must also be listed within a file within /etc/ld.so.conf.d so the dynamic linker can find them at runtime." } -- OS X specific options newoption { trigger = "macosx-bundle", description = "Enable OSX bundle, the argument is the bundle identifier string (e.g. com.wildfiregames.0ad)" } newoption { trigger = "macosx-version-min", description = "Set minimum required version of the OS X API, the build will possibly fail if an older SDK is used, while newer API functions will be weakly linked (i.e. resolved at runtime)" } newoption { trigger = "sysroot", description = "Set compiler system root path, used for building against a non-system SDK. For example /usr/local becomes SYSROOT/user/local" } -- Windows specific options newoption { trigger = "build-shared-glooxwrapper", description = "Rebuild glooxwrapper DLL for Windows. Requires the same compiler version that gloox was built with" } newoption { trigger = "use-shared-glooxwrapper", description = "Use prebuilt glooxwrapper DLL for Windows" } newoption { trigger = "large-address-aware", description = "Make the executable large address aware. Do not use for development, in order to spot memory issues easily" } -- Install options newoption { trigger = "bindir", description = "Directory for executables (typically '/usr/games'); default is to be relocatable" } newoption { trigger = "datadir", description = "Directory for data files (typically '/usr/share/games/0ad'); default is ../data/ relative to executable" } newoption { trigger = "libdir", description = "Directory for libraries (typically '/usr/lib/games/0ad'); default is ./ relative to executable" } -- Root directory of project checkout relative to this .lua file rootdir = "../.." dofile("extern_libs5.lua") -- detect compiler for non-Windows if os.istarget("macosx") then cc = "clang" elseif os.istarget("linux") and _OPTIONS["icc"] then cc = "icc" elseif not os.istarget("windows") then cc = os.getenv("CC") if cc == nil or cc == "" then local hasgcc = os.execute("which gcc > .gccpath") local f = io.open(".gccpath", "r") local gccpath = f:read("*line") f:close() os.execute("rm .gccpath") if gccpath == nil then cc = "clang" else cc = "gcc" end end end -- detect CPU architecture (simplistic, currently only supports x86, amd64 and ARM) arch = "x86" if _OPTIONS["android"] then arch = "arm" elseif os.istarget("windows") then if os.getenv("PROCESSOR_ARCHITECTURE") == "amd64" or os.getenv("PROCESSOR_ARCHITEW6432") == "amd64" then arch = "amd64" end else arch = os.getenv("HOSTTYPE") if arch == "x86_64" or arch == "amd64" then arch = "amd64" else os.execute(cc .. " -dumpmachine > .gccmachine.tmp") local f = io.open(".gccmachine.tmp", "r") local machine = f:read("*line") f:close() if string.find(machine, "x86_64") == 1 or string.find(machine, "amd64") == 1 then arch = "amd64" elseif string.find(machine, "i.86") == 1 then arch = "x86" elseif string.find(machine, "arm") == 1 then arch = "arm" elseif string.find(machine, "aarch64") == 1 then arch = "aarch64" else print("WARNING: Cannot determine architecture from GCC, assuming x86") end end end -- Set up the Workspace workspace "pyrogenesis" targetdir(rootdir.."/binaries/system") libdirs(rootdir.."/binaries/system") if not _OPTIONS["outpath"] then error("You must specify the 'outpath' parameter") end location(_OPTIONS["outpath"]) configurations { "Release", "Debug" } source_root = rootdir.."/source/" -- default for most projects - overridden by local in others -- Rationale: projects should not have any additional include paths except for -- those required by external libraries. Instead, we should always write the -- full relative path, e.g. #include "maths/Vector3d.h". This avoids confusion -- ("which file is meant?") and avoids enormous include path lists. -- projects: engine static libs, main exe, atlas, atlas frontends, test. -------------------------------------------------------------------------------- -- project helper functions -------------------------------------------------------------------------------- function project_set_target(project_name) -- Note: On Windows, ".exe" is added on the end, on unices the name is used directly local obj_dir_prefix = _OPTIONS["outpath"].."/obj/"..project_name.."_" filter "Debug" objdir(obj_dir_prefix.."Debug") targetsuffix("_dbg") filter "Release" objdir(obj_dir_prefix.."Release") filter { } end function project_set_build_flags() editandcontinue "Off" if not _OPTIONS["minimal-flags"] then symbols "On" end if cc ~= "icc" and (os.istarget("windows") or not _OPTIONS["minimal-flags"]) then -- adds the -Wall compiler flag warnings "Extra" -- this causes far too many warnings/remarks on ICC end -- disable Windows debug heap, since it makes malloc/free hugely slower when -- running inside a debugger if os.istarget("windows") then debugenvs { "_NO_DEBUG_HEAP=1" } end filter "Debug" defines { "DEBUG" } filter "Release" if os.istarget("windows") or not _OPTIONS["minimal-flags"] then optimize "Speed" end defines { "NDEBUG", "CONFIG_FINAL=1" } filter { } if _OPTIONS["gles"] then defines { "CONFIG2_GLES=1" } end if _OPTIONS["without-audio"] then defines { "CONFIG2_AUDIO=0" } end if _OPTIONS["without-nvtt"] then defines { "CONFIG2_NVTT=0" } end if _OPTIONS["without-lobby"] then defines { "CONFIG2_LOBBY=0" } end if _OPTIONS["without-miniupnpc"] then defines { "CONFIG2_MINIUPNPC=0" } end -- required for the lowlevel library. must be set from all projects that use it, otherwise it assumes it is -- being used as a DLL (which is currently not the case in 0ad) defines { "LIB_STATIC_LINK" } -- various platform-specific build flags if os.istarget("windows") then flags { "MultiProcessorCompile" } -- use native wchar_t type (not typedef to unsigned short) nativewchar "on" else -- *nix -- TODO, FIXME: This check is incorrect because it means that some additional flags will be added inside the "else" branch if the -- compiler is ICC and minimal-flags is specified (ticket: #2994) if cc == "icc" and not _OPTIONS["minimal-flags"] then buildoptions { "-w1", -- "-Wabi", -- "-Wp64", -- complains about OBJECT_TO_JSVAL which is annoying "-Wpointer-arith", "-Wreturn-type", -- "-Wshadow", "-Wuninitialized", "-Wunknown-pragmas", "-Wunused-function", "-wd1292" -- avoid lots of 'attribute "__nonnull__" ignored' } filter "Debug" buildoptions { "-O0" } -- ICC defaults to -O2 filter { } if os.istarget("macosx") then linkoptions { "-multiply_defined","suppress" } end else -- exclude most non-essential build options for minimal-flags if not _OPTIONS["minimal-flags"] then buildoptions { -- enable most of the standard warnings "-Wno-switch", -- enumeration value not handled in switch (this is sometimes useful, but results in lots of noise) "-Wno-reorder", -- order of initialization list in constructors (lots of noise) "-Wno-invalid-offsetof", -- offsetof on non-POD types (see comment in renderer/PatchRData.cpp) "-Wextra", "-Wno-missing-field-initializers", -- (this is common in external headers we can't fix) -- add some other useful warnings that need to be enabled explicitly "-Wunused-parameter", "-Wredundant-decls", -- (useful for finding some multiply-included header files) -- "-Wformat=2", -- (useful sometimes, but a bit noisy, so skip it by default) -- "-Wcast-qual", -- (useful for checking const-correctness, but a bit noisy, so skip it by default) "-Wnon-virtual-dtor", -- (sometimes noisy but finds real bugs) "-Wundef", -- (useful for finding macro name typos) -- enable security features (stack checking etc) that shouldn't have -- a significant effect on performance and can catch bugs "-fstack-protector-all", "-U_FORTIFY_SOURCE", -- (avoid redefinition warning if already defined) "-D_FORTIFY_SOURCE=2", -- always enable strict aliasing (useful in debug builds because of the warnings) "-fstrict-aliasing", -- don't omit frame pointers (for now), because performance will be impacted -- negatively by the way this breaks profilers more than it will be impacted -- positively by the optimisation "-fno-omit-frame-pointer" } if not _OPTIONS["without-pch"] then buildoptions { -- do something (?) so that ccache can handle compilation with PCH enabled -- (ccache 3.1+ also requires CCACHE_SLOPPINESS=time_macros for this to work) "-fpch-preprocess" } end if os.istarget("linux") or os.istarget("bsd") then buildoptions { "-fPIC" } linkoptions { "-Wl,--no-undefined", "-Wl,--as-needed", "-Wl,-z,relro" } end if arch == "x86" then buildoptions { -- To support intrinsics like __sync_bool_compare_and_swap on x86 -- we need to set -march to something that supports them (i686). -- We use pentium3 to also enable other features like mmx and sse, -- while tuning for generic to have good performance on every -- supported CPU. -- Note that all these features are already supported on amd64. "-march=pentium3 -mtune=generic" } end end buildoptions { -- Enable C++11 standard. "-std=c++0x" } if arch == "arm" then -- disable warnings about va_list ABI change and use -- compile-time flags for futher configuration. buildoptions { "-Wno-psabi" } if _OPTIONS["android"] then -- Android uses softfp, so we should too. buildoptions { "-mfloat-abi=softfp" } end end if _OPTIONS["coverage"] then buildoptions { "-fprofile-arcs", "-ftest-coverage" } links { "gcov" } end -- We don't want to require SSE2 everywhere yet, but OS X headers do -- require it (and Intel Macs always have it) so enable it here if os.istarget("macosx") then buildoptions { "-msse2" } end -- Check if SDK path should be used if _OPTIONS["sysroot"] then buildoptions { "-isysroot " .. _OPTIONS["sysroot"] } linkoptions { "-Wl,-syslibroot," .. _OPTIONS["sysroot"] } end -- On OS X, sometimes we need to specify the minimum API version to use if _OPTIONS["macosx-version-min"] then buildoptions { "-mmacosx-version-min=" .. _OPTIONS["macosx-version-min"] } -- clang and llvm-gcc look at mmacosx-version-min to determine link target -- and CRT version, and use it to set the macosx_version_min linker flag linkoptions { "-mmacosx-version-min=" .. _OPTIONS["macosx-version-min"] } end -- Check if we're building a bundle if _OPTIONS["macosx-bundle"] then defines { "BUNDLE_IDENTIFIER=" .. _OPTIONS["macosx-bundle"] } end -- On OS X, force using libc++ since it has better C++11 support, -- now required by the game if os.istarget("macosx") then buildoptions { "-stdlib=libc++" } linkoptions { "-stdlib=libc++" } end end buildoptions { -- Hide symbols in dynamic shared objects by default, for efficiency and for equivalence with -- Windows - they should be exported explicitly with __attribute__ ((visibility ("default"))) "-fvisibility=hidden" } if _OPTIONS["bindir"] then defines { "INSTALLED_BINDIR=" .. _OPTIONS["bindir"] } end if _OPTIONS["datadir"] then defines { "INSTALLED_DATADIR=" .. _OPTIONS["datadir"] } end if _OPTIONS["libdir"] then defines { "INSTALLED_LIBDIR=" .. _OPTIONS["libdir"] } end if os.istarget("linux") or os.istarget("bsd") then if _OPTIONS["prefer-local-libs"] then libdirs { "/usr/local/lib" } end -- To use our local shared libraries, they need to be found in the -- runtime dynamic linker path. Add their path to -rpath. if _OPTIONS["libdir"] then linkoptions {"-Wl,-rpath," .. _OPTIONS["libdir"] } else -- On FreeBSD we need to allow use of $ORIGIN if os.istarget("bsd") then linkoptions { "-Wl,-z,origin" } end -- Adding the executable path and taking care of correct escaping if _ACTION == "gmake" then linkoptions { "-Wl,-rpath,'$$ORIGIN'" } elseif _ACTION == "codeblocks" then linkoptions { "-Wl,-R\\\\$$$ORIGIN" } end end end end end -- create a project and set the attributes that are common to all projects. function project_create(project_name, target_type) project(project_name) language "C++" kind(target_type) filter "action:vs2013" toolset "v120_xp" filter "action:vs2015" toolset "v140_xp" filter {} project_set_target(project_name) project_set_build_flags() end -- OSX creates a .app bundle if the project type of the main application is set to "WindowedApp". -- We don't want this because this bundle would be broken (it lacks all the resources and external dependencies, Info.plist etc...) -- Windows opens a console in the background if it's set to ConsoleApp, which is not what we want. -- I didn't check if this setting matters for linux, but WindowedApp works there. function get_main_project_target_type() if _OPTIONS["android"] then return "SharedLib" elseif os.istarget("macosx") then return "ConsoleApp" else return "WindowedApp" end end -- source_root: rel_source_dirs and rel_include_dirs are relative to this directory -- rel_source_dirs: A table of subdirectories. All source files in these directories are added. -- rel_include_dirs: A table of subdirectories to be included. -- extra_params: table including zero or more of the following: -- * no_pch: If specified, no precompiled headers are used for this project. -- * pch_dir: If specified, this directory will be used for precompiled headers instead of the default -- /pch//. -- * extra_files: table of filenames (relative to source_root) to add to project -- * extra_links: table of library names to add to link step function project_add_contents(source_root, rel_source_dirs, rel_include_dirs, extra_params) for i,v in pairs(rel_source_dirs) do local prefix = source_root..v.."/" files { prefix.."*.cpp", prefix.."*.h", prefix.."*.inl", prefix.."*.js", prefix.."*.asm", prefix.."*.mm" } end -- Put the project-specific PCH directory at the start of the -- include path, so '#include "precompiled.h"' will look in -- there first local pch_dir if not extra_params["pch_dir"] then pch_dir = source_root .. "pch/" .. project().name .. "/" else pch_dir = extra_params["pch_dir"] end includedirs { pch_dir } -- Precompiled Headers -- rationale: we need one PCH per static lib, since one global header would -- increase dependencies. To that end, we can either include them as -- "projectdir/precompiled.h", or add "source/PCH/projectdir" to the -- include path and put the PCH there. The latter is better because -- many projects contain several dirs and it's unclear where there the -- PCH should be stored. This way is also a bit easier to use in that -- source files always include "precompiled.h". -- Notes: -- * Visual Assist manages to use the project include path and can -- correctly open these files from the IDE. -- * precompiled.cpp (needed to "Create" the PCH) also goes in -- the abovementioned dir. if (not _OPTIONS["without-pch"] and not extra_params["no_pch"]) then filter "action:vs*" pchheader("precompiled.h") filter "action:xcode*" pchheader("../"..pch_dir.."precompiled.h") filter { "action:not vs*", "action:not xcode*" } pchheader(pch_dir.."precompiled.h") filter {} pchsource(pch_dir.."precompiled.cpp") defines { "USING_PCH" } files { pch_dir.."precompiled.h", pch_dir.."precompiled.cpp" } else flags { "NoPCH" } end -- next is source root dir, for absolute (nonrelative) includes -- (e.g. "lib/precompiled.h") includedirs { source_root } for i,v in pairs(rel_include_dirs) do includedirs { source_root .. v } end if extra_params["extra_files"] then for i,v in pairs(extra_params["extra_files"]) do -- .rc files are only needed on Windows if path.getextension(v) ~= ".rc" or os.istarget("windows") then files { source_root .. v } end end end if extra_params["extra_links"] then links { extra_params["extra_links"] } end end -- Add command-line options to set up the manifest dependencies for Windows -- (See lib/sysdep/os/win/manifest.cpp) function project_add_manifest() linkoptions { "\"/manifestdependency:type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='X86' publicKeyToken='6595b64144ccf1df'\"" } end -------------------------------------------------------------------------------- -- engine static libraries -------------------------------------------------------------------------------- -- the engine is split up into several static libraries. this eases separate -- distribution of those components, reduces dependencies a bit, and can -- also speed up builds. -- more to the point, it is necessary to efficiently support a separate -- test executable that also includes much of the game code. -- names of all static libs created. automatically added to the -- main app project later (see explanation at end of this file) static_lib_names = {} static_lib_names_debug = {} static_lib_names_release = {} -- set up one of the static libraries into which the main engine code is split. -- extra_params: -- no_default_link: If specified, linking won't be done by default. -- For the rest of extra_params, see project_add_contents(). -- note: rel_source_dirs and rel_include_dirs are relative to global source_root. function setup_static_lib_project (project_name, rel_source_dirs, extern_libs, extra_params) local target_type = "StaticLib" project_create(project_name, target_type) project_add_contents(source_root, rel_source_dirs, {}, extra_params) project_add_extern_libs(extern_libs, target_type) if not extra_params["no_default_link"] then table.insert(static_lib_names, project_name) end if os.istarget("windows") then rtti "off" elseif os.istarget("macosx") and _OPTIONS["macosx-version-min"] then xcodebuildsettings { MACOSX_DEPLOYMENT_TARGET = _OPTIONS["macosx-version-min"] } end end function setup_third_party_static_lib_project (project_name, rel_source_dirs, extern_libs, extra_params) setup_static_lib_project(project_name, rel_source_dirs, extern_libs, extra_params) includedirs { source_root .. "third_party/" .. project_name .. "/include/" } end function setup_shared_lib_project (project_name, rel_source_dirs, extern_libs, extra_params) local target_type = "SharedLib" project_create(project_name, target_type) project_add_contents(source_root, rel_source_dirs, {}, extra_params) project_add_extern_libs(extern_libs, target_type) if not extra_params["no_default_link"] then table.insert(static_lib_names, project_name) end if os.istarget("windows") then rtti "off" links { "delayimp" } elseif os.istarget("macosx") and _OPTIONS["macosx-version-min"] then xcodebuildsettings { MACOSX_DEPLOYMENT_TARGET = _OPTIONS["macosx-version-min"] } end end -- this is where the source tree is chopped up into static libs. -- can be changed very easily; just copy+paste a new setup_static_lib_project, -- or remove existing ones. static libs are automagically added to -- main_exe link step. function setup_all_libs () -- relative to global source_root. local source_dirs = {} -- names of external libraries used (see libraries_dir comment) local extern_libs = {} source_dirs = { "network", } extern_libs = { "spidermonkey", "enet", "boost", -- dragged in via server->simulation.h->random } if not _OPTIONS["without-miniupnpc"] then table.insert(extern_libs, "miniupnpc") end setup_static_lib_project("network", source_dirs, extern_libs, {}) source_dirs = { "third_party/tinygettext/src", } extern_libs = { "iconv", "boost", } setup_third_party_static_lib_project("tinygettext", source_dirs, extern_libs, { } ) -- it's an external library and we don't want to modify its source to fix warnings, so we just disable them to avoid noise in the compile output filter "action:vs*" buildoptions { "/wd4127", "/wd4309", "/wd4800", "/wd4100", "/wd4996", "/wd4099", "/wd4503" } filter {} if not _OPTIONS["without-lobby"] then source_dirs = { "lobby", "lobby/scripting", "i18n", "third_party/encryption" } extern_libs = { "spidermonkey", "boost", "enet", "gloox", "icu", "iconv", "libsodium", "tinygettext" } setup_static_lib_project("lobby", source_dirs, extern_libs, {}) if _OPTIONS["use-shared-glooxwrapper"] and not _OPTIONS["build-shared-glooxwrapper"] then table.insert(static_lib_names_debug, "glooxwrapper_dbg") table.insert(static_lib_names_release, "glooxwrapper") else source_dirs = { "lobby/glooxwrapper", } extern_libs = { "boost", "gloox", } if _OPTIONS["build-shared-glooxwrapper"] then setup_shared_lib_project("glooxwrapper", source_dirs, extern_libs, {}) else setup_static_lib_project("glooxwrapper", source_dirs, extern_libs, {}) end end else source_dirs = { "lobby/scripting", "third_party/encryption" } extern_libs = { "spidermonkey", "boost", "libsodium" } setup_static_lib_project("lobby", source_dirs, extern_libs, {}) files { source_root.."lobby/Globals.cpp" } end source_dirs = { "simulation2", "simulation2/components", "simulation2/helpers", "simulation2/scripting", "simulation2/serialization", "simulation2/system", "simulation2/testcomponents", } extern_libs = { "boost", "opengl", "spidermonkey", } setup_static_lib_project("simulation2", source_dirs, extern_libs, {}) source_dirs = { "scriptinterface", "scriptinterface/third_party" } extern_libs = { "boost", "spidermonkey", "valgrind", "sdl", } setup_static_lib_project("scriptinterface", source_dirs, extern_libs, {}) source_dirs = { "ps", "ps/scripting", "network/scripting", "ps/GameSetup", "ps/XML", "soundmanager", "soundmanager/data", "soundmanager/items", "soundmanager/scripting", "maths", "maths/scripting", "i18n", "i18n/scripting", "third_party/cppformat", } extern_libs = { "spidermonkey", "sdl", -- key definitions "libxml2", "opengl", "zlib", "boost", "enet", "libcurl", "tinygettext", "icu", "iconv", "libsodium", } if not _OPTIONS["without-audio"] then table.insert(extern_libs, "openal") table.insert(extern_libs, "vorbis") end setup_static_lib_project("engine", source_dirs, extern_libs, {}) source_dirs = { "graphics", "graphics/scripting", "renderer", "renderer/scripting", "third_party/mikktspace" } extern_libs = { "opengl", "sdl", -- key definitions "spidermonkey", -- for graphics/scripting "boost" } if not _OPTIONS["without-nvtt"] then table.insert(extern_libs, "nvtt") end setup_static_lib_project("graphics", source_dirs, extern_libs, {}) source_dirs = { "tools/atlas/GameInterface", "tools/atlas/GameInterface/Handlers" } extern_libs = { "boost", "sdl", -- key definitions "opengl", "spidermonkey" } setup_static_lib_project("atlas", source_dirs, extern_libs, {}) source_dirs = { "gui", "gui/scripting", "i18n" } extern_libs = { "spidermonkey", "sdl", -- key definitions "opengl", "boost", "enet", "tinygettext", "icu", "iconv", } if not _OPTIONS["without-audio"] then table.insert(extern_libs, "openal") end setup_static_lib_project("gui", source_dirs, extern_libs, {}) source_dirs = { "lib", "lib/adts", "lib/allocators", "lib/external_libraries", "lib/file", "lib/file/archive", "lib/file/common", "lib/file/io", "lib/file/vfs", "lib/pch", "lib/posix", "lib/res", "lib/res/graphics", "lib/sysdep", "lib/tex" } extern_libs = { "boost", "sdl", "openal", "opengl", "libpng", "zlib", "valgrind", "cxxtest", } -- CPU architecture-specific if arch == "amd64" then table.insert(source_dirs, "lib/sysdep/arch/amd64"); table.insert(source_dirs, "lib/sysdep/arch/x86_x64"); elseif arch == "x86" then table.insert(source_dirs, "lib/sysdep/arch/ia32"); table.insert(source_dirs, "lib/sysdep/arch/x86_x64"); elseif arch == "arm" then table.insert(source_dirs, "lib/sysdep/arch/arm"); elseif arch == "aarch64" then table.insert(source_dirs, "lib/sysdep/arch/aarch64"); end -- OS-specific sysdep_dirs = { linux = { "lib/sysdep/os/linux", "lib/sysdep/os/unix" }, -- note: RC file must be added to main_exe project. -- note: don't add "lib/sysdep/os/win/aken.cpp" because that must be compiled with the DDK. windows = { "lib/sysdep/os/win", "lib/sysdep/os/win/wposix", "lib/sysdep/os/win/whrt" }, macosx = { "lib/sysdep/os/osx", "lib/sysdep/os/unix" }, bsd = { "lib/sysdep/os/bsd", "lib/sysdep/os/unix", "lib/sysdep/os/unix/x" }, } for i,v in pairs(sysdep_dirs[os.target()]) do table.insert(source_dirs, v); end if os.istarget("linux") then if _OPTIONS["android"] then table.insert(source_dirs, "lib/sysdep/os/android") else table.insert(source_dirs, "lib/sysdep/os/unix/x") end end -- On OSX, disable precompiled headers because C++ files and Objective-C++ files are -- mixed in this project. To fix that, we would need per-file basis configuration which -- is not yet supported by the gmake action in premake. We should look into using gmake2. extra_params = {} if os.istarget("macosx") then extra_params = { no_pch = 1 } end -- runtime-library-specific if _ACTION == "vs2013" or _ACTION == "vs2015" then table.insert(source_dirs, "lib/sysdep/rtl/msc"); else table.insert(source_dirs, "lib/sysdep/rtl/gcc"); end setup_static_lib_project("lowlevel", source_dirs, extern_libs, extra_params) -- Third-party libraries that are built as part of the main project, -- not built externally and then linked source_dirs = { "third_party/mongoose", } extern_libs = { } setup_static_lib_project("mongoose", source_dirs, extern_libs, { no_pch = 1 }) -- CxxTest mock function support extern_libs = { "boost", "cxxtest", } -- 'real' implementations, to be linked against the main executable -- (files are added manually and not with setup_static_lib_project -- because not all files in the directory are included) setup_static_lib_project("mocks_real", {}, extern_libs, { no_default_link = 1, no_pch = 1 }) files { "mocks/*.h", source_root.."mocks/*_real.cpp" } -- 'test' implementations, to be linked against the test executable setup_static_lib_project("mocks_test", {}, extern_libs, { no_default_link = 1, no_pch = 1 }) files { source_root.."mocks/*.h", source_root.."mocks/*_test.cpp" } end -------------------------------------------------------------------------------- -- main EXE -------------------------------------------------------------------------------- -- used for main EXE as well as test used_extern_libs = { "opengl", "sdl", "libpng", "zlib", "spidermonkey", "libxml2", "boost", "cxxtest", "comsuppw", "enet", "libcurl", "tinygettext", "icu", "iconv", "libsodium", "valgrind", } if not os.istarget("windows") and not _OPTIONS["android"] and not os.istarget("macosx") then -- X11 should only be linked on *nix table.insert(used_extern_libs, "x11") table.insert(used_extern_libs, "xcursor") end if not _OPTIONS["without-audio"] then table.insert(used_extern_libs, "openal") table.insert(used_extern_libs, "vorbis") end if not _OPTIONS["without-nvtt"] then table.insert(used_extern_libs, "nvtt") end if not _OPTIONS["without-lobby"] then table.insert(used_extern_libs, "gloox") end if not _OPTIONS["without-miniupnpc"] then table.insert(used_extern_libs, "miniupnpc") end -- Bundles static libs together with main.cpp and builds game executable. function setup_main_exe () local target_type = get_main_project_target_type() project_create("pyrogenesis", target_type) filter "system:not macosx" linkgroups 'On' filter {} links { "mocks_real" } local extra_params = { extra_files = { "main.cpp" }, no_pch = 1 } project_add_contents(source_root, {}, {}, extra_params) project_add_extern_libs(used_extern_libs, target_type) dependson { "Collada" } -- Platform Specifics if os.istarget("windows") then files { source_root.."lib/sysdep/os/win/icon.rc" } -- from "lowlevel" static lib; must be added here to be linked in files { source_root.."lib/sysdep/os/win/error_dialog.rc" } rtti "off" linkoptions { -- wraps main thread in a __try block(see wseh.cpp). replace with mainCRTStartup if that's undesired. "/ENTRY:wseh_EntryPoint", -- see wstartup.h "/INCLUDE:_wstartup_InitAndRegisterShutdown", -- allow manual unload of delay-loaded DLLs "/DELAY:UNLOAD", } -- allow the executable to use more than 2GB of RAM. -- this should not be enabled during development, so that memory issues are easily spotted. if _OPTIONS["large-address-aware"] then linkoptions { "/LARGEADDRESSAWARE" } end -- see manifest.cpp project_add_manifest() elseif os.istarget("linux") or os.istarget("bsd") then if not _OPTIONS["android"] and not (os.getversion().description == "OpenBSD") then links { "rt" } end if _OPTIONS["android"] then -- NDK's STANDALONE-TOOLCHAIN.html says this is required linkoptions { "-Wl,--fix-cortex-a8" } links { "log" } end if os.istarget("linux") or os.getversion().description == "GNU/kFreeBSD" then links { -- Dynamic libraries (needed for linking for gold) "dl", } elseif os.istarget("bsd") then links { -- Needed for backtrace* on BSDs "execinfo", } end -- Threading support buildoptions { "-pthread" } if not _OPTIONS["android"] then linkoptions { "-pthread" } end -- For debug_resolve_symbol filter "Debug" linkoptions { "-rdynamic" } filter { } elseif os.istarget("macosx") then links { "pthread" } links { "ApplicationServices.framework", "Cocoa.framework", "CoreFoundation.framework" } if _OPTIONS["macosx-version-min"] then xcodebuildsettings { MACOSX_DEPLOYMENT_TARGET = _OPTIONS["macosx-version-min"] } end end end -------------------------------------------------------------------------------- -- atlas -------------------------------------------------------------------------------- -- setup a typical Atlas component project -- extra_params, rel_source_dirs and rel_include_dirs: as in project_add_contents; function setup_atlas_project(project_name, target_type, rel_source_dirs, rel_include_dirs, extern_libs, extra_params) local source_root = rootdir.."/source/tools/atlas/" .. project_name .. "/" project_create(project_name, target_type) -- if not specified, the default for atlas pch files is in the project root. if not extra_params["pch_dir"] then extra_params["pch_dir"] = source_root end project_add_contents(source_root, rel_source_dirs, rel_include_dirs, extra_params) project_add_extern_libs(extern_libs, target_type) -- Platform Specifics if os.istarget("windows") then -- Link to required libraries links { "winmm", "comctl32", "rpcrt4", "delayimp", "ws2_32" } elseif os.istarget("linux") or os.istarget("bsd") then buildoptions { "-rdynamic", "-fPIC" } linkoptions { "-fPIC", "-rdynamic" } -- warnings triggered by wxWidgets buildoptions { "-Wno-unused-local-typedefs" } elseif os.istarget("macosx") then -- install_name settings aren't really supported yet by premake, but there are plans for the future. -- we currently use this hack to work around some bugs with wrong install_names. if target_type == "SharedLib" then if _OPTIONS["macosx-bundle"] then -- If we're building a bundle, it will be in ../Frameworks filter "Debug" linkoptions { "-install_name @executable_path/../Frameworks/lib"..project_name.."_dbg.dylib" } filter "Release" linkoptions { "-install_name @executable_path/../Frameworks/lib"..project_name..".dylib" } filter { } else filter "Debug" linkoptions { "-install_name @executable_path/lib"..project_name.."_dbg.dylib" } filter "Release" linkoptions { "-install_name @executable_path/lib"..project_name..".dylib" } filter { } end end end end -- build all Atlas component projects function setup_atlas_projects() setup_atlas_project("AtlasObject", "StaticLib", { -- src ".", "../../../third_party/jsonspirit" },{ -- include "../../../third_party/jsonspirit" },{ -- extern_libs "boost", "iconv", "libxml2" },{ -- extra_params no_pch = 1 }) atlas_src = { "ActorEditor", "CustomControls/Buttons", "CustomControls/Canvas", "CustomControls/ColorDialog", "CustomControls/DraggableListCtrl", "CustomControls/EditableListCtrl", "CustomControls/FileHistory", "CustomControls/HighResTimer", "CustomControls/MapDialog", "CustomControls/SnapSplitterWindow", "CustomControls/VirtualDirTreeCtrl", "CustomControls/Windows", "General", "General/VideoRecorder", "Misc", "ScenarioEditor", "ScenarioEditor/Sections/Common", "ScenarioEditor/Sections/Cinema", "ScenarioEditor/Sections/Environment", "ScenarioEditor/Sections/Map", "ScenarioEditor/Sections/Object", "ScenarioEditor/Sections/Player", "ScenarioEditor/Sections/Terrain", "ScenarioEditor/Tools", "ScenarioEditor/Tools/Common", } atlas_extra_links = { "AtlasObject" } atlas_extern_libs = { "boost", "comsuppw", "iconv", "libxml2", "sdl", -- key definitions "wxwidgets", "zlib", } if not os.istarget("windows") and not os.istarget("macosx") then -- X11 should only be linked on *nix table.insert(atlas_extern_libs, "x11") end setup_atlas_project("AtlasUI", "SharedLib", atlas_src, { -- include "..", "CustomControls", "Misc" }, atlas_extern_libs, { -- extra_params pch_dir = rootdir.."/source/tools/atlas/AtlasUI/Misc/", no_pch = false, extra_links = atlas_extra_links, extra_files = { "Misc/atlas.rc" } }) end -- Atlas 'frontend' tool-launching projects function setup_atlas_frontend_project (project_name) local target_type = get_main_project_target_type() project_create(project_name, target_type) local source_root = rootdir.."/source/tools/atlas/AtlasFrontends/" files { source_root..project_name..".cpp" } if os.istarget("windows") then files { source_root..project_name..".rc" } end includedirs { source_root .. ".." } -- Platform Specifics if os.istarget("windows") then -- see manifest.cpp project_add_manifest() else -- Non-Windows, = Unix links { "AtlasObject" } end links { "AtlasUI" } end function setup_atlas_frontends() setup_atlas_frontend_project("ActorEditor") end -------------------------------------------------------------------------------- -- collada -------------------------------------------------------------------------------- function setup_collada_project(project_name, target_type, rel_source_dirs, rel_include_dirs, extern_libs, extra_params) project_create(project_name, target_type) local source_root = source_root.."collada/" extra_params["pch_dir"] = source_root project_add_contents(source_root, rel_source_dirs, rel_include_dirs, extra_params) project_add_extern_libs(extern_libs, target_type) -- Platform Specifics if os.istarget("windows") then characterset "MBCS" elseif os.istarget("linux") then defines { "LINUX" } links { "dl", } -- FCollada is not aliasing-safe, so disallow dangerous optimisations -- (TODO: It'd be nice to fix FCollada, but that looks hard) buildoptions { "-fno-strict-aliasing" } buildoptions { "-rdynamic" } linkoptions { "-rdynamic" } elseif os.istarget("bsd") then if os.getversion().description == "OpenBSD" then links { "c", } end if os.getversion().description == "GNU/kFreeBSD" then links { "dl", } end buildoptions { "-fno-strict-aliasing" } buildoptions { "-rdynamic" } linkoptions { "-rdynamic" } elseif os.istarget("macosx") then -- define MACOS-something? -- install_name settings aren't really supported yet by premake, but there are plans for the future. -- we currently use this hack to work around some bugs with wrong install_names. if target_type == "SharedLib" then if _OPTIONS["macosx-bundle"] then -- If we're building a bundle, it will be in ../Frameworks linkoptions { "-install_name @executable_path/../Frameworks/lib"..project_name..".dylib" } else linkoptions { "-install_name @executable_path/lib"..project_name..".dylib" } end end buildoptions { "-fno-strict-aliasing" } -- On OSX, fcollada uses a few utility functions from coreservices links { "CoreServices.framework" } end end -- build all Collada component projects function setup_collada_projects() setup_collada_project("Collada", "SharedLib", { -- src "." },{ -- include },{ -- extern_libs "fcollada", "iconv", "libxml2" },{ -- extra_params }) end -------------------------------------------------------------------------------- -- tests -------------------------------------------------------------------------------- function setup_tests() local cxxtest = require "cxxtest" if os.istarget("windows") then cxxtest.setpath(rootdir.."/build/bin/cxxtestgen.exe") else cxxtest.setpath(rootdir.."/libraries/source/cxxtest-4.4/bin/cxxtestgen") end local runner = "ErrorPrinter" if _OPTIONS["jenkins-tests"] then runner = "XmlPrinter" end local includefiles = { -- Precompiled headers - the header is added to all generated .cpp files -- note that the header isn't actually precompiled here, only #included -- so that the build stage can use it as a precompiled header. "precompiled.h", -- This is required to build against SDL 2.0.4 on Windows. "lib/external_libraries/libsdl.h", } cxxtest.init(source_root, true, runner, includefiles) local target_type = get_main_project_target_type() project_create("test", target_type) -- Find header files in 'test' subdirectories local all_files = os.matchfiles(source_root .. "**/tests/*.h") local test_files = {} for i,v in pairs(all_files) do -- Don't include sysdep tests on the wrong sys -- Don't include Atlas tests unless Atlas is being built if not (string.find(v, "/sysdep/os/win/") and not os.istarget("windows")) and not (string.find(v, "/tools/atlas/") and not _OPTIONS["atlas"]) and not (string.find(v, "/sysdep/arch/x86_x64/") and ((arch ~= "amd64") or (arch ~= "x86"))) then table.insert(test_files, v) end end cxxtest.configure_project(test_files) filter "system:not macosx" linkgroups 'On' filter {} links { static_lib_names } filter "Debug" links { static_lib_names_debug } filter "Release" links { static_lib_names_release } filter { } links { "mocks_test" } if _OPTIONS["atlas"] then links { "AtlasObject" } end extra_params = { extra_files = { "test_setup.cpp" }, } project_add_contents(source_root, {}, {}, extra_params) project_add_extern_libs(used_extern_libs, target_type) dependson { "Collada" } -- TODO: should fix the duplication between this OS-specific linking -- code, and the similar version in setup_main_exe if os.istarget("windows") then -- from "lowlevel" static lib; must be added here to be linked in files { source_root.."lib/sysdep/os/win/error_dialog.rc" } rtti "off" -- see wstartup.h linkoptions { "/INCLUDE:_wstartup_InitAndRegisterShutdown" } -- Enables console for the TEST project on Windows linkoptions { "/SUBSYSTEM:CONSOLE" } project_add_manifest() elseif os.istarget("linux") or os.istarget("bsd") then if not _OPTIONS["android"] and not (os.getversion().description == "OpenBSD") then links { "rt" } end if _OPTIONS["android"] then -- NDK's STANDALONE-TOOLCHAIN.html says this is required linkoptions { "-Wl,--fix-cortex-a8" } end if os.istarget("linux") or os.getversion().description == "GNU/kFreeBSD" then links { -- Dynamic libraries (needed for linking for gold) "dl", } elseif os.istarget("bsd") then links { -- Needed for backtrace* on BSDs "execinfo", } end -- Threading support buildoptions { "-pthread" } if not _OPTIONS["android"] then linkoptions { "-pthread" } end -- For debug_resolve_symbol filter "Debug" linkoptions { "-rdynamic" } filter { } includedirs { source_root .. "pch/test/" } elseif os.istarget("macosx") and _OPTIONS["macosx-version-min"] then xcodebuildsettings { MACOSX_DEPLOYMENT_TARGET = _OPTIONS["macosx-version-min"] } end end -- must come first, so that VC sets it as the default project and therefore -- allows running via F5 without the "where is the EXE" dialog. setup_main_exe() setup_all_libs() -- add the static libs to the main EXE project. only now (after -- setup_all_libs has run) are the lib names known. cannot move -- setup_main_exe to run after setup_all_libs (see comment above). -- we also don't want to hardcode the names - that would require more -- work when changing the static lib breakdown. project("pyrogenesis") -- Set the main project active links { static_lib_names } filter "Debug" links { static_lib_names_debug } filter "Release" links { static_lib_names_release } filter { } if _OPTIONS["atlas"] then setup_atlas_projects() setup_atlas_frontends() end setup_collada_projects() if not _OPTIONS["without-tests"] then setup_tests() end Index: ps/trunk/build/workspaces/update-workspaces.sh =================================================================== --- ps/trunk/build/workspaces/update-workspaces.sh (revision 22659) +++ ps/trunk/build/workspaces/update-workspaces.sh (revision 22660) @@ -1,134 +1,134 @@ #!/bin/sh if [ "$(id -u)" = "0" ]; then echo "Running as root will mess up file permissions. Aborting ..." 1>&2 exit 1 fi die() { echo ERROR: $* exit 1 } # Check for whitespace in absolute path; this will cause problems in the # SpiderMonkey build (https://bugzilla.mozilla.org/show_bug.cgi?id=459089) # and maybe elsewhere, so we just forbid it # Use perl as an alternative to readlink -f, which isn't available on BSD or OS X SCRIPTPATH=`perl -MCwd -e 'print Cwd::abs_path shift' "$0"` case "$SCRIPTPATH" in *\ * ) die "Absolute path contains whitespace, which will break the build - move the game to a path without spaces" ;; esac JOBS=${JOBS:="-j2"} # Some of our makefiles depend on GNU make, so we set some sane defaults if MAKE # is not set. case "`uname -s`" in "FreeBSD" | "OpenBSD" ) MAKE=${MAKE:="gmake"} ;; * ) MAKE=${MAKE:="make"} ;; esac # Parse command-line options: premake_args="" without_nvtt=false with_system_nvtt=false -with_system_mozjs38=false +with_system_mozjs45=false enable_atlas=true for i in "$@" do case $i in --without-nvtt ) without_nvtt=true; premake_args="${premake_args} --without-nvtt" ;; --with-system-nvtt ) with_system_nvtt=true; premake_args="${premake_args} --with-system-nvtt" ;; - --with-system-mozjs38 ) with_system_mozjs38=true; premake_args="${premake_args} --with-system-mozjs38" ;; + --with-system-mozjs45 ) with_system_mozjs45=true; premake_args="${premake_args} --with-system-mozjs45" ;; --enable-atlas ) enable_atlas=true ;; --disable-atlas ) enable_atlas=false ;; -j* ) JOBS=$i ;; # Assume any other --options are for Premake --* ) premake_args="${premake_args} $i" ;; esac done if [ "$enable_atlas" = "true" ]; then premake_args="${premake_args} --atlas" fi cd "$(dirname $0)" # Now in build/workspaces/ (where we assume this script resides) if [ "`uname -s`" = "Darwin" ]; then # Set minimal SDK version export MIN_OSX_VERSION=${MIN_OSX_VERSION:="10.9"} # Set *_CONFIG variables on OS X, to override the path to e.g. sdl2-config export GLOOX_CONFIG=${GLOOX_CONFIG:="$(pwd)/../../libraries/osx/gloox/bin/gloox-config"} export ICU_CONFIG=${ICU_CONFIG:="$(pwd)/../../libraries/osx/icu/bin/icu-config"} export SDL2_CONFIG=${SDL2_CONFIG:="$(pwd)/../../libraries/osx/sdl2/bin/sdl2-config"} export WX_CONFIG=${WX_CONFIG:="$(pwd)/../../libraries/osx/wxwidgets/bin/wx-config"} export XML2_CONFIG=${XML2_CONFIG:="$(pwd)/../../libraries/osx/libxml2/bin/xml2-config"} fi # Don't want to build bundled libs on OS X # (build-osx-libs.sh is used instead) if [ "`uname -s`" != "Darwin" ]; then echo "Updating bundled third-party dependencies..." echo # Build/update bundled external libraries (cd ../../libraries/source/fcollada/src && ${MAKE} ${JOBS}) || die "FCollada build failed" echo - if [ "$with_system_mozjs38" = "false" ]; then + if [ "$with_system_mozjs45" = "false" ]; then (cd ../../libraries/source/spidermonkey && MAKE=${MAKE} JOBS=${JOBS} ./build.sh) || die "SpiderMonkey build failed" fi echo if [ "$with_system_nvtt" = "false" ] && [ "$without_nvtt" = "false" ]; then (cd ../../libraries/source/nvtt && MAKE=${MAKE} JOBS=${JOBS} ./build.sh) || die "NVTT build failed" fi echo fi # Now build premake and run it to create the makefiles cd ../premake/premake5 PREMAKE_BUILD_DIR=build/gmake.unix # BSD and OS X need different Makefiles case "`uname -s`" in "GNU/kFreeBSD" ) # use default gmake.unix (needs -ldl as we have a GNU userland and libc) ;; *"BSD" ) PREMAKE_BUILD_DIR=build/gmake.bsd ;; "Darwin" ) PREMAKE_BUILD_DIR=build/gmake.macosx ;; esac ${MAKE} -C $PREMAKE_BUILD_DIR ${JOBS} || die "Premake build failed" echo cd .. # If we're in bash then make HOSTTYPE available to Premake, for primitive arch-detection export HOSTTYPE="$HOSTTYPE" echo "Premake args: ${premake_args}" if [ "`uname -s`" != "Darwin" ]; then premake5/bin/release/premake5 --file="premake5.lua" --outpath="../workspaces/gcc/" ${premake_args} gmake || die "Premake failed" else premake5/bin/release/premake5 --file="premake5.lua" --outpath="../workspaces/gcc/" --macosx-version-min="${MIN_OSX_VERSION}" ${premake_args} gmake || die "Premake failed" # Also generate xcode workspaces if on OS X premake5/bin/release/premake5 --file="premake5.lua" --outpath="../workspaces/xcode4" --macosx-version-min="${MIN_OSX_VERSION}" ${premake_args} xcode4 || die "Premake failed" fi # test_root.cpp gets generated by cxxtestgen and passing different arguments to premake could require a regeneration of this file. # It doesn't depend on anything in the makefiles, so make won't notice that the prebuild command for creating test_root.cpp needs to be triggered. # We force this by deleting the file. rm -f ../../source/test_root.cpp