shithub: cstory

Download patch

ref: a0f7ce8d9f6ca608a4ebd770f0fed6d292aa23f5
parent: 505c9cc8f539d88e56d7b99fcebeb333deb9a2bb
parent: 10fbb05670e2d25b67220cc20ecb29e34ecbe378
author: Clownacy <[email protected]>
date: Sat Mar 14 16:11:42 EDT 2020

Merge branch 'accurate' into portable

--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -9,11 +9,8 @@
 set(BACKEND_AUDIO "SDL2" CACHE STRING "Which audio backend the game should use: 'SDL2' or 'miniaudio'")
 
 option(LTO "Enable link-time optimisation" OFF)
-option(NATIVE_OPTIMIZATIONS "Enable processor-specific optimisations (executable might not work on other architectures) (GCC-compatible compilers only)" OFF)
+option(MSVC_LINK_STATIC_RUNTIME "Link the static MSVC runtime library" OFF)
 
-option(WARNINGS "Enable common compiler warnings (for GCC-compatible compilers and MSVC only)" OFF)
-option(WARNINGS_ALL "Enable ALL compiler warnings (for Clang and MSVC only)" OFF)
-option(WARNINGS_FATAL "Stop compilation on any compiler warning (for GCC-compatible compilers and MSVC only)" OFF)
 option(FORCE_LOCAL_LIBS "Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones" OFF)
 
 list(APPEND CMAKE_MODULE_PATH
@@ -22,33 +19,7 @@
 
 project(CSE2 LANGUAGES C CXX)
 
-message(STATUS "Compiler ID : ${CMAKE_CXX_COMPILER_ID}")
-
-# Has to be placed after "project()"
-if(CMAKE_CXX_COMPILER_ID MATCHES "Clang")
-	# Using Clang (this is a match so that we also get "AppleClang" which is the Apple-provided Clang
-	set(COMPILER_IS_CLANG true)
-	message(STATUS "Compiling with Clang")
-endif()
-
-if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
-	# Using GCC
-	set(COMPILER_IS_GCC true)
-	message(STATUS "Compiling with GCC")
-endif()
-
-if(CMAKE_CXX_COMPILER_ID STREQUAL "Intel")
-	# Using Intel C++
-	set(COMPILER_IS_ICC true)
-	message(STATUS "Compiling with ICC")
-endif()
-
-if(COMPILER_IS_CLANG OR COMPILER_IS_GCC OR COMPILER_IS_ICC)
-	set(COMPILER_IS_GCC_COMPATIBLE true)
-	message(STATUS "Compiling with a GCC-compatible compiler")
-endif()
-
-if(MSVC)
+if(MSVC AND MSVC_LINK_STATIC_RUNTIME)
 	# Statically-link the CRT (vcpkg static libs do this)
 	foreach(flag_var CMAKE_C_FLAGS CMAKE_C_FLAGS_DEBUG CMAKE_C_FLAGS_RELEASE CMAKE_C_FLAGS_MINSIZEREL CMAKE_C_FLAGS_RELWITHDEBINFO CMAKE_CXX_FLAGS CMAKE_CXX_FLAGS_DEBUG CMAKE_CXX_FLAGS_RELEASE CMAKE_CXX_FLAGS_MINSIZEREL CMAKE_CXX_FLAGS_RELWITHDEBINFO)
 		if(${flag_var} MATCHES "/MD")
@@ -284,60 +255,6 @@
 	target_compile_definitions(CSE2 PRIVATE DEBUG_SAVE)
 endif()
 
-if(WARNINGS)
-	# HACK : Replace this with CMake provided stuff when possible (when CMake makes avoiding this possible (it isn't currently))
-
-	if(MSVC)
-		# Force to always compile with /W4 on MSVC
-
-		# Can't do this with target_compile_options
-		# if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
-		# 	string(REGEX REPLACE "/W[0-4]" "/W4" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
-		# else()
-		# 	target_compile_options(CSE2 PRIVATE /W4)
-		# endif()
-
-		target_compile_options(CSE2 PRIVATE /W4)
-	elseif(COMPILER_IS_GCC_COMPATIBLE)
-		target_compile_options(CSE2 PRIVATE -Wall -Wextra -pedantic)
-	else()
-		message(WARNING "Could not activate warnings ! (Unsupported compiler)")
-	endif()
-endif()
-
-if (WARNINGS_ALL)
-	# HACK : Replace this with CMake provided stuff when possible (when CMake makes avoiding this possible (it isn't currently))
-
-	if (MSVC)
-		# Force to always compile with /Wall on MSVC
-
-		# Can't do this with target_compile_options
-		# if(CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
-		# 	string(REGEX REPLACE "/W[0-4]" "/Wall" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
-		# else()
-		# 	target_compile_options(CSE2 PRIVATE /Wall)
-		# endif()
-
-		target_compile_options(CSE2 PRIVATE /Wall)
-	elseif(COMPILER_IS_CLANG)
-		target_compile_options(CSE2 PRIVATE -Weverything)
-	else()
-		message(WARNING "Could not activate all warnings ! (Unsupported compiler)")
-	endif()
-endif()
-
-if(WARNINGS_FATAL)
-	# HACK : Replace this with CMake provided stuff when possible (when CMake makes avoiding this possible (it isn't currently))
-
-	if(MSVC)
-		target_compile_options(CSE2 PRIVATE /WX)
-	elseif(COMPILER_IS_GCC_COMPATIBLE)
-		target_compile_options(CSE2 PRIVATE -Werror)
-	else()
-		message(WARNING "Could not activate fatal warnings ! (Unsupported compiler)")
-	endif()
-endif()
-
 if(BACKEND_RENDERER MATCHES "OpenGL3")
 	target_sources(CSE2 PRIVATE "src/Backends/Rendering/OpenGL3.cpp")
 elseif(BACKEND_RENDERER MATCHES "OpenGLES2")
@@ -465,25 +382,6 @@
 		check_ipo_supported(RESULT result)
 		if(result)
 			set_target_properties(CSE2 PROPERTIES INTERPROCEDURAL_OPTIMIZATION TRUE)
-		endif()
-	endif()
-endif()
-
-# Enable -march=native if available
-if(NATIVE_OPTIMIZATIONS)
-	include(CheckCXXCompilerFlag)
-	CHECK_CXX_COMPILER_FLAG("-march=native" COMPILER_SUPPORTS_MARCH_NATIVE)	# GCC flag
-	if(COMPILER_SUPPORTS_MARCH_NATIVE)
-		target_compile_options(CSE2 PRIVATE -march=native)
-	else()
-		CHECK_CXX_COMPILER_FLAG("-xHost" COMPILER_SUPPORTS_XHOST)	# ICC (Linux) flag
-		CHECK_CXX_COMPILER_FLAG("/QxHost" COMPILER_SUPPORTS_QXHOST)	# ICC (Windows) flag
-		if(COMPILER_SUPPORTS_XHOST)
-			target_compile_options(CSE2 PRIVATE -xHost)
-		elseif(COMPILER_SUPPORTS_QXHOST)
-			target_compile_options(CSE2 PRIVATE /QxHost)
-		else()
-			message(WARNING "Couldn't activate native optimizations ! (Unsupported compiler)")
 		endif()
 	endif()
 endif()
--- a/Makefile
+++ b/Makefile
@@ -60,26 +60,6 @@
   DEFINES += -DDEBUG_SAVE
 endif
 
-ifeq ($(WARNINGS), 1)
-  ALL_CFLAGS += -Wall -Wextra -pedantic
-  ALL_CXXFLAGS += -Wall -Wextra -pedantic
-endif
-
-ifeq ($(WARNINGS_ALL), 1)
-  ifneq ($(findstring clang,$(CXX)),)
-    # Use Clang-specific flag -Weverything
-    ALL_CFLAGS += -Weverything
-    ALL_CXXFLAGS += -Weverything
-  else
-    $(warning Couldn't activate all warnings (unsupported compiler))
-  endif
-endif
-
-ifeq ($(WARNINGS_FATAL), 1)
-  ALL_CFLAGS += -Werror
-  ALL_CXXFLAGS += -Werror
-endif
-
 ALL_CFLAGS += -std=c99 -MMD -MP -MF [email protected]
 CSE2_CFLAGS += $(shell $(PKGCONFIG) sdl2 --cflags) $(shell $(PKGCONFIG) freetype2 --cflags) -Iexternal
 
--- a/README.md
+++ b/README.md
@@ -61,7 +61,6 @@
 Name | Function
 --------|--------
 `-DLTO=ON` | Enable link-time optimisation
-`-DNATIVE_OPTIMIZATIONS=ON` | Enable processor-specific optimisations (executable might not work on other architectures) (GCC-compatible compilers only)
 `-DJAPANESE=ON` | Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
 `-DFIX_BUGS=ON` | Fix various bugs in the game
 `-DDEBUG_SAVE=ON` | Re-enable the ability to drag-and-drop save files onto the window
@@ -72,13 +71,12 @@
 `-DBACKEND_RENDERER=Software` | Use the handwritten software renderer
 `-DBACKEND_AUDIO=SDL2` | Use the SDL2-driven software audio-mixer
 `-DBACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer
-`-DWARNINGS=ON` | Enable common compiler warnings (for GCC-compatible compilers and MSVC only)
-`-DWARNINGS_ALL=ON` | Enable ALL compiler warnings (for Clang and MSVC only)
-`-DWARNINGS_FATAL=ON` | Stop compilation on any compiler warning (for GCC-compatible compilers and MSVC only)
 `-DFORCE_LOCAL_LIBS=ON` | Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones
 
-Then compile CSE2 with this command:
+You can pass your own compiler flags with `-DCMAKE_C_FLAGS` and `-DCMAKE_CXX_FLAGS`.
 
+You can then compile CSE2 with this command:
+
 ```
 cmake --build . --config Release
 ```
@@ -85,7 +83,7 @@
 
 If you're a Visual Studio user, you can open the generated `CSE2.sln` file instead.
 
-Once built, the executables and assets can be found in the newly-generated `game` folder.
+Once built, the executables can be found in the `game_english`/`game_japanese` folder, depending on the selected language.
 
 ### Makefile
 
@@ -98,7 +96,6 @@
 `RELEASE=1` | Compile a release build (optimised, stripped, etc.)
 `STATIC=1` | Produce a statically-linked executable (good for Windows builds, so you don't need to bundle DLL files)
 `LTO=1` | Enable link-time optimisation
-`NATIVE_OPTIMIZATIONS=1` | Enable processor-specific optimisations (executable might not work on other architectures)
 `JAPANESE=1` | Enable the Japanese-language build (instead of the unofficial Aeon Genesis English translation)
 `FIX_BUGS=1` | Fix various bugs in the game
 `WINDOWS=1` | Build for Windows
@@ -110,9 +107,8 @@
 `BACKEND_RENDERER=Software` | Use the hand-written software renderer
 `BACKEND_AUDIO=SDL2` | Use the SDL2-driven software audio-mixer
 `BACKEND_AUDIO=miniaudio` | Use the miniaudio-driven software audio-mixer
-`WARNINGS=1` | Enable common compiler warnings
-`WARNINGS_ALL=1` | Enable ALL compiler warnings (Clang only)
-`WARNINGS_FATAL=1` | Make all compiler warnings errors
+
+You can pass your own compiler flags by defining `CXXFLAGS`.
 
 Once built, the executables can be found in the `game_english`/`game_japanese` folder, depending on the selected language.