Fix sometimes ammo schemes not being saved after changing before an ammo scheme got deleted in session
This was because the bool isDeleting is not initialized, so its initial value is unpredictable.
Which means there's chance it starts with true, confusing the frontend.
#the usual set of dependencies
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(SDL2 REQUIRED)
find_package(SDL2_mixer 2 REQUIRED)
find_package(SDL2_net 2 REQUIRED)
find_package(SDL2_image 2 REQUIRED)
find_package(SDL2_ttf 2 REQUIRED)
#compile our rtl implementation
include_directories(${GLEW_INCLUDE_DIR})
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/rtl)
include_directories(${PHYSFS_INCLUDE_DIR})
include_directories(${PHYSLAYER_INCLUDE_DIR})
include_directories(${LUA_INCLUDE_DIR})
include_directories(${SDL2_INCLUDE_DIRS})
add_subdirectory(rtl)
# convert list into pascal array
if(FONTS_DIRS)
list(LENGTH FONTS_DIRS ndirs)
set(FONTS_DIRS_ARRAY "array [0..${ndirs}] of PChar = (")
foreach(fontdir ${FONTS_DIRS})
set(FONTS_DIRS_ARRAY "${FONTS_DIRS_ARRAY}\n_P'${fontdir}',")
endforeach(fontdir)
set(FONTS_DIRS_ARRAY "${FONTS_DIRS_ARRAY}\nnil);\n")
else(FONTS_DIRS)
set(FONTS_DIRS_ARRAY "array [0..1] of PChar = (nil, nil);")
endif(FONTS_DIRS)
configure_file(${CMAKE_SOURCE_DIR}/hedgewars/config.inc.in ${CMAKE_CURRENT_BINARY_DIR}/config.inc)
#get the list of pas files that are going to be converted and compiled
file(GLOB engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/*.pas")
list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/uVideoRec.pas")
list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/uTouch.pas")
list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/PNGh.pas")
list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/pas2cSystem.pas")
list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/pas2cRedo.pas")
list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/hwLibrary.pas")
if(NOT GL2)
list(REMOVE_ITEM engine_sources_pas "${CMAKE_SOURCE_DIR}/hedgewars/uMatrix.pas")
endif()
#remove and readd hwengine so that it is compiled first, compiling every other file in the process
list(REMOVE_ITEM engine_sources_pas ${CMAKE_SOURCE_DIR}/hedgewars/hwengine.pas)
list(APPEND engine_sources_pas ${CMAKE_SOURCE_DIR}/hedgewars/hwengine.pas)
#process files .pas -> .c
foreach(sourcefile ${engine_sources_pas})
get_filename_component(sourcename ${sourcefile} NAME_WE) #drops .pas
list(APPEND engine_sources "${CMAKE_CURRENT_BINARY_DIR}/${sourcename}.c")
endforeach()
#add again files for external functions and for fpcrtl_ functions
list(APPEND engine_sources_pas ${CMAKE_SOURCE_DIR}/hedgewars/pas2cSystem.pas)
list(APPEND engine_sources_pas ${CMAKE_SOURCE_DIR}/hedgewars/pas2cRedo.pas)
set(pas2c_args -n hwengine
-i ${CMAKE_SOURCE_DIR}/hedgewars
-o ${CMAKE_CURRENT_BINARY_DIR}
-a ${CMAKE_CURRENT_BINARY_DIR}
-d ENDIAN_LITTLE
-d DEBUGFILE)
if(BUILD_ENGINE_JS)
set(pas2c_args ${pas2c_args} -d WEBGL)
endif()
if(BUILD_ENGINE_LIBRARY)
set(pas2c_args ${pas2c_args} -d HWLIBRARY)
endif()
if(GL2)
set(pas2c_args ${pas2c_args} -d GL2)
endif()
#invoke pas2c on main module, it will call all the others
add_custom_command(OUTPUT ${engine_sources}
COMMAND "${EXECUTABLE_OUTPUT_PATH}/pas2c${CMAKE_EXECUTABLE_SUFFIX}"
ARGS ${pas2c_args}
DEPENDS pas2c #converter tool
${engine_sources_pas} #original pascal file
)
#wrap conversion for all source in this command
add_custom_target(engine_c DEPENDS ${engine_sources})
if(BUILD_ENGINE_JS)
add_flag_append(CMAKE_C_FLAGS "--memory-init-file 0 -O0 --js-opts 0 -g4 --use-preload-plugins -s ASSERTIONS=2 -s USE_SDL=2 -s USE_SDL_IMAGE=1 -s USE_LIBPNG=1 -s USE_SDL_TTF=2 -s USE_VORBIS=1 -s USE_OGG=1 -s TOTAL_MEMORY=100000000 -s GL_UNSAFE_OPTS=0 -s EXPORTED_FUNCTIONS=\"['_hwengine_RunEngine', '_hwengine_MainLoop']\" --post-js ${CMAKE_SOURCE_DIR}/project_files/web/post.js --pre-js ${CMAKE_SOURCE_DIR}/project_files/web/pre.js")
endif()
#compile the c files
add_definitions(-DPAS2C)
add_definitions(-Werror=incompatible-pointer-types)
add_executable(hwengine WIN32 ${engine_sources})
if(BUILD_ENGINE_JS)
set_target_properties(hwengine PROPERTIES SUFFIX ".html")
endif()
target_link_libraries(hwengine fpcrtl
${LUA_LIBRARY}
${OPENGL_LIBRARY}
${SDL2_LIBRARY}
${SDL2_MIXER_LIBRARIES}
${SDL2_NET_LIBRARIES}
${SDL2_IMAGE_LIBRARIES}
${SDL2_TTF_LIBRARIES}
${GLEW_LIBRARY}
physfs
physlayer
m
#TODO: add other libraries
)
install(PROGRAMS "${EXECUTABLE_OUTPUT_PATH}/hwengine${CMAKE_EXECUTABLE_SUFFIX}" DESTINATION ${target_binary_install_dir})