use SDL_Threads everywhere
The trick was to mark the threaded functions as cdecl and load arguments correctly. This allows us to:
- drop a few ifdefs;
- use integrated waiting code;
- remove some whitespaces \o/;
- fix
bug #591.
find_package(SDL)
find_package(SDL_image)
find_package(SDL_net)
find_package(SDL_ttf)
find_package(SDL_mixer)
include (CheckLibraryExists)
#Mix_Init/Mix_Quit from SDL_mixer 1.2.10
check_library_exists(${SDLMIXER_LIBRARY} Mix_Init "" HAVE_MIXINIT)
if(HAVE_MIXINIT)
list(APPEND pascal_flags "-dSDL_MIXER_NEWER")
endif()
#IMG_Init/IMG_Quit from SDL_image 1.2.8
check_library_exists(${SDLIMAGE_LIBRARY} IMG_Init "" HAVE_IMGINIT)
if(HAVE_IMGINIT)
list(APPEND pascal_flags "-dSDL_IMAGE_NEWER")
endif()
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/config.inc.in ${CMAKE_CURRENT_BINARY_DIR}/config.inc)
#SOURCE AND PROGRAMS SECTION
if(${BUILD_ENGINE_LIBRARY})
set(engine_output_name "${CMAKE_SHARED_LIBRARY_PREFIX}hwengine${CMAKE_SHARED_LIBRARY_SUFFIX}")
set(hwengine_project hwLibrary.pas)
else()
set(engine_output_name "hwengine${CMAKE_EXECUTABLE_SUFFIX}")
set(hwengine_project hwengine.pas)
endif()
if (APPLE)
set(required_fpc_version 2.6)
else()
set(required_fpc_version 2.2)
endif()
set(engine_sources
${hwengine_project}
LuaPas.pas
PNGh.pas
SDLh.pas
uAI.pas
uAIActions.pas
uAILandMarks.pas
uAIAmmoTests.pas
uAIMisc.pas
uAmmos.pas
uCaptions.pas
uChat.pas
uCollisions.pas
uCommands.pas
uCommandHandlers.pas
uConsole.pas
uConsts.pas
uCursor.pas
uDebug.pas
uFloat.pas
uGame.pas
uGears.pas
uGearsHandlers.pas
uGearsHandlersRope.pas
uGearsHedgehog.pas
uGearsList.pas
uGearsRender.pas
uGearsUtils.pas
uIO.pas
uInputHandler.pas
uLand.pas
uLandGenMaze.pas
uLandGraphics.pas
uLandObjects.pas
uLandOutline.pas
uLandPainted.pas
uLandTemplates.pas
uLandTexture.pas
uLocale.pas
uMisc.pas
uPhysFSLayer.pas
uRandom.pas
uRender.pas
uRenderUtils.pas
uScript.pas
uSinTable.pas
uSound.pas
uStats.pas
uStore.pas
uTeams.pas
uTextures.pas
uTouch.pas
uTypes.pas
uUtils.pas
uVariables.pas
uVideoRec.pas
uVisualGears.pas
uWorld.pas
GSHandlers.inc
VGSHandlers.inc
ArgParsers.inc
options.inc
adler32.pas
${CMAKE_CURRENT_BINARY_DIR}/config.inc
)
if(${BUILD_ENGINE_LIBRARY})
message(${WARNING} "Engine will be built as library (experimental)")
list(APPEND pascal_flags "-dHWLIBRARY")
# create position independent code, only required for x68_64 builds, similar to -fPIC
if(CMAKE_SIZEOF_VOID_P MATCHES "8")
list(APPEND pascal_flags "-Cg")
endif(CMAKE_SIZEOF_VOID_P MATCHES "8")
# due to compiler/linker issues on Max OS X 10.6 -k-no_order_inits is needed to avoid linking fail
if(APPLE AND current_macosx_version VERSION_GREATER "10.5")
list(APPEND pascal_flags "-k-no_order_inits")
endif()
set(destination_dir ${target_library_install_dir})
else(${BUILD_ENGINE_LIBRARY})
set(destination_dir ${target_binary_install_dir})
endif(${BUILD_ENGINE_LIBRARY})
include(${CMAKE_MODULE_PATH}/utils.cmake)
find_package_or_fail(FreePascal)
#when cmake-2.6 support is dropped, this ought to be inside FindFreePascal.cmake
if (FREEPASCAL_VERSION VERSION_LESS required_fpc_version)
message(FATAL_ERROR "Freepascal ${FREEPASCAL_VERSION} is too old, minimum version required is ${required_fpc_version}")
endif()
#DEPENDECIES AND EXECUTABLES SECTION
if(APPLE)
string(REGEX MATCH "[pP][pP][cC]+" powerpc_build "${CMAKE_OSX_ARCHITECTURES}")
string(REGEX MATCH "[iI]386+" i386_build "${CMAKE_OSX_ARCHITECTURES}")
string(REGEX MATCH "[xX]86_64+" x86_64_build "${CMAKE_OSX_ARCHITECTURES}")
if(powerpc_build)
set(powerpc_build "powerpc")
endif()
#on OSX we need to provide the SDL_main() function when building as executable
if(NOT ${BUILD_ENGINE_LIBRARY})
#let's look for the installed sdlmain file; if it is not found, let's build our own
find_package(SDL REQUIRED)
#remove the ";-framework Cocoa" from the SDL_LIBRARY variable
string(REGEX REPLACE "(.*);-.*" "\\1" sdl_library_only "${SDL_LIBRARY}")
#find libsdmain.a
find_file(SDLMAIN_LIB libSDLMain.a PATHS ${sdl_library_only}/Resources/)
if(SDLMAIN_LIB MATCHES "SDLMAIN_LIB-NOTFOUND")
include_directories(${SDL_INCLUDE_DIR})
add_library (SDLmain STATIC SDLMain.m)
#add a dependency to the hwengine target
list(APPEND engine_sources SDLmain)
set(SDLMAIN_LIB "${LIBRARY_OUTPUT_PATH}/libSDLmain.a")
endif()
list(APPEND pascal_flags "-k${SDLMAIN_LIB}")
endif()
#when you have multiple ld installation make sure you get the one bundled with the compiler
get_filename_component(compiler_dir ${CMAKE_C_COMPILER} PATH)
list(APPEND pascal_flags "-FD${compiler_dir}")
endif(APPLE)
find_package_or_disable_msg(PNG NOPNG "Screenshots will be saved in BMP")
if(PNG_FOUND)
list(REMOVE_AT PNG_LIBRARIES 1) #removing the zlib library path
get_filename_component(PNG_LIBRARY_DIR ${PNG_LIBRARIES} PATH)
list(APPEND pascal_flags "-dPNG_SCREENSHOTS" "-Fl${PNG_LIBRARY_DIR}")
endif()
#this command is a workaround to some inlining issues present in older FreePascal versions and fixed in 2.6
if(FREEPASCAL_VERSION VERSION_LESS "2.6")
#under some configurations CMAKE_BUILD_TOOL fails to pass on the jobserver, breaking parallel compilation
if(UNIX)
set(SAFE_BUILD_TOOL $(MAKE))
else()
set(SAFE_BUILD_TOOL ${CMAKE_BUILD_TOOL})
endif()
add_custom_target(ENGINECLEAN COMMAND ${SAFE_BUILD_TOOL} "clean" "${PROJECT_BINARY_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}")
endif()
if(${FFMPEG_FOUND})
# TODO: this check is only for SDL < 2
# fpc will take care of linking but we need to have this library installed
find_package(GLUT REQUIRED)
#TODO: convert avwrapper to .pas unit so we can skip this step
include_directories(${FFMPEG_INCLUDE_DIR})
list(APPEND pascal_flags "-dUSE_VIDEO_RECORDING")
if(WIN32)
# there are some problems with linking our avwrapper as static lib, so link it as shared
add_library(avwrapper SHARED avwrapper.c)
target_link_libraries(avwrapper ${FFMPEG_LIBRARIES})
install(PROGRAMS "${EXECUTABLE_OUTPUT_PATH}/${CMAKE_SHARED_LIBRARY_PREFIX}avwrapper${CMAKE_SHARED_LIBRARY_SUFFIX}" DESTINATION ${target_library_install_dir})
else()
add_library(avwrapper STATIC avwrapper.c)
endif()
endif()
set(fpc_flags ${pascal_flags} ${hwengine_project})
if(NOT APPLE)
#here is the command for standard executables or for shared library
add_custom_command(OUTPUT "${EXECUTABLE_OUTPUT_PATH}/${engine_output_name}"
COMMAND "${FREEPASCAL_EXECUTABLE}"
ARGS ${fpc_flags} -o${engine_output_name}
DEPENDS ${engine_sources}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
)
else()
#these are the dependencies for building a universal binary on Mac OS X
foreach (build_arch ${powerpc_build} ${i386_build} ${x86_64_build})
list(APPEND lipo_args_list "${EXECUTABLE_OUTPUT_PATH}/hwengine.${build_arch}")
add_custom_command(OUTPUT "${EXECUTABLE_OUTPUT_PATH}/hwengine.${build_arch}"
COMMAND "${FREEPASCAL_EXECUTABLE}"
ARGS ${fpc_flags} -ohwengine.${build_arch} -P${build_arch}
DEPENDS ${engine_sources}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
)
add_custom_target(hwengine.${build_arch} ALL DEPENDS "${EXECUTABLE_OUTPUT_PATH}/hwengine.${build_arch}")
add_custom_command(TARGET hwengine.${build_arch} POST_BUILD
COMMAND "install_name_tool"
ARGS -id @executable_path/../Frameworks/${engine_output_name}
${EXECUTABLE_OUTPUT_PATH}/hwengine.${build_arch}
)
endforeach()
add_custom_command(OUTPUT "${EXECUTABLE_OUTPUT_PATH}/${engine_output_name}"
COMMAND "lipo"
ARGS ${lipo_args_list} -create -output ${EXECUTABLE_OUTPUT_PATH}/${engine_output_name}
DEPENDS ${lipo_args_list}
)
endif()
add_custom_target(hwengine ALL DEPENDS "${EXECUTABLE_OUTPUT_PATH}/${engine_output_name}")
#when system Lua is not found we need to compile it before engine
if(NOT LUA_FOUND)
add_dependencies(hwengine lua)
endif()
# same for physfs
if(NOT PHYSFS_FOUND)
add_dependencies(hwengine physfs)
endif()
add_dependencies(hwengine physlayer)
#when ffmpeg/libav is found we need to compile it before engine
#TODO: convert avwrapper to .pas unit so we can skip this step
if(${FFMPEG_FOUND})
add_dependencies(hwengine avwrapper)
endif()
#this command is a workaround to some inlining issues present in older FreePascal versions and fixed in 2.6
if((FREEPASCAL_VERSION VERSION_LESS "2.6") AND (NOT ${FFMPEG_FOUND}))
add_dependencies(hwengine ENGINECLEAN)
endif()
install(PROGRAMS "${EXECUTABLE_OUTPUT_PATH}/${engine_output_name}" DESTINATION ${destination_dir})