cmake_minimum_required(VERSION 3.14) get_filename_component(ProjectId ${CMAKE_CURRENT_LIST_DIR} NAME) string(REPLACE " " "_" ProjectId ${ProjectId}) project( ${ProjectId} VERSION 1.0.0 DESCRIPTION "" HOMEPAGE_URL "%%myurl%%" LANGUAGES CXX C) set(CMAKE_CXX_STANDARD 20) # Set required C++ Standard set(CMAKE_CXX_STANDARD_REQUIRED TRUE) set(PROJECT_SRC_DIR "${CMAKE_CURRENT_LIST_DIR}/sources") #Output list of dirs (result) from parent dir (curdir) MACRO(SUBDIRLIST result curdir) FILE(GLOB children RELATIVE ${curdir} ${curdir}/*) SET(dirlist "") FOREACH(child ${children}) IF(IS_DIRECTORY ${curdir}/${child}) LIST(APPEND dirlist ${child}) ENDIF() ENDFOREACH() SET(${result} ${dirlist}) ENDMACRO() #DEFINE EXTERNAL LIBS find_package(raylib QUIET) if (NOT raylib_FOUND) include(FetchContent) FetchContent_Declare( raylib GIT_REPOSITORY https://github.com/raysan5/raylib.git GIT_TAG 5.0 GIT_SHALLOW 1 GIT_PROGRESS True SOURCE_DIR ${CMAKE_SOURCE_DIR}/_external/raylib ) endif() #FETCH EXTERNAL LIBS FetchContent_MakeAvailable(raylib) # DEFINE SOURCES : ./sources/*.[cpp|hpp|h] except ./sources/old/* file(GLOB SRCS CONFIGURE_DEPENDS "${PROJECT_SRC_DIR}/*.cpp") file(GLOB HEADERS CONFIGURE_DEPENDS "${PROJECT_SRC_DIR}/*.h") file(GLOB HEADERS CONFIGURE_DEPENDS "${PROJECT_SRC_DIR}/*.hpp") source_group("Header Files" FILES ${HEADERS}) source_group("Source Files" FILES ${SRCS}) list(APPEND PROJECT_SOURCES ${SRCS}) list(APPEND PROJECT_SOURCES ${HEADERS}) #Loop through subdirs to glob files and add to source_groups SUBDIRLIST(SRC_DIRS ${PROJECT_SRC_DIR}) list(REMOVE_ITEM SRC_DIRS "old") FOREACH(DIR ${SRC_DIRS}) set(SRCS "") set(HEADERS "") file(GLOB_RECURSE SRCS CONFIGURE_DEPENDS "${PROJECT_SRC_DIR}/${DIR}/*.cpp") file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS "${PROJECT_SRC_DIR}/${DIR}/*.h") file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS "${PROJECT_SRC_DIR}/${DIR}/*.hpp") source_group("Header Files\\${DIR}" FILES ${HEADERS}) source_group("Source Files\\${DIR}" FILES ${SRCS}) list(APPEND PROJECT_SOURCES ${SRCS}) list(APPEND PROJECT_SOURCES ${HEADERS}) ENDFOREACH() # ADD EXECUTABLE add_executable(${PROJECT_NAME} ${PROJECT_SOURCES}) target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_SRC_DIR}) set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${PROJECT_NAME}) #Set VS Default Project #INCLUDE EXTERNAL LIBS SUBDIRLIST(EXT_LIBS "${CMAKE_CURRENT_LIST_DIR}/_external/") FOREACH(subdir ${EXT_LIBS}) target_include_directories(${PROJECT_NAME} PRIVATE "${CMAKE_CURRENT_LIST_DIR}/_external/${subdir}/include") target_include_directories(${PROJECT_NAME} PRIVATE "${CMAKE_CURRENT_LIST_DIR}/_external//${subdir}/src") target_link_libraries(${PROJECT_NAME} PRIVATE ${subdir}) ENDFOREACH() # Web Configurations (Raylib) if (${PLATFORM} STREQUAL "Web") # Tell Emscripten to build an example.html file. set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") # Required linker flags for using Raylib with Emscripten target_link_options(${PROJECT_NAME} PRIVATE -sEXPORTED_FUNCTIONS=['_main','_malloc'] -sEXPORTED_RUNTIME_METHODS=ccall -sUSE_GLFW=3) endif() #SET MACROS target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="${CMAKE_CURRENT_SOURCE_DIR}/assets/") # Set the asset path macro to the absolute path on the dev machine #target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="./assets") # Set the asset path macro in release mode to a relative path that assumes the assets folder is in the same directory as the game executable