# require version 3.10 or higher
cmake_minimum_required(VERSION 3.10)

#
# Project
#
#   - dictates the output executable filename
#
project("Adventures in Lestoria")

if (EMSCRIPTEN)
    add_compile_options("-s" "USE_FREETYPE=1")
endif()
add_compile_options("-O2")

# Options you can set via command-line
option(HAS_TERMINAL "Show a terminal window for STDOUT/STDERR" ON)
option(USE_ALSA       "Force using ALSA as audio backend (Linux-only)")
option(USE_PULSEAUDIO "Force using PulseAudio as audio backend (Linux-only)")
option(USE_SDL2_MIXER "Force using SDL2_mixer as audio backend")

#
# C_CXX_SOURCES_DIR
#
#   - the place where your C/C++ source files are located
#
set(C_CXX_SOURCES_DIR "Adventures in Lestoria")

#
# C_CXX_HEADERS_DIR
#
#   - the place where your C/C++ header files are located
#
set(C_CXX_HEADERS_DIR "Adventures in Lestoria")

#
# ASSETS_DIR
#
#   - the place where your pictures, sound files, etc.. live
#
set(ASSETS_DIR "Adventures in Lestoria/assets")

set(ASSETS_EMSCRIPTEN_DIR "bin/assets")

##########################################################################
# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!!       #
##########################################################################

# Set C++ Standards
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)

# Build utilizing 8 cores simultaneously.
set(CMAKE_BUILD_PARALLEL_LEVEL 8)

# output executable basename
set(OutputExecutable "AdventuresInLestoria")

######################################################################
# Directories

set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")

# We need to specify the output for each configuration to make it work
# on Visual Studio solutions.
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/bin")
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/bin")
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/bin")
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/bin")

SET(CMAKE_EXE_LINKER_FLAGS 
          "${CMAKE_EXE_LINKER_FLAGS} -Wl,-rpath -Wl,\"Adventures in Lestoria\"")

set(SOURCE_DATA_DIR        ${CMAKE_CURRENT_SOURCE_DIR}/${ASSETS_DIR})
set(SOURCE_DATA_EMSCRIPTEN_DIR        ${CMAKE_CURRENT_SOURCE_DIR}/${ASSETS_EMSCRIPTEN_DIR})
set(SOURCE_CXX_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/${C_CXX_HEADERS_DIR})
set(SOURCE_CXX_SRC_DIR     ${CMAKE_CURRENT_SOURCE_DIR}/${C_CXX_SOURCES_DIR})

# Source Files are Curated Here
file(
    GLOB SOURCE_CXX_FILES
    "${SOURCE_CXX_SRC_DIR}/*.cpp"
)
if (NOT EMSCRIPTEN)
    file(
        GLOB SOURCE_CXX_FILES2
        "${SOURCE_CXX_SRC_DIR}/discord-files/*.cpp"
    )
endif()

list(APPEND SOURCE_CXX_FILES ${SOURCE_CXX_FILES2})

# Search in the "cmake" directory for additional CMake modules.
list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)

# Executable aka binary output
add_executable("${OutputExecutable}" ${SOURCE_CXX_FILES})

######################################################################
# MacOS
######################################################################


if(APPLE)
    
    # OpenGL
    set(OpenGL_GL_PREFERENCE LEGACY)
    find_package(OpenGL REQUIRED)
    include_directories(${OpenGL_INCLUDE_DIRS})
    target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)

    # Carbon
    FIND_LIBRARY(CARBON_LIBRARY Carbon)
    target_link_libraries(${OutputExecutable} ${CARBON_LIBRARY})

    # GLUT
    find_package(GLUT REQUIRED)
    target_link_libraries(${OutputExecutable} ${GLUT_LIBRARIES})

    # Threads
    find_package(Threads REQUIRED)
    target_link_libraries(${OutputExecutable} Threads::Threads)
    include_directories(${Threads_INCLUDE_DIRS})
    
    # SDL2_mixer
    set(USE_SDL2_MIXER ON)
            
    find_package(PNG REQUIRED)
    target_link_libraries(${OutputExecutable} PNG::PNG)
    include_directories(${PNG_INCLUDE_DIRS})
    
endif() # APPLE

######################################################################
# Windows: MinGW
######################################################################
if(WIN32 AND MINGW)
    
    # OpenGL
    set(OpenGL_GL_PREFERENCE LEGACY)
    find_package(OpenGL REQUIRED)
    include_directories(${OpenGL_INCLUDE_DIRS})
    target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)

    if (NOT HAS_TERMINAL)
        target_link_libraries(${OutputExecutable} -mwindows -municode)
    endif (NOT HAS_TERMINAL)

    # GDI+
    set(GDIPLUS_LIBRARY gdiplus)
    target_link_libraries(${OutputExecutable} ${GDIPLUS_LIBRARY})
    
    # Shlwapi
    set(SHLWAPI_LIBRARY shlwapi)
    target_link_libraries(${OutputExecutable} ${SHLWAPI_LIBRARY})
    
    # Dwmapi
    set(DWMAPI_LIBRARY dwmapi)
    target_link_libraries(${OutputExecutable} ${DWMAPI_LIBRARY})

    if(NOT USE_SDL2_MIXER)
        
        # winmm
        set(WINMM_LIBRARY winmm)
        target_link_libraries(${OutputExecutable} ${WINMM_LIBRARY})

    endif() # NOT USE_SDL2_MIXER


    # stdc++fs
    target_link_libraries(${OutputExecutable} stdc++fs)

endif()

######################################################################
# Windows: Visual Studio / MSVC
######################################################################
if(WIN32 AND MSVC)
    
    # OpenGL
    set(OpenGL_GL_PREFERENCE LEGACY)
    find_package(OpenGL REQUIRED)
    include_directories(${OpenGL_INCLUDE_DIRS})
    target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)

    # set the startup project to the target executable instead of ALL_BUILD
    set_property(
        DIRECTORY
        ${CMAKE_CURRENT_SOURCE_DIR}
        PROPERTY
        VS_STARTUP_PROJECT
        ${OutputExecutable}
    )
    
    # set working directory for Visual Studio Debugger
    set_target_properties(
        ${OutputExecutable} PROPERTIES
        VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
    )
    
    # set subsytem, console if HAS_TERMINAL is true. windows if not
    if (HAS_TERMINAL)
        target_link_options(${OutputExecutable} PRIVATE "/SUBSYSTEM:CONSOLE")
    else ()
        target_link_options(${OutputExecutable} PRIVATE "/SUBSYSTEM:WINDOWS")
    endif ()

    # GDI+
    set(GDIPLUS_LIBRARY gdiplus)
    target_link_libraries(${OutputExecutable} ${GDIPLUS_LIBRARY})
    
    # Shlwapi
    set(SHLWAPI_LIBRARY shlwapi)
    target_link_libraries(${OutputExecutable} ${SHLWAPI_LIBRARY})
    
    # Dwmapi
    set(DWMAPI_LIBRARY dwmapi)
    target_link_libraries(${OutputExecutable} ${DWMAPI_LIBRARY})

    if(NOT USE_SDL2_MIXER)
    
        # winmm
        set(WINMM_LIBRARY winmm)
        target_link_libraries(${OutputExecutable} ${WINMM_LIBRARY})

    endif()

endif() # Visual Studio / MSVC

######################################################################
# Linux: using anything?
######################################################################
if(UNIX AND NOT APPLE AND NOT EMSCRIPTEN)
    
    # OpenGL
    set(OpenGL_GL_PREFERENCE LEGACY)
    find_package(OpenGL REQUIRED)
    include_directories(${OpenGL_INCLUDE_DIRS})
    target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)

    # X11
    find_package(X11 REQUIRED)
    target_link_libraries(${OutputExecutable} X11::X11)

    include_directories(${X11_INCLUDE_DIRS})

    # Threads
    find_package(Threads REQUIRED)
    target_link_libraries(${OutputExecutable} Threads::Threads)
    include_directories(${Threads_INCLUDE_DIRS})

    find_package(Freetype REQUIRED)
    target_link_libraries(${OutputExecutable} ${FREETYPE_LIBRARIES})
    target_include_directories(${OutputExecutable} PRIVATE ${FREETYPE_INCLUDE_DIRS})

    target_include_directories(${OutputExecutable} PRIVATE "${C_CXX_SOURCES_DIR}/discord-files")
    target_include_directories(${OutputExecutable} PRIVATE "${C_CXX_SOURCES_DIR}/steam")
    link_directories("Adventures in Lestoria")

    # TODO: sanity checks
    
    if(USE_ALSA)
        
        # ALSA
        find_package(ALSA REQUIRED)
        target_link_libraries(${OutputExecutable} ALSA::ALSA)
        include_directories(${ALSA_INCLUDE_DIRS})
        add_compile_definitions(SOUNDWAVE_USING_ALSA=1)
        
    elseif(USE_SDL2_MIXER)

        # Because SDL2_mixer can be used on multiple platforms, we
        # defer it's inclusion until outside of the platform/toolchain
        # selection logic.

    else()  # PulseAudio is Default

        # PulseAudio
        find_package(PulseAudio REQUIRED)
        target_link_libraries(${OutputExecutable} ${PULSEAUDIO_LIBRARY} pulse-simple)
        include_directories(${PULSEAUDIO_INCLUDE_DIR})

        add_compile_definitions(SOUNDWAVE_USING_PULSE=1)

    endif()

    find_package(PNG REQUIRED)
    target_link_libraries(${OutputExecutable} PNG::PNG)
    include_directories(${PNG_INCLUDE_DIRS})

    # stdc++fs
    target_link_libraries(${OutputExecutable} stdc++fs)        
    link_directories("${CMAKE_SOURCE_DIR}/Adventures in Lestoria")
    add_library( discord_game_sdk SHARED IMPORTED )
    set_property(TARGET discord_game_sdk PROPERTY IMPORTED_LOCATION "Adventures in Lestoria/discord_game_sdk.so")
    add_library( libsteam_api SHARED IMPORTED )
    set_property(TARGET libsteam_api PROPERTY IMPORTED_LOCATION "Adventures in Lestoria/libsteam_api.so")
    
    target_link_libraries(${OutputExecutable} discord_game_sdk)
    target_link_libraries(${OutputExecutable} libsteam_api)
    
    target_link_options(
            ${OutputExecutable}
            PRIVATE
            "Adventures in Lestoria/discord_game_sdk.so"
            "Adventures in Lestoria/libsteam_api.so")

endif() # Linux

######################################################################
# Emscripten
######################################################################
if (EMSCRIPTEN)
    # Generate an HTML file
    set(CMAKE_EXECUTABLE_SUFFIX .html)

    # Build Cache: SDL2_mixer, libpng, zlib
    execute_process(COMMAND "${EMSCRIPTEN_ROOT_PATH}/embuilder${EMCC_SUFFIX}" build sdl2_mixer freetype libpng zlib)

    target_compile_definitions(
        ${OutputExecutable}
        PUBLIC
        $<$<CONFIG:Debug>:_DEBUG>
    )
    
    if(EXISTS "${SOURCE_DATA_EMSCRIPTEN_DIR}" AND IS_DIRECTORY "${SOURCE_DATA_EMSCRIPTEN_DIR}")
        target_link_options(
            ${OutputExecutable}
            PRIVATE
            -sALLOW_MEMORY_GROWTH=1
            -sMAX_WEBGL_VERSION=2
            -sMIN_WEBGL_VERSION=2
            -sUSE_LIBPNG=1
	    -sUSE_FREETYPE=1
            -sLLD_REPORT_UNDEFINED
	    -sFETCH=1
	    -sEXPORTED_RUNTIME_METHODS=stringToNewUTF8
	    -std=c++2a
	    --proxy-to-worker
            --preload-file ${SOURCE_DATA_EMSCRIPTEN_DIR}@assets)
    else()
        target_link_options(
            ${OutputExecutable}
            PRIVATE
            -sALLOW_MEMORY_GROWTH=1
            -sMAX_WEBGL_VERSION=2
            -sMIN_WEBGL_VERSION=2
            -sUSE_LIBPNG=1
	    -sUSE_FREETYPE=1
	    -sFETCH=1
	    -sEXPORTED_RUNTIME_METHODS=stringToNewUTF8
	    -std=c++2a
	    --proxy-to-worker
            -sLLD_REPORT_UNDEFINED)
    endif()

endif() # Emscripten


if(USE_SDL2_MIXER AND NOT EMSCRIPTEN)
        
    # SDL2_mixer
    find_package(SDL2_mixer REQUIRED)
    target_link_libraries(${OutputExecutable} SDL2_mixer::SDL2_mixer)

    add_compile_definitions(SOUNDWAVE_USING_SDLMIXER=1)

endif() # USE_SDL2_MIXER


######################################################################
# Set include directory
######################################################################
if(IS_DIRECTORY ${SOURCE_CXX_INCLUDE_DIR})
    include_directories(${SOURCE_CXX_INCLUDE_DIR})
endif()


######################################################################
# Copy assets/ directory target
######################################################################

set(DATA_OUTPUT_DIR ${CMAKE_BINARY_DIR}/bin/${ASSETS_DIR})

set (EXCLUDE_DIR "/assets/saves/")
file(GLOB_RECURSE src_data_files
    RELATIVE ${SOURCE_DATA_EMSCRIPTEN_DIR}/ "${SOURCE_DATA_EMSCRIPTEN_DIR}/*.*" "${SOURCE_DATA_EMSCRIPTEN_DIR}/*")
foreach(fn ${src_data_files})
    string (FIND ${fn} ${EXCLUDE_DIR} EXCLUDE_DIR_FOUND)
    if (NOT ${EXCLUDE_DIR_FOUND} EQUAL -1)
    add_custom_command(
        OUTPUT ${DATA_OUTPUT_DIR}/${fn}
        COMMAND ${CMAKE_COMMAND} -E copy ${SOURCE_DATA_EMSCRIPTEN_DIR}/${fn} ${DATA_OUTPUT_DIR}/${fn}
        MAIN_DEPENDENCY ${SOURCE_DATA_EMSCRIPTEN_DIR}/${fn})
    list(APPEND out_data_files ${DATA_OUTPUT_DIR}/${fn})
    endif()
endforeach()

add_custom_target(copy_data DEPENDS ${out_data_files})

# Copy Asset Files, if not Emscripten
if (NOT EMSCRIPTEN)
    add_dependencies(${OutputExecutable} copy_data)
endif()