Codename Hamster - For olcCodeJam 2024
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hamster/CMakeLists.txt

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8.8 KiB

# require version 3.10 or higher
cmake_minimum_required(VERSION 3.10)
#
# Project
#
# - dictates the output executable filename
#
project(hamster)
# Options you can set via command-line
option(HAS_TERMINAL "Show a terminal window for STDOUT/STDERR" ON)
#
# C_CXX_SOURCES_DIR
#
# - the place where your C/C++ source files are located
#
set(C_CXX_SOURCES_DIR "src")
#
# C_CXX_HEADERS_DIR
#
# - the place where your C/C++ header files are located
#
set(C_CXX_HEADERS_DIR "src")
#
# ASSETS_DIR
#
# - the place where your pictures, sound files, etc.. live
#
set(ASSETS_DIR "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)
# output executable basename
set(OutputExecutable "${CMAKE_PROJECT_NAME}")
######################################################################
# Directories
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${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(SOURCE_DATA_DIR ${CMAKE_CURRENT_SOURCE_DIR}/${ASSETS_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_RECURSE SOURCE_CXX_FILES
"${SOURCE_CXX_SRC_DIR}/*.cpp"
)
# 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(${Threads_INCLUDE_DIRS})
find_package(PNG REQUIRED)
target_link_libraries(${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} ${DWMAPI_LIBRARY})
# stdc++fs
target_link_libraries(${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_CURRENT_SOURCE_DIR}"
)
# 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} ${DWMAPI_LIBRARY})
endif() # Visual Studio / MSVC
######################################################################
# Linux: using anything?
######################################################################
if(UNIX AND NOT APPLE AND NOT EMSCRIPTEN)
# OpenGL
set(OpenGL_GL_PREFERENCE LEGACY)
find_package(OpenGL REQUIRED)
include_directories(${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(${Threads_INCLUDE_DIRS})
find_package(PNG REQUIRED)
target_link_libraries(${OutputExecutable} PNG::PNG)
include_directories(${PNG_INCLUDE_DIRS})
# stdc++fs
target_link_libraries(${OutputExecutable} stdc++fs)
# dl, for miniaudio
target_link_libraries(${OutputExecutable} dl)
endif() # Linux
######################################################################
# Emscripten
######################################################################
if (EMSCRIPTEN)
# Generate an HTML file
set(CMAKE_EXECUTABLE_SUFFIX .html)
# Build Cache: SDL2_mixer, libpng, zlib
execute_process(COMMAND "${EMSCRIPTEN_ROOT_PATH}/embuilder${EMCC_SUFFIX}" build sdl2_mixer libpng zlib)
if(EXISTS "${SOURCE_DATA_DIR}" AND IS_DIRECTORY "${SOURCE_DATA_DIR}")
target_link_options(
${OutputExecutable}
PRIVATE
-sALLOW_MEMORY_GROWTH=1
-sMAX_WEBGL_VERSION=2
-sMIN_WEBGL_VERSION=2
-sUSE_LIBPNG=1
-sLLD_REPORT_UNDEFINED
--preload-file ${SOURCE_DATA_DIR}@assets)
else()
target_link_options(
${OutputExecutable}
PRIVATE
-sALLOW_MEMORY_GROWTH=1
-sMAX_WEBGL_VERSION=2
-sMIN_WEBGL_VERSION=2
-sUSE_LIBPNG=1
-sLLD_REPORT_UNDEFINED)
endif()
set_target_properties(${OutputExecutable} PROPERTIES LINK_FLAGS "--shell-file ${CMAKE_CURRENT_SOURCE_DIR}/emscripten_shell.html")
add_custom_command(
TARGET ${OutputExecutable}
POST_BUILD
COMMAND ${CMAKE_COMMAND}
ARGS -E remove -f ${CMAKE_BINARY_DIR}/bin/index.html
)
add_custom_command(
TARGET ${OutputExecutable}
POST_BUILD
COMMAND ${CMAKE_COMMAND}
ARGS -E rename ${CMAKE_BINARY_DIR}/bin/${OutputExecutable}.html ${CMAKE_BINARY_DIR}/bin/index.html
)
endif() # Emscripten
######################################################################
# Set include directory
######################################################################
if(IS_DIRECTORY ${SOURCE_CXX_INCLUDE_DIR})
include_directories(${SOURCE_CXX_INCLUDE_DIR})
endif()