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2025-11-03 02:11:38 +00:00
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CompileFlags:
CompilationDatabase: "./build"

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cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
project(game)
# Generate compile_commands.json
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Dependencies
set(RAYLIB_VERSION 5.5)
find_package(raylib ${RAYLIB_VERSION} QUIET) # QUIET or REQUIRED
if(NOT raylib_FOUND) # If there's none, fetch and build raylib
include(FetchContent)
FetchContent_Declare(
raylib
DOWNLOAD_EXTRACT_TIMESTAMP OFF
URL https://github.com/raysan5/raylib/archive/refs/tags/${RAYLIB_VERSION}.tar.gz
)
FetchContent_GetProperties(raylib)
if(NOT raylib_POPULATED) # Have we downloaded raylib yet?
set(FETCHCONTENT_QUIET NO)
FetchContent_MakeAvailable(raylib)
endif()
endif()
if(TARGET raylib)
message(STATUS "Found target: raylib")
endif()
# Our Project
add_executable(${PROJECT_NAME})
file(GLOB_RECURSE PROJECTSOURCES src/*.c)
target_sources(${PROJECT_NAME} PRIVATE ${PROJECTSOURCES})
file(GLOB_RECURSE PROJECTDATA data/*.h)
target_sources(${PROJECT_NAME} PRIVATE ${PROJECTDATA})
#set(raylib_VERBOSE 1)
target_link_libraries(${PROJECT_NAME} raylib)
target_include_directories(${PROJECT_NAME} PRIVATE ${raylib_INCLUDE_DIRS})
# Web Configurations
if(${PLATFORM} STREQUAL "Web")
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") # Tell Emscripten to build an example.html file.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s GL_ENABLE_GET_PROC_ADDRESS=1 -s SINGLE_FILE=1 --shell-file ${CMAKE_SOURCE_DIR}/src/minshell.html")
endif()
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if(APPLE)
target_link_libraries(${PROJECT_NAME} "-framework IOKit")
target_link_libraries(${PROJECT_NAME} "-framework Cocoa")
target_link_libraries(${PROJECT_NAME} "-framework OpenGL")
endif()

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Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you
wrote the original software. If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.

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README.md Normal file
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# Simple and portable CMake template for raylib
This is a basic project template for raylib using CMake and has been tested with Visual Studio, Visual Studio Code and CLion.
The master branch of the raylib source code is downloaded using CMake FetchContent from github and compiled from source as it is much easier than including prebuilt binaries for every platform and configuration.
Building from the cmake file will build both raylib and `src/main.c` which includes a basic example of a raylib program.
## Asset handling
The example in `src/main.c` uses an example image located in the `assets` folder.
To load it we use `ASSETS_PATH`, which is a string macro with the *absolute* path "assets" directory.
This macro is defined in the `CMakeLists.txt` file on line `23`.
If you plan on releasing or sharing your game consider manually setting the value of the `ASSETS_PATH` macro.
In C you can concatenate string literals by putting them next to each other,
eg: `"A" "B"` is `"AB"`. So ASSETS_PATH `"test.png"` becomes `"/path/to/your/assets/test.png"`
If you wanna share your game with others you should set ASSETS_PATH to be a *relative* path like "./assets/". You can do this in the CMakeLists.txt file.
## Using C++
Using c++ is quite simple, just change these lines in the `CMakeLists.txt`
from
```
project(my_raylib_game C)
set(CMAKE_C_STANDARD 99)
file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/sources/*.c")
```
to
```
project(my_raylib_game CXX)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/sources/*.cpp")
```
After this just reload cmake and it should build fine.

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# This is the CMakeCache file.
# For build in directory: /home/maple/Documents/WebTest/build-web
# It was generated by CMake: /usr/bin/cmake
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CMAKE_STATIC_LINKER_FLAGS_RELEASE:STRING=
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// during RELWITHDEBINFO builds.
CMAKE_STATIC_LINKER_FLAGS_RELWITHDEBINFO:STRING=
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CMAKE_STRIP:FILEPATH=/usr/bin/llvm-strip
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CMAKE_TAPI:FILEPATH=CMAKE_TAPI-NOTFOUND
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CMAKE_TOOLCHAIN_FILE:UNINITIALIZED=/usr/lib/emscripten/cmake/Modules/Platform/Emscripten.cmake
//If this value is on, makefiles will be generated without the
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// during the make. This is useful for debugging only. With Visual
// Studio IDE projects all commands are done without /nologo.
CMAKE_VERBOSE_MAKEFILE:BOOL=FALSE
//Enable to build RPM source packages
CPACK_SOURCE_RPM:BOOL=OFF
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CPACK_SOURCE_TZ:BOOL=ON
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CUSTOMIZE_BUILD:BOOL=OFF
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EMSCRIPTEN_FORCE_COMPILERS:BOOL=ON
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ENABLE_MSAN:BOOL=OFF
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View File

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The host system is: Linux - 6.17.6-arch1-1 - x86_64
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kind: "find-v1"
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- "CMakeLists.txt:2 (project)"
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string(REGEX REPLACE "^[^A-Za-z0-9_]+" ""
CMAKE_INSTALL_CONFIG_NAME "${BUILD_TYPE}")
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message(STATUS "Install configuration: \"${CMAKE_INSTALL_CONFIG_NAME}\"")
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View File

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prefix=/home/maple/.cache/emscripten/sysroot
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: raylib
Description: A simple and easy-to-use library to enjoy videogames programming
URL: https://github.com/raysan5/raylib
Version: 5.5.0
Libs: -L"${libdir}" -lraylib
Libs.private:
Requires.private:
Cflags: -I"${includedir}"

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