cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+ project(game C CXX) # 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() set(RAYLIB_CPP_VERSION "v5.5.0") find_package(raylib_cpp QUIET) # QUIET or REQUIRED if(NOT raylib_cpp_FOUND) # If there's none, fetch and build raylib include(FetchContent) FetchContent_Declare( raylib_cpp DOWNLOAD_EXTRACT_TIMESTAMP OFF URL https://github.com/RobLoach/raylib-cpp/archive/refs/tags/${RAYLIB_CPP_VERSION}.tar.gz ) FetchContent_GetProperties(raylib_cpp) if(NOT raylib_cpp_POPULATED) # Have we downloaded raylib yet? set(FETCHCONTENT_QUIET NO) FetchContent_MakeAvailable(raylib_cpp) endif() endif() # Our Project add_executable(${PROJECT_NAME}) file(GLOB_RECURSE ASSET_FILES ${CMAKE_CURRENT_SOURCE_DIR}/assets/* ) set(DATA_DIR ${CMAKE_CURRENT_SOURCE_DIR}/data) set(GENERATED_HEADERS "") foreach(ASSET_FILE ${ASSET_FILES}) # Get relative path from assets/ file(RELATIVE_PATH REL_PATH ${CMAKE_CURRENT_SOURCE_DIR}/assets ${ASSET_FILE} ) # Get just the filename get_filename_component(FILE_NAME ${ASSET_FILE} NAME) # Get the subdirectory path get_filename_component(SUB_DIR ${REL_PATH} DIRECTORY) # Create output directory structure set(OUTPUT_DIR ${DATA_DIR}/${SUB_DIR}) file(MAKE_DIRECTORY ${OUTPUT_DIR}) # Output file with full extension + .h set(OUTPUT_FILE ${OUTPUT_DIR}/${FILE_NAME}.h) # Get the directory of the asset file for WORKING_DIRECTORY get_filename_component(ASSET_DIR ${ASSET_FILE} DIRECTORY) add_custom_command( OUTPUT ${OUTPUT_FILE} COMMAND xxd -i ${FILE_NAME} ${OUTPUT_FILE} DEPENDS ${ASSET_FILE} WORKING_DIRECTORY ${ASSET_DIR} COMMENT "Embedding ${REL_PATH}" VERBATIM ) list(APPEND GENERATED_HEADERS ${OUTPUT_FILE}) endforeach() file(GLOB_RECURSE PROJECTSOURCES "src/*.c" "src/*.cpp") target_sources(${PROJECT_NAME} PRIVATE ${PROJECTSOURCES}) # CHANGED: Use ${GENERATED_HEADERS} instead of GLOB # The files don't exist at configure time, so GLOB won't find them! target_sources(${PROJECT_NAME} PRIVATE ${GENERATED_HEADERS}) # Add data directory to include path target_include_directories(${PROJECT_NAME} PRIVATE ${DATA_DIR}) #set(raylib_VERBOSE 1) target_link_libraries(${PROJECT_NAME} raylib raylib_cpp) target_include_directories(${PROJECT_NAME} PRIVATE ${raylib_INCLUDE_DIRS} ${raylib_cpp_INCLUDE_DIRS}) # Web Configurations if(${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()