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-rw-r--r--CMakeLists.txt13
1 files changed, 9 insertions, 4 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 6ac4767..38f12c9 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,7 +1,10 @@
cmake_minimum_required(VERSION 3.0)
-project(my_raylib_game C)
+project(slgj C)
set(CMAKE_C_STANDARD 99)
+# the `pkg_check_modules` function is created with this call
+find_package(PkgConfig REQUIRED)
+
# Adding Raylib
include(FetchContent)
set(FETCHCONTENT_QUIET FALSE)
@@ -21,12 +24,14 @@ FetchContent_MakeAvailable(raylib)
file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/sources/*.c") # Define PROJECT_SOURCES as a list of all source files
set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/sources/") # Define PROJECT_INCLUDE to be the path to the include directory of the project
+pkg_check_modules(GUILE_PKG REQUIRED IMPORTED_TARGET guile-3.0)
+
# Declaring our executable
add_executable(${PROJECT_NAME})
target_sources(${PROJECT_NAME} PRIVATE ${PROJECT_SOURCES})
target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_INCLUDE})
-target_link_libraries(${PROJECT_NAME} PRIVATE raylib)
+target_link_libraries(${PROJECT_NAME} PRIVATE raylib PkgConfig::GUILE_PKG)
# Setting ASSETS_PATH
-target_compile_definitions(${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 \ No newline at end of file
+target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="./assets/")
+target_compile_definitions(${PROJECT_NAME} PUBLIC SCRIPTS_PATH="./scripts/")