cmake_minimum_required(VERSION 3.0) 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) set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples set(BUILD_GAMES OFF CACHE BOOL "" FORCE) # don't build the supplied example games FetchContent_Declare( raylib GIT_REPOSITORY "https://github.com/raysan5/raylib.git" GIT_TAG "master" GIT_PROGRESS TRUE ) FetchContent_MakeAvailable(raylib) # Adding our source files 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 # 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) # Checks if OSX and links appropriate frameworks (Only required on MacOS) if (APPLE) target_link_libraries(${PROJECT_NAME} PRIVATE "-framework IOKit") target_link_libraries(${PROJECT_NAME} PRIVATE "-framework Cocoa") target_link_libraries(${PROJECT_NAME} PRIVATE "-framework OpenGL") endif() # Web Configurations if (${PLATFORM} STREQUAL "Web") # Tell Emscripten to build an example.html file. set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") endif() if (EMSCRIPTEN) set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s GL_ENABLE_GET_PROC_ADDRESS=1 --embed-file assets --embed-file scripts") set(CMAKE_EXECUTABLE_SUFFIX ".html") # This line is used to set your executable to build with the emscripten html template so that you can directly open it. add_custom_command( TARGET ${CMAKE_PROJECT_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/assets $/assets COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/scripts $/scripts ) add_custom_command( TARGET ${CMAKE_PROJECT_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy $/${CMAKE_PROJECT_NAME}.html ${CMAKE_SOURCE_DIR}/out/${CMAKE_PROJECT_NAME}.html COMMAND ${CMAKE_COMMAND} -E copy $/${CMAKE_PROJECT_NAME}.js ${CMAKE_SOURCE_DIR}/out/${CMAKE_PROJECT_NAME}.js COMMAND ${CMAKE_COMMAND} -E copy $/${CMAKE_PROJECT_NAME}.wasm ${CMAKE_SOURCE_DIR}/out/${CMAKE_PROJECT_NAME}.wasm ) else () add_custom_command( TARGET ${CMAKE_PROJECT_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/scripts ${CMAKE_SOURCE_DIR}/out/scripts COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/assets ${CMAKE_SOURCE_DIR}/out/assets COMMAND ${CMAKE_COMMAND} -E copy $/${CMAKE_PROJECT_NAME} ${CMAKE_SOURCE_DIR}/out/${CMAKE_PROJECT_NAME} ) endif () # Setting ASSETS_PATH target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="./assets/") target_compile_definitions(${PROJECT_NAME} PUBLIC SCRIPTS_PATH="./scripts/")