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CMakeLists.txt
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# Copyright (c) 2024, inunix3.
# This file is distributed under the MIT license (https://opensource.org/license/mit/)
cmake_minimum_required(VERSION 3.11)
project(raypong VERSION 1.0.0 LANGUAGES C)
if (CMAKE_C_COMPILER_ID STREQUAL "Clang" AND CMAKE_C_COMPILER_FRONTEND_VARIANT STREQUAL "GNU")
set(COMPILER "clang")
elseif(CMAKE_C_COMPILER_ID STREQUAL "GNU")
set(COMPILER "gcc")
endif()
set(CMAKE_C_STANDARD 99)
set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_C_EXTENSIONS OFF)
set(COMPILE_OPTIONS "")
if (COMPILER STREQUAL "gcc" OR COMPILER STREQUAL "clang")
set(COMPILE_OPTIONS -Wall -Wextra -Wshadow -Wconversion -Wsign-conversion)
endif()
set(INCLUDE_DIR "${PROJECT_SOURCE_DIR}/include")
set(SRC_DIR "${PROJECT_SOURCE_DIR}/src")
set(ASSETS_DIR "${PROJECT_SOURCE_DIR}/assets")
set(HEADERS
"${INCLUDE_DIR}/raypong/audio.h"
"${INCLUDE_DIR}/raypong/ball.h"
"${INCLUDE_DIR}/raypong/collision.h"
"${INCLUDE_DIR}/raypong/defs.h"
"${INCLUDE_DIR}/raypong/paddle.h"
"${INCLUDE_DIR}/raypong/score.h"
"${INCLUDE_DIR}/raypong/state.h"
"${INCLUDE_DIR}/raypong/timer.h"
"${INCLUDE_DIR}/raypong/ui.h"
"${INCLUDE_DIR}/style_dark.h"
)
set(SOURCES
"${SRC_DIR}/audio.c"
"${SRC_DIR}/ball.c"
"${SRC_DIR}/main.c"
"${SRC_DIR}/paddle.c"
"${SRC_DIR}/score.c"
"${SRC_DIR}/state.c"
"${SRC_DIR}/timer.c"
"${SRC_DIR}/ui.c"
)
add_executable(${PROJECT_NAME} ${HEADERS} ${SOURCES})
target_compile_options(${PROJECT_NAME} PRIVATE ${COMPILE_OPTIONS})
target_link_libraries(${PROJECT_NAME} PRIVATE raylib raygui)
target_include_directories(${PROJECT_NAME} PRIVATE ${INCLUDE_DIR})
# Web Configurations
if ("${PLATFORM}" STREQUAL "Web")
# Tell Emscripten to build an raypong.html file.
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
endif()
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE)
target_link_libraries(${PROJECT_NAME} "-framework IOKit")
target_link_libraries(${PROJECT_NAME} "-framework Cocoa")
target_link_libraries(${PROJECT_NAME} "-framework OpenGL")
endif()
install(TARGETS ${PROJECT_NAME} DESTINATION bin)
add_subdirectory(third-party)
# Taken from https://thatonegamedev.com/cpp/cmake/how-to-embed-files-in-your-c-project/
# Adapted for C, and changed the output filename format.
function(target_embed_files TARGET_NAME)
set(OPTIONS)
set(SINGLE_VALUE)
set(MULTIPLE_VALUE FILES)
cmake_parse_arguments(
EF
"${OPTIONS}"
"${SINGLE_VALUE}"
"${MULTIPLE_VALUE}"
${ARGN}
)
string(TOUPPER "${TARGET_NAME}" TARGET_NAME_UPPER)
string(MAKE_C_IDENTIFIER "${TARGET_NAME_UPPER}" TARGET_NAME_UPPER)
string(TOLOWER "${TARGET_NAME}" TARGET_NAME_LOWER)
string(MAKE_C_IDENTIFIER "${TARGET_NAME_LOWER}" TARGET_NAME_LOWER)
set(GENERATE_HEADER_LOCATION "${CMAKE_BINARY_DIR}/embed/include")
set(EMBED_HEADERS_LOCATION "${GENERATE_HEADER_LOCATION}/embed")
set(HEADER_FILENAME "${TARGET_NAME_LOWER}.h")
set(ARRAY_DECLARATIONS)
foreach(INPUT_FILE IN LISTS EF_FILES)
get_filename_component(FILENAME "${INPUT_FILE}" NAME_WE)
string(TOLOWER "${FILENAME}" FILENAME)
string(MAKE_C_IDENTIFIER "${FILENAME}" FILENAME)
file(READ "${INPUT_FILE}" BYTES HEX)
string(REGEX REPLACE "(..)" "0x\\1, " BYTES "${BYTES}")
string(CONFIGURE "static const unsigned char ef_${FILENAME}[] = { ${BYTES} }\;" CURRENT_DECLARATION)
list(APPEND ARRAY_DECLARATIONS "${CURRENT_DECLARATION}")
endforeach()
string(JOIN "\n" ARRAY_DECLARATIONS ${ARRAY_DECLARATIONS})
set(BASIC_HEADER "\
#pragma once
${ARRAY_DECLARATIONS}
")
string(CONFIGURE "${BASIC_HEADER}" BASIC_HEADER)
file(WRITE "${EMBED_HEADERS_LOCATION}/${HEADER_FILENAME}" "${BASIC_HEADER}")
target_include_directories(${TARGET_NAME} PUBLIC "${GENERATE_HEADER_LOCATION}")
endfunction()
target_embed_files(
${PROJECT_NAME}
FILES
"${ASSETS_DIR}/goal.wav"
"${ASSETS_DIR}/paddle_hit.wav"
"${ASSETS_DIR}/wall_hit.wav"
"${ASSETS_DIR}/main_menu_bg.png"
)