arreglat el CMakeLists.txt per a windows

This commit is contained in:
2025-03-24 09:15:53 +01:00
parent a7cce0af28
commit a8a24cc408
2 changed files with 10 additions and 13 deletions

View File

@@ -11,29 +11,27 @@ set(EXECUTABLE demo1_pixels_wave)
# Buscar SDL3 automáticamente # Buscar SDL3 automáticamente
find_package(SDL3 REQUIRED) find_package(SDL3 REQUIRED)
include_directories(${SDL3_INCLUDE_DIRS})
link_directories(${SDL3_LIBRARY_DIRS})
# Detectar la plataforma y ajustar configuraciones específicas # Detectar la plataforma y ajustar configuraciones específicas
if(WIN32) if(WIN32)
set(PLATFORM windows) set(PLATFORM windows)
set(LDFLAGS "-lmingw32 -lws2_32 ${SDL3_LIBRARIES}")
set(EXE_EXT ".exe") set(EXE_EXT ".exe")
set(EXTRA_LIBS mingw32 ws2_32)
elseif(UNIX AND NOT APPLE) elseif(UNIX AND NOT APPLE)
set(PLATFORM linux) set(PLATFORM linux)
set(EXE_EXT ".out") set(EXE_EXT ".out")
set(LDFLAGS "${SDL3_LIBRARIES}") set(EXTRA_LIBS "")
elseif(APPLE) elseif(APPLE)
set(PLATFORM macos) set(PLATFORM macos)
set(EXE_EXT ".out") set(EXE_EXT ".out")
set(LDFLAGS "${SDL3_LIBRARIES}") set(EXTRA_LIBS "")
endif() endif()
# Añadir el ejecutable # Añadir el ejecutable
add_executable(${EXECUTABLE}${EXE_EXT} ${SOURCE}) add_executable(${EXECUTABLE}${EXE_EXT} ${SOURCE})
# Enlazar las bibliotecas # Enlazar las bibliotecas específicas y SDL3
target_link_libraries(${EXECUTABLE}${EXE_EXT} ${LDFLAGS}) target_link_libraries(${EXECUTABLE}${EXE_EXT} ${EXTRA_LIBS} SDL3::SDL3)
# Colocar el ejecutable en la raíz del proyecto # Colocar el ejecutable en la raíz del proyecto
set_target_properties(${EXECUTABLE}${EXE_EXT} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}) set_target_properties(${EXECUTABLE}${EXE_EXT} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})

View File

@@ -1,3 +1,4 @@
#define _USE_MATH_DEFINES
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <cmath> #include <cmath>
@@ -55,10 +56,10 @@ int main(int argc, char *argv[])
{ {
float dist = sqrt(i * i + j * j); float dist = sqrt(i * i + j * j);
float z = cos((dist / 40 - time) * M_PI * 2) * 6; float z = cos((dist / 40 - time) * M_PI * 2) * 6;
const int x = rad + i + dx; const int X = rad + i + dx;
const int y = rad + j - z + dy; const int Y = rad + j - z + dy;
if (x < WIDTH && y < HEIGHT && x >= 0 && y >= 0) if (X < WIDTH && Y < HEIGHT && X >= 0 && Y >= 0)
surface[x + y * WIDTH] = 1; surface[X + Y * WIDTH] = 1;
} }
// Vuelca la surface a la textura // Vuelca la surface a la textura
@@ -68,9 +69,7 @@ int main(int argc, char *argv[])
} }
SDL_UnlockTexture(texture); SDL_UnlockTexture(texture);
SDL_RenderTexture(renderer, texture, nullptr, nullptr); SDL_RenderTexture(renderer, texture, nullptr, nullptr);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }