cmake_minimum_required(VERSION 3.16) project(aee_2026 VERSION 0.1.0 LANGUAGES CXX) if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES) set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) endif() set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) set(CMAKE_EXPORT_COMPILE_COMMANDS ON) # --- GENERACIÓ DEL VERSION.H AMB GIT HASH --- # Si GIT_HASH ve passat des de fora (Makefile), l'usem; si no, el resolem amb git. if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "") find_package(Git QUIET) if(GIT_FOUND) execute_process( COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} OUTPUT_VARIABLE GIT_HASH OUTPUT_STRIP_TRAILING_WHITESPACE ERROR_QUIET ) endif() if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "") set(GIT_HASH "unknown") endif() endif() configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY) # Sources comuns del sistema d'entitats: s'afegeixen tant a l'executable # principal com al smoke test. Mantenir-los en variable separada evita # duplicació entre els dos targets. # Entitats sense dependència directa amb Player.cpp: les enllacen tant # l'executable principal com el test_entities_smoke (que evita arrossegar # l'stack del jugador i les seues dependències pesades). set(ENTITY_SOURCES_BASE source/game/entities/entity.cpp source/game/entities/animation_component.cpp source/game/entities/event_bus.cpp source/game/entities/entity_factory.cpp source/game/entities/entity_loader.cpp source/game/entities/entity_manager.cpp source/game/entities/concrete/torch.cpp source/game/entities/concrete/sarcophagus.cpp source/game/entities/concrete/door.cpp source/game/entities/concrete/mummy.cpp source/game/entities/concrete/rolling_rock.cpp source/game/entities/concrete/wall_trap.cpp source/game/entities/concrete/floor_trap.cpp source/game/entities/concrete/hole.cpp source/game/entities/concrete/dust.cpp ) # Entitats que criden directament símbols de Player (com WhipAttack via # `enterHurt`/`getBaseBox`): només van a l'executable principal. set(ENTITY_SOURCES ${ENTITY_SOURCES_BASE} source/game/entities/concrete/whip_attack.cpp ) set(APP_SOURCES source/main.cpp source/core/system/director.cpp source/core/audio/audio.cpp source/core/audio/audio_adapter.cpp source/core/audio/audio_effects.cpp source/core/audio/jail_audio.cpp source/core/audio/sound_effects_config.cpp source/core/locale/locale.cpp source/core/ui/ui_config.cpp source/core/input/key_config.cpp source/core/input/global_inputs.cpp source/core/input/input_state.cpp source/core/input/gamepad_manager.cpp source/core/input/gamepad_bindings.cpp source/core/input/define_buttons.cpp source/core/input/mouse.cpp source/core/rendering/screen.cpp source/core/rendering/canvas.cpp source/core/rendering/notifier.cpp source/core/rendering/render_info.cpp source/core/rendering/gif.cpp source/core/rendering/screenshot.cpp source/external/stb_image_write_impl.cpp source/external/stb_vorbis_impl.cpp source/core/rendering/surface.cpp source/core/rendering/text.cpp source/core/rendering/sprite/sprite.cpp source/core/rendering/sprite/moving_sprite.cpp source/core/rendering/sprite/animated_sprite.cpp source/core/rendering/sprite/animated_sprite_parser.cpp source/core/rendering/effects/heat_haze.cpp source/core/rendering/effects/scan_reveal.cpp source/core/rendering/transitions/mosaic.cpp source/core/rendering/transitions/fade_to_black.cpp source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp source/core/rendering/sdl3gpu/viewport.cpp source/core/rendering/sdl3gpu/pipelines/crtpi_pipeline.cpp source/core/resources/resource_helper.cpp source/core/resources/resource_cache.cpp source/core/resources/resource_pack.cpp source/core/resources/palette_loader.cpp source/utils/easing.cpp source/utils/utils.cpp source/game/debug_config.cpp source/game/options.cpp source/game/options_apply.cpp source/game/ui/service_menu.cpp source/game/ui/hud.cpp source/game/scenes/placeholder_input.cpp source/game/scenes/logo_scene.cpp source/game/scenes/title_scene.cpp source/game/scenes/intro_scene.cpp source/game/scenes/game_scene.cpp source/game/scenes/room_fsm.cpp source/game/entities/player.cpp source/game/map/map.cpp source/game/map/tilemap.cpp source/game/map/tilemap_writer.cpp # Writer surgical de claus dins de `geometry:` (door_col), paral·lel # al TilemapWriter. Només Debug. source/game/map/map_writer.cpp source/game/map/paint_layer.cpp source/game/levels/level_manager.cpp # Mòdul editor (només activa contingut en Debug via `#ifdef _DEBUG`). # En Release els fitxers compilen a object buit i l'enllaçador no # arrossega cap símbol del joc final. source/game/editor/editor.cpp source/game/editor/editor_config.cpp # Writer del bloc `entities:` del YAML del nivell, paral·lel al # TilemapWriter pero per a la persistència de l'editor d'entitats. source/game/entities/entity_writer.cpp ${ENTITY_SOURCES} # Fitxer només del binari principal: `loadFromLevel` depèn de # Resource::Cache (→ Surface → GIF → àudio). Separat per no arrossegar # les seues dependències al smoke test stand-alone. source/game/entities/entity_manager_loadlevel.cpp ) find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) # --- SHADER COMPILATION (Linux/Windows - macOS usa Metal inline) --- if(NOT APPLE) find_program(GLSLC_EXE NAMES glslc) set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders") set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv") set(ALL_SHADER_SOURCES "${SHADERS_DIR}/postfx.vert" "${SHADERS_DIR}/postfx.frag" "${SHADERS_DIR}/crtpi_frag.glsl" ) set(ALL_SHADER_HEADERS "${HEADERS_DIR}/postfx_vert_spv.h" "${HEADERS_DIR}/postfx_frag_spv.h" "${HEADERS_DIR}/crtpi_frag_spv.h" ) if(GLSLC_EXE) add_custom_command( OUTPUT ${ALL_SHADER_HEADERS} COMMAND ${CMAKE_COMMAND} -D GLSLC=${GLSLC_EXE} -D SHADERS_DIR=${SHADERS_DIR} -D HEADERS_DIR=${HEADERS_DIR} -P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.cmake DEPENDS ${ALL_SHADER_SOURCES} WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}" COMMENT "Compilant shaders SPIR-V..." ) add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS}) message(STATUS "glslc trobat: els shaders es compilaran automaticament") else() # Dummy guards: sense glslc obligem que els headers pre-compilats existisquen. foreach(HDR ${ALL_SHADER_HEADERS}) if(NOT EXISTS "${HDR}") message(FATAL_ERROR "glslc no trobat i el header SPIR-V no existeix: ${HDR}\n" " Instal·la glslc (Linux: sudo apt install glslang-tools) o\n" " comprova que el fitxer pre-compilat existeix al repositori." ) endif() endforeach() message(STATUS "glslc no trobat - usant headers SPIR-V pre-compilats") endif() endif() add_executable(${PROJECT_NAME} ${APP_SOURCES}) # Silencia warnings de codi de tercers (mateixa filosofia que el # .clang-tidy de source/external/). Només afecta aquests TUs concrets; # la resta del codi continua compilant amb -Wall -Wextra -Wpedantic. set_source_files_properties( source/external/stb_image_write_impl.cpp source/external/stb_vorbis_impl.cpp PROPERTIES COMPILE_OPTIONS "-Wno-missing-field-initializers;-Wno-deprecated-declarations" ) if(NOT APPLE AND GLSLC_EXE) add_dependencies(${PROJECT_NAME} shaders) endif() target_include_directories(${PROJECT_NAME} PRIVATE "${CMAKE_SOURCE_DIR}/source" "${CMAKE_BINARY_DIR}" ) target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3) # --- EINA STANDALONE: pack_resources --- # Executable auxiliar que empaqueta `data/` a `build/resources.pack`. # EXCLUDE_FROM_ALL: només es compila quan algun target en depèn (ho fa # `resource_pack`). Build manual: `cmake --build build --target pack_resources`. add_executable(pack_resources EXCLUDE_FROM_ALL tools/pack_resources/pack_resources.cpp source/core/resources/resource_pack.cpp ) target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source") target_compile_options(pack_resources PRIVATE -Wall -Wextra -Wpedantic) # --- REGENERACIÓ AUTOMÀTICA DE build/resources.pack --- # A cada build re-empaquetem data/ si algun fitxer dins ha canviat. Evita # debugar amb un pack obsolet. CONFIGURE_DEPENDS força CMake a re-globbar # a la pròxima invocació (recull fitxers nous afegits a data/). file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*") set(RESOURCE_PACK "${CMAKE_BINARY_DIR}/resources.pack") add_custom_command( OUTPUT ${RESOURCE_PACK} COMMAND $ "${CMAKE_SOURCE_DIR}/data" "${RESOURCE_PACK}" DEPENDS pack_resources ${DATA_FILES} WORKING_DIRECTORY ${CMAKE_BINARY_DIR} COMMENT "Empaquetant data/ → build/resources.pack" VERBATIM ) add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK}) add_dependencies(${PROJECT_NAME} resource_pack) # --- CÒPIA DE gamecontrollerdb.txt AL COSTAT DEL BINARI --- # SDL_AddGamepadMappingsFromFile només llegeix del filesystem real (no del # pack), així que el fitxer ha de viure al directori del binari. Es copia # només si existeix per no fallar la build d'algú que encara no ha fet # `make controllerdb`. if(EXISTS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt") set(CONTROLLER_DB "${CMAKE_BINARY_DIR}/gamecontrollerdb.txt") add_custom_command( OUTPUT ${CONTROLLER_DB} COMMAND ${CMAKE_COMMAND} -E copy_if_different "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt" "${CONTROLLER_DB}" DEPENDS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt" COMMENT "Copiant gamecontrollerdb.txt → build/" VERBATIM ) add_custom_target(controller_db ALL DEPENDS ${CONTROLLER_DB}) add_dependencies(${PROJECT_NAME} controller_db) endif() target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic) target_compile_definitions(${PROJECT_NAME} PRIVATE $<$:_DEBUG> $<$:RELEASE_BUILD> # En Debug el fallback a disc apunta al source tree (sense re-packejar). AEE_SOURCE_DIR="${CMAKE_SOURCE_DIR}/" ) # --- STATIC ANALYSIS / FORMAT TARGETS --- find_program(CLANG_TIDY_EXE NAMES clang-tidy) find_program(CLANG_FORMAT_EXE NAMES clang-format) find_program(CPPCHECK_EXE NAMES cppcheck) file(GLOB_RECURSE ALL_SOURCE_FILES "${CMAKE_SOURCE_DIR}/source/*.cpp" "${CMAKE_SOURCE_DIR}/source/*.hpp" "${CMAKE_SOURCE_DIR}/source/*.h" ) list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*") set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES}) list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$") if(CLANG_TIDY_EXE) add_custom_target(tidy COMMAND ${CLANG_TIDY_EXE} -p ${CMAKE_BINARY_DIR} ${ALL_SOURCE_FILES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-tidy..." ) add_custom_target(tidy-fix COMMAND ${CLANG_TIDY_EXE} -p ${CMAKE_BINARY_DIR} --fix ${ALL_SOURCE_FILES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-tidy with fixes..." ) else() message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles") endif() if(CLANG_FORMAT_EXE) add_custom_target(format COMMAND ${CLANG_FORMAT_EXE} -i ${ALL_SOURCE_FILES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-format..." ) add_custom_target(format-check COMMAND ${CLANG_FORMAT_EXE} --dry-run --Werror ${ALL_SOURCE_FILES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Checking clang-format..." ) else() message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles") endif() if(CPPCHECK_EXE) add_custom_target(cppcheck COMMAND ${CPPCHECK_EXE} --enable=warning,style,performance,portability --std=c++20 --language=c++ --inline-suppr --suppress=missingIncludeSystem --suppress=toomanyconfigs --suppress=*:*source/external/* --suppress=*:*source/core/rendering/sdl3gpu/spv/* --suppress=*:*source/core/rendering/sdl3gpu/msl/* --suppress=normalCheckLevelMaxBranches -D_DEBUG -DLINUX_BUILD --quiet -I ${CMAKE_SOURCE_DIR}/source ${CPPCHECK_SOURCES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running cppcheck..." ) else() message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible") endif() # --- SMOKE TESTS --- # Executable stand-alone que cobreix el sistema d'entitats. No obri finestra # ni GPU: pot córrer en qualsevol entorn. `ctest --output-on-failure` el # dispara des de `build/`. option(BUILD_TESTS "Build smoke tests" ON) if(BUILD_TESTS) add_executable(test_entities_smoke tests/test_entities_smoke.cpp tests/hole_player_stubs.cpp source/core/resources/resource_helper.cpp source/core/resources/resource_pack.cpp source/game/map/map.cpp ${ENTITY_SOURCES_BASE} ) target_include_directories(test_entities_smoke PRIVATE "${CMAKE_SOURCE_DIR}/source" "${CMAKE_BINARY_DIR}" ) target_link_libraries(test_entities_smoke PRIVATE SDL3::SDL3) target_compile_options(test_entities_smoke PRIVATE -Wall -Wextra -Wpedantic) # GCC 14 + -O3 + fkyaml header-only inlinia profundament std::map::clear i # dispara fals positius -Warray-bounds dins . El warning és # del codi de tercers (libstdc++ vist a través de fkyaml), no del test. target_compile_options(test_entities_smoke PRIVATE -Wno-array-bounds) enable_testing() add_test(NAME entities_smoke COMMAND test_entities_smoke WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}) # Smoke del WhipAttack. Inclou tot l'stack d'entitats + whip_attack.cpp. # `whip_attack_player_stubs.cpp` proveeix símbols mínims de Player per # satisfer el linker sense arrossegar audio/gamepad/screen — els tests # del whip s'enfoquen a hitbox + Mummy, no a friendly fire. add_executable(test_whip_attack tests/test_whip_attack.cpp tests/whip_attack_player_stubs.cpp tests/hole_player_stubs.cpp source/core/resources/resource_helper.cpp source/core/resources/resource_pack.cpp source/game/map/map.cpp ${ENTITY_SOURCES_BASE} source/game/entities/concrete/whip_attack.cpp ) target_include_directories(test_whip_attack PRIVATE "${CMAKE_SOURCE_DIR}/source" "${CMAKE_BINARY_DIR}" ) target_link_libraries(test_whip_attack PRIVATE SDL3::SDL3) target_compile_options(test_whip_attack PRIVATE -Wall -Wextra -Wpedantic) add_test(NAME whip_attack COMMAND test_whip_attack WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}) # Smoke del flux d'escenes i del parser de debug.yaml. Stand-alone: # només enllaça els helpers purs (debug_config, placeholder_input, # key_config) perquè la integració completa dels placeholders arrossegaria # tot l'stack SDL (Screen/Notifier/RenderInfo), coberta pel smoke xvfb. add_executable(test_scene_flow tests/test_scene_flow.cpp source/game/debug_config.cpp source/game/scenes/placeholder_input.cpp source/core/input/key_config.cpp source/core/resources/resource_helper.cpp source/core/resources/resource_pack.cpp ) target_include_directories(test_scene_flow PRIVATE "${CMAKE_SOURCE_DIR}/source" "${CMAKE_BINARY_DIR}" ) target_link_libraries(test_scene_flow PRIVATE SDL3::SDL3) target_compile_options(test_scene_flow PRIVATE -Wall -Wextra -Wpedantic) add_test(NAME scene_flow COMMAND test_scene_flow WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}) # Smoke del writer surgical del tilemap (escriu el bloc `data:` sense # tocar la resta del fitxer). Pura manipulació de text, zero # dependències: no cal ni SDL ni el Resource::Cache. add_executable(test_tilemap_writer tests/test_tilemap_writer.cpp source/game/map/tilemap_writer.cpp ) target_include_directories(test_tilemap_writer PRIVATE "${CMAKE_SOURCE_DIR}/source" ) target_compile_options(test_tilemap_writer PRIVATE -Wall -Wextra -Wpedantic) add_test(NAME tilemap_writer COMMAND test_tilemap_writer WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}) # Smoke de la FSM de sala (RoomFsm). Cobreix loadConfig (timings i # corbes des de YAML), advance (transicions entre estats), i # formatRoomTitle (locale + substitució `{n}`). Stand-alone: no # arrossega Audio/Screen/Player/EntityManager — només els helpers # purs de la FSM, Locale i UiConfig. add_executable(test_game_fsm tests/test_game_fsm.cpp source/game/scenes/room_fsm.cpp source/core/locale/locale.cpp source/core/ui/ui_config.cpp source/core/resources/resource_helper.cpp source/core/resources/resource_pack.cpp source/utils/easing.cpp ) target_include_directories(test_game_fsm PRIVATE "${CMAKE_SOURCE_DIR}/source" "${CMAKE_BINARY_DIR}" ) target_link_libraries(test_game_fsm PRIVATE SDL3::SDL3) target_compile_options(test_game_fsm PRIVATE -Wall -Wextra -Wpedantic) add_test(NAME game_fsm COMMAND test_game_fsm WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}) # Smoke del parser d'animacions amb suport de flip H/V. Stand-alone: # només enllaça `animated_sprite_parser.cpp`, que és la part del motor # que NO depèn de Resource::Cache ni de Surface — el parser és pure # YAML-in / dades-out, així que no cal arrossegar tot l'stack. add_executable(test_animated_sprite_flip tests/test_animated_sprite_flip.cpp source/core/rendering/sprite/animated_sprite_parser.cpp ) target_include_directories(test_animated_sprite_flip PRIVATE "${CMAKE_SOURCE_DIR}/source" ) target_link_libraries(test_animated_sprite_flip PRIVATE SDL3::SDL3) target_compile_options(test_animated_sprite_flip PRIVATE -Wall -Wextra -Wpedantic) add_test(NAME animated_sprite_flip COMMAND test_animated_sprite_flip WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}) endif()