Habilita la regla 1 de la nova FSM de joc: durant PLAYING, qualsevol
slot DISABLED pot pulsar START per entrar a partida amb spawn aeri al
seu costat de la porta i vides reseteades. Quan un jugador esgota les
vides, `respawnFromDying` el deixa a DISABLED i publica `player_disabled`
al bus; GameScene i HUD reaccionen, deixant el slot disponible per a un
nou join. Afegeix prompts al HUD ("PULSA START / PER JUGAR" o
"ESPERA / PER JUGAR") segons l'estat de la RoomFsm.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
498 lines
19 KiB
CMake
498 lines
19 KiB
CMake
cmake_minimum_required(VERSION 3.16)
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project(aee_arcade VERSION 0.1.0 LANGUAGES CXX)
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if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
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set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
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endif()
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# --- GENERACIÓ DEL VERSION.H AMB GIT HASH ---
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# Si GIT_HASH ve passat des de fora (Makefile), l'usem; si no, el resolem amb git.
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if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
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find_package(Git QUIET)
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if(GIT_FOUND)
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execute_process(
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COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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OUTPUT_VARIABLE GIT_HASH
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OUTPUT_STRIP_TRAILING_WHITESPACE
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ERROR_QUIET
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)
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endif()
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if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
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set(GIT_HASH "unknown")
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endif()
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endif()
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configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
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# Sources comuns del sistema d'entitats: s'afegeixen tant a l'executable
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# principal com al smoke test. Mantenir-los en variable separada evita
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# duplicació entre els dos targets.
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# Entitats sense dependència directa amb Player.cpp: les enllacen tant
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# l'executable principal com el test_entities_smoke (que evita arrossegar
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# l'stack del jugador i les seues dependències pesades).
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set(ENTITY_SOURCES_BASE
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source/game/entities/entity.cpp
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source/game/entities/animation_component.cpp
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source/game/entities/event_bus.cpp
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source/game/entities/entity_factory.cpp
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source/game/entities/entity_loader.cpp
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source/game/entities/entity_manager.cpp
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source/game/entities/concrete/torch.cpp
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source/game/entities/concrete/sarcophagus.cpp
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source/game/entities/concrete/door.cpp
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source/game/entities/concrete/mummy.cpp
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source/game/entities/concrete/rolling_rock.cpp
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source/game/entities/concrete/wall_trap.cpp
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source/game/entities/concrete/floor_trap.cpp
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source/game/entities/concrete/hole.cpp
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source/game/entities/concrete/dust.cpp
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)
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# Entitats que criden directament símbols de Player (com WhipAttack via
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# `enterHurt`/`getBaseBox`): només van a l'executable principal.
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set(ENTITY_SOURCES
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${ENTITY_SOURCES_BASE}
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source/game/entities/concrete/whip_attack.cpp
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)
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set(APP_SOURCES
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source/main.cpp
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source/core/system/director.cpp
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source/core/audio/audio.cpp
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source/core/audio/audio_adapter.cpp
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source/core/audio/audio_effects.cpp
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source/core/audio/jail_audio.cpp
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source/core/audio/sound_effects_config.cpp
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source/core/locale/locale.cpp
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source/core/ui/ui_config.cpp
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source/core/input/key_config.cpp
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source/core/input/global_inputs.cpp
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source/core/input/input_state.cpp
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source/core/input/gamepad_manager.cpp
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source/core/input/gamepad_bindings.cpp
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source/core/input/define_buttons.cpp
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source/core/input/mouse.cpp
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source/core/rendering/screen.cpp
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source/core/rendering/canvas.cpp
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source/core/rendering/notifier.cpp
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source/core/rendering/render_info.cpp
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source/core/rendering/gif.cpp
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source/core/rendering/screenshot.cpp
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source/external/stb_image_write_impl.cpp
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source/external/stb_vorbis_impl.cpp
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source/core/rendering/surface.cpp
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source/core/rendering/text.cpp
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source/core/rendering/sprite/sprite.cpp
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source/core/rendering/sprite/moving_sprite.cpp
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source/core/rendering/sprite/animated_sprite.cpp
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source/core/rendering/sprite/animated_sprite_parser.cpp
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source/core/rendering/effects/heat_haze.cpp
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source/core/rendering/effects/scan_reveal.cpp
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source/core/rendering/transitions/mosaic.cpp
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source/core/rendering/transitions/fade_to_black.cpp
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source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
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source/core/rendering/sdl3gpu/viewport.cpp
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source/core/rendering/sdl3gpu/pipelines/crtpi_pipeline.cpp
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source/core/resources/resource_helper.cpp
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source/core/resources/resource_cache.cpp
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source/core/resources/resource_pack.cpp
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source/core/resources/palette_loader.cpp
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source/utils/easing.cpp
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source/utils/log.cpp
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source/utils/utils.cpp
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source/game/debug_config.cpp
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source/game/gameplay_config.cpp
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source/game/options.cpp
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source/game/options_apply.cpp
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source/game/ui/service_menu.cpp
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source/game/ui/hud.cpp
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source/game/scenes/placeholder_input.cpp
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source/game/scenes/start_input.cpp
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source/game/scenes/logo_scene.cpp
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source/game/scenes/title_scene.cpp
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source/game/scenes/intro_scene.cpp
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source/game/scenes/game_scene.cpp
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source/game/scenes/room_fsm.cpp
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source/game/entities/player.cpp
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source/game/map/map.cpp
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source/game/map/tilemap.cpp
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source/game/map/tilemap_writer.cpp
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# Writer surgical de claus dins de `geometry:` (door_col), paral·lel
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# al TilemapWriter. Només Debug.
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source/game/map/map_writer.cpp
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source/game/map/paint_layer.cpp
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source/game/levels/level_manager.cpp
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# Mòdul editor (només activa contingut en Debug via `#ifdef _DEBUG`).
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# En Release els fitxers compilen a object buit i l'enllaçador no
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# arrossega cap símbol del joc final.
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source/game/editor/editor.cpp
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source/game/editor/editor_config.cpp
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# Writer del bloc `entities:` del YAML del nivell, paral·lel al
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# TilemapWriter pero per a la persistència de l'editor d'entitats.
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source/game/entities/entity_writer.cpp
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${ENTITY_SOURCES}
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# Fitxer només del binari principal: `loadFromLevel` depèn de
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# Resource::Cache (→ Surface → GIF → àudio). Separat per no arrossegar
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# les seues dependències al smoke test stand-alone.
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source/game/entities/entity_manager_loadlevel.cpp
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)
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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# --- SHADER COMPILATION (Linux/Windows - macOS usa Metal inline) ---
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if(NOT APPLE)
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find_program(GLSLC_EXE NAMES glslc)
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set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
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set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv")
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set(ALL_SHADER_SOURCES
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"${SHADERS_DIR}/postfx.vert"
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"${SHADERS_DIR}/postfx.frag"
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"${SHADERS_DIR}/crtpi_frag.glsl"
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)
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set(ALL_SHADER_HEADERS
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"${HEADERS_DIR}/postfx_vert_spv.h"
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"${HEADERS_DIR}/postfx_frag_spv.h"
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"${HEADERS_DIR}/crtpi_frag_spv.h"
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)
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if(GLSLC_EXE)
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add_custom_command(
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OUTPUT ${ALL_SHADER_HEADERS}
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COMMAND ${CMAKE_COMMAND}
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-D GLSLC=${GLSLC_EXE}
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-D SHADERS_DIR=${SHADERS_DIR}
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-D HEADERS_DIR=${HEADERS_DIR}
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-P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.cmake
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DEPENDS ${ALL_SHADER_SOURCES}
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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COMMENT "Compilant shaders SPIR-V..."
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)
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add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
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message(STATUS "glslc trobat: els shaders es compilaran automaticament")
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else()
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# Dummy guards: sense glslc obligem que els headers pre-compilats existisquen.
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foreach(HDR ${ALL_SHADER_HEADERS})
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if(NOT EXISTS "${HDR}")
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message(FATAL_ERROR
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"glslc no trobat i el header SPIR-V no existeix: ${HDR}\n"
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" Instal·la glslc (Linux: sudo apt install glslang-tools) o\n"
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" comprova que el fitxer pre-compilat existeix al repositori."
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)
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endif()
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endforeach()
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message(STATUS "glslc no trobat - usant headers SPIR-V pre-compilats")
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endif()
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endif()
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add_executable(${PROJECT_NAME} ${APP_SOURCES})
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# Silencia warnings de codi de tercers (mateixa filosofia que el
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# .clang-tidy de source/external/). Només afecta aquests TUs concrets;
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# la resta del codi continua compilant amb -Wall -Wextra -Wpedantic.
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set_source_files_properties(
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source/external/stb_image_write_impl.cpp
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source/external/stb_vorbis_impl.cpp
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PROPERTIES COMPILE_OPTIONS "-Wno-missing-field-initializers;-Wno-deprecated-declarations"
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)
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if(NOT APPLE AND GLSLC_EXE)
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add_dependencies(${PROJECT_NAME} shaders)
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endif()
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target_include_directories(${PROJECT_NAME} PRIVATE
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"${CMAKE_SOURCE_DIR}/source"
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"${CMAKE_BINARY_DIR}"
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)
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target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
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# --- EINA STANDALONE: pack_resources ---
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# Executable auxiliar que empaqueta `data/` a `build/resources.pack`.
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# EXCLUDE_FROM_ALL: només es compila quan algun target en depèn (ho fa
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# `resource_pack`). Build manual: `cmake --build build --target pack_resources`.
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add_executable(pack_resources EXCLUDE_FROM_ALL
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tools/pack_resources/pack_resources.cpp
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source/core/resources/resource_pack.cpp
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source/utils/log.cpp
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)
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target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
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target_link_libraries(pack_resources PRIVATE SDL3::SDL3)
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target_compile_options(pack_resources PRIVATE -Wall -Wextra -Wpedantic)
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# --- REGENERACIÓ AUTOMÀTICA DE build/resources.pack ---
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# A cada build re-empaquetem data/ si algun fitxer dins ha canviat. Evita
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# debugar amb un pack obsolet. CONFIGURE_DEPENDS força CMake a re-globbar
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# a la pròxima invocació (recull fitxers nous afegits a data/).
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file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
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set(RESOURCE_PACK "${CMAKE_BINARY_DIR}/resources.pack")
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add_custom_command(
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OUTPUT ${RESOURCE_PACK}
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COMMAND $<TARGET_FILE:pack_resources>
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"${CMAKE_SOURCE_DIR}/data"
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"${RESOURCE_PACK}"
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DEPENDS pack_resources ${DATA_FILES}
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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COMMENT "Empaquetant data/ → build/resources.pack"
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VERBATIM
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)
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add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
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add_dependencies(${PROJECT_NAME} resource_pack)
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# --- CÒPIA DE gamecontrollerdb.txt AL COSTAT DEL BINARI ---
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# SDL_AddGamepadMappingsFromFile només llegeix del filesystem real (no del
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# pack), així que el fitxer ha de viure al directori del binari. Es copia
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# només si existeix per no fallar la build d'algú que encara no ha fet
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# `make controllerdb`.
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if(EXISTS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt")
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set(CONTROLLER_DB "${CMAKE_BINARY_DIR}/gamecontrollerdb.txt")
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add_custom_command(
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OUTPUT ${CONTROLLER_DB}
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt"
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"${CONTROLLER_DB}"
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DEPENDS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt"
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COMMENT "Copiant gamecontrollerdb.txt → build/"
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VERBATIM
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)
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add_custom_target(controller_db ALL DEPENDS ${CONTROLLER_DB})
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add_dependencies(${PROJECT_NAME} controller_db)
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endif()
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target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic)
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target_compile_definitions(${PROJECT_NAME} PRIVATE
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$<$<CONFIG:Debug>:_DEBUG>
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$<$<CONFIG:Release>:RELEASE_BUILD>
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# En Debug el fallback a disc apunta al source tree (sense re-packejar).
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AEE_SOURCE_DIR="${CMAKE_SOURCE_DIR}/"
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)
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# --- STATIC ANALYSIS / FORMAT TARGETS ---
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find_program(CLANG_TIDY_EXE NAMES clang-tidy)
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find_program(CLANG_FORMAT_EXE NAMES clang-format)
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find_program(CPPCHECK_EXE NAMES cppcheck)
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file(GLOB_RECURSE ALL_SOURCE_FILES
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"${CMAKE_SOURCE_DIR}/source/*.cpp"
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"${CMAKE_SOURCE_DIR}/source/*.hpp"
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"${CMAKE_SOURCE_DIR}/source/*.h"
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)
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list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
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set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
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list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
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if(CLANG_TIDY_EXE)
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add_custom_target(tidy
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COMMAND ${CLANG_TIDY_EXE}
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-p ${CMAKE_BINARY_DIR}
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${ALL_SOURCE_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-tidy..."
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)
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add_custom_target(tidy-fix
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COMMAND ${CLANG_TIDY_EXE}
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-p ${CMAKE_BINARY_DIR}
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--fix
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${ALL_SOURCE_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-tidy with fixes..."
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)
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else()
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message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles")
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endif()
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if(CLANG_FORMAT_EXE)
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add_custom_target(format
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COMMAND ${CLANG_FORMAT_EXE}
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-i
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${ALL_SOURCE_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-format..."
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)
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add_custom_target(format-check
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COMMAND ${CLANG_FORMAT_EXE}
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--dry-run
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--Werror
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${ALL_SOURCE_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Checking clang-format..."
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)
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else()
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message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
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endif()
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if(CPPCHECK_EXE)
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add_custom_target(cppcheck
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COMMAND ${CPPCHECK_EXE}
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--enable=warning,style,performance,portability
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--std=c++20
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--language=c++
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--inline-suppr
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--suppress=missingIncludeSystem
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--suppress=toomanyconfigs
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--suppress=*:*source/external/*
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--suppress=*:*source/core/rendering/sdl3gpu/spv/*
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--suppress=*:*source/core/rendering/sdl3gpu/msl/*
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--suppress=normalCheckLevelMaxBranches
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|
-D_DEBUG
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-DLINUX_BUILD
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--quiet
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-I ${CMAKE_SOURCE_DIR}/source
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${CPPCHECK_SOURCES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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|
COMMENT "Running cppcheck..."
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|
)
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else()
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message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
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endif()
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|
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# --- SMOKE TESTS ---
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# Executable stand-alone que cobreix el sistema d'entitats. No obri finestra
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# ni GPU: pot córrer en qualsevol entorn. `ctest --output-on-failure` el
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# dispara des de `build/`.
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option(BUILD_TESTS "Build smoke tests" ON)
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if(BUILD_TESTS)
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add_executable(test_entities_smoke
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tests/test_entities_smoke.cpp
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tests/hole_player_stubs.cpp
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tests/audio_cache_stubs.cpp
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source/core/resources/resource_helper.cpp
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source/core/resources/resource_pack.cpp
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source/game/map/map.cpp
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source/utils/log.cpp
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${ENTITY_SOURCES_BASE}
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)
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target_include_directories(test_entities_smoke PRIVATE
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"${CMAKE_SOURCE_DIR}/source"
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"${CMAKE_BINARY_DIR}"
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)
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target_link_libraries(test_entities_smoke PRIVATE SDL3::SDL3)
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target_compile_options(test_entities_smoke PRIVATE -Wall -Wextra -Wpedantic)
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# GCC 14 + -O3 + fkyaml header-only inlinia profundament std::map::clear i
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# dispara fals positius -Warray-bounds dins <bits/stl_tree.h>. El warning és
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# del codi de tercers (libstdc++ vist a través de fkyaml), no del test.
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target_compile_options(test_entities_smoke PRIVATE -Wno-array-bounds)
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enable_testing()
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add_test(NAME entities_smoke
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COMMAND test_entities_smoke
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR})
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# Smoke del WhipAttack. Inclou tot l'stack d'entitats + whip_attack.cpp.
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# `whip_attack_player_stubs.cpp` proveeix símbols mínims de Player per
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# satisfer el linker sense arrossegar audio/gamepad/screen — els tests
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# del whip s'enfoquen a hitbox + Mummy, no a friendly fire.
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add_executable(test_whip_attack
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tests/test_whip_attack.cpp
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tests/whip_attack_player_stubs.cpp
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tests/hole_player_stubs.cpp
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tests/audio_cache_stubs.cpp
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source/core/resources/resource_helper.cpp
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source/core/resources/resource_pack.cpp
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source/game/gameplay_config.cpp
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source/game/map/map.cpp
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source/utils/log.cpp
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${ENTITY_SOURCES_BASE}
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source/game/entities/concrete/whip_attack.cpp
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)
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target_include_directories(test_whip_attack PRIVATE
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"${CMAKE_SOURCE_DIR}/source"
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|
"${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 ${CMAKE_SOURCE_DIR})
|
|
|
|
# Smoke del flux d'escenes i del parser de debug.yaml. Stand-alone:
|
|
# només enllaça els helpers purs (debug_config, placeholder_input,
|
|
# key_config) perquè la integració completa dels placeholders arrossegaria
|
|
# tot l'stack SDL (Screen/Notifier/RenderInfo), coberta pel smoke xvfb.
|
|
add_executable(test_scene_flow
|
|
tests/test_scene_flow.cpp
|
|
source/game/debug_config.cpp
|
|
source/game/scenes/placeholder_input.cpp
|
|
source/core/input/key_config.cpp
|
|
source/core/resources/resource_helper.cpp
|
|
source/core/resources/resource_pack.cpp
|
|
source/utils/log.cpp
|
|
)
|
|
target_include_directories(test_scene_flow PRIVATE
|
|
"${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 ${CMAKE_SOURCE_DIR})
|
|
|
|
# Smoke de la FSM de sala (RoomFsm). Cobreix loadConfig (timings i
|
|
# corbes des de YAML), advance (transicions entre estats), i
|
|
# formatRoomTitle (locale + substitució `{n}`). Stand-alone: no
|
|
# arrossega Audio/Screen/Player/EntityManager — només els helpers
|
|
# purs de la FSM, Locale i UiConfig.
|
|
add_executable(test_game_fsm
|
|
tests/test_game_fsm.cpp
|
|
source/game/scenes/room_fsm.cpp
|
|
source/core/locale/locale.cpp
|
|
source/core/ui/ui_config.cpp
|
|
source/core/resources/resource_helper.cpp
|
|
source/core/resources/resource_pack.cpp
|
|
source/utils/easing.cpp
|
|
source/utils/log.cpp
|
|
)
|
|
target_include_directories(test_game_fsm PRIVATE
|
|
"${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()
|