binari i recursos a build/, targets en kebab
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+21
-6
@@ -260,11 +260,6 @@ elseif(EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
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endif()
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# Ejecutable en la raíz del proyecto (solo nativos). A Emscripten queda dins build/.
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if(NOT EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# --- EINA STANDALONE: pack_resources ---
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# Executable auxiliar que empaqueta `data/` a `resources.pack` (format AEE1).
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# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
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@@ -283,7 +278,7 @@ if(NOT EMSCRIPTEN)
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# canviat. Evita debugar amb un pack obsolet. CONFIGURE_DEPENDS força CMake
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# a re-globbar a la pròxima invocació (recull fitxers nous afegits a data/).
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file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
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set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
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set(RESOURCE_PACK "${CMAKE_BINARY_DIR}/resources.pack")
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add_custom_command(
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OUTPUT ${RESOURCE_PACK}
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@@ -298,6 +293,26 @@ if(NOT EMSCRIPTEN)
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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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endif()
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# --- STATIC ANALYSIS TARGETS ---
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