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aee/CMakeLists.txt
2026-04-18 11:41:34 +02:00

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CMake

# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(aee VERSION 1.00)
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
endif()
# Estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Exportar comandos de compilación para herramientas de análisis
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# --- GENERACIÓ AUTOMÀTICA DE VERSIÓ ---
# Si GIT_HASH ve de fora (p. ex. el Makefile via -DGIT_HASH=xxx), l'usem tal
# qual. Això evita problemes amb Docker/emscripten on git avorta per
# "dubious ownership" al volum muntat. En builds locals sense -DGIT_HASH
# resolem ací executant git directament.
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)
# --- LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES
# Core - Motor original "Jail" (no tocar gameplay)
source/core/jail/jdraw8.cpp
source/core/jail/jfile.cpp
source/core/jail/jgame.cpp
source/core/jail/jinput.cpp
# Core - Audio (wrapper canònic compartit amb la resta de projectes)
source/core/audio/audio.cpp
source/core/audio/audio_adapter.cpp
# Core - Locale (nova capa)
source/core/locale/locale.cpp
# Core - Resources (pack binari AEE1 + cache d'assets precarregats)
source/core/resources/resource_pack.cpp
source/core/resources/resource_helper.cpp
source/core/resources/resource_list.cpp
source/core/resources/resource_cache.cpp
# Core - Capa de presentación (nueva)
source/core/rendering/menu.cpp
source/core/rendering/overlay.cpp
source/core/rendering/screen.cpp
source/core/rendering/text.cpp
# Core - SDL3 GPU shader backend
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
# Core - Input (nova capa)
source/core/input/gamepad.cpp
source/core/input/global_inputs.cpp
source/core/input/key_config.cpp
source/core/input/key_remap.cpp
source/core/input/mouse.cpp
# Core - System (nova capa)
source/core/system/director.cpp
# Scenes (cinemàtiques i menús reescrits)
source/scenes/timeline.cpp
source/scenes/sprite_mover.cpp
source/scenes/frame_animator.cpp
source/scenes/palette_fade.cpp
source/scenes/surface_handle.cpp
source/scenes/scene_registry.cpp
source/scenes/scene_utils.cpp
source/scenes/boot_loader_scene.cpp
source/scenes/mort_scene.cpp
source/scenes/banner_scene.cpp
source/scenes/menu_scene.cpp
source/scenes/intro_new_logo_scene.cpp
source/scenes/intro_scene.cpp
source/scenes/intro_sprites_scene.cpp
source/scenes/slides_scene.cpp
source/scenes/credits_scene.cpp
source/scenes/secreta_scene.cpp
# Game
source/game/options.cpp
source/game/bola.cpp
source/game/engendro.cpp
source/game/info.cpp
source/game/mapa.cpp
source/game/marcador.cpp
source/game/modulegame.cpp
source/game/momia.cpp
source/game/prota.cpp
source/game/sprite.cpp
# Utils
source/utils/easing.cpp
source/utils/utils.cpp
# Main
source/main.cpp
)
# Configuración de SDL3
# En macOS bundle mode usamos el xcframework (universal arm64+x86_64).
# En emscripten compilamos SDL3 desde source con FetchContent (no hi ha paquet de sistema).
# En el resto de casos, usamos SDL3 del sistema via find_package.
if(EMSCRIPTEN)
include(FetchContent)
FetchContent_Declare(
SDL3
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
GIT_TAG release-3.4.4
GIT_SHALLOW TRUE
)
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
set(SDL_STATIC ON CACHE BOOL "" FORCE)
set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(SDL3)
message(STATUS "SDL3: compilat des de source per a Emscripten (FetchContent)")
elseif(APPLE AND MACOS_BUNDLE)
set(SDL3_XCFRAMEWORK_SLICE "${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64")
message(STATUS "SDL3: usando xcframework (${SDL3_XCFRAMEWORK_SLICE})")
else()
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
endif()
# --- COMPILACIÓ SHADERS SPIR-V (Linux/Windows — macOS usa Metal, Emscripten no suporta SDL3 GPU) ---
if(NOT APPLE AND NOT EMSCRIPTEN)
find_program(GLSLC_EXE NAMES glslc)
set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv")
set(ALL_SHADER_HEADERS
"${HEADERS_DIR}/postfx_vert_spv.h"
"${HEADERS_DIR}/postfx_frag_spv.h"
"${HEADERS_DIR}/upscale_frag_spv.h"
"${HEADERS_DIR}/downscale_frag_spv.h"
"${HEADERS_DIR}/crtpi_frag_spv.h"
)
set(ALL_SHADER_SOURCES
"${SHADERS_DIR}/postfx.vert"
"${SHADERS_DIR}/postfx.frag"
"${SHADERS_DIR}/upscale.frag"
"${SHADERS_DIR}/downscale.frag"
"${SHADERS_DIR}/crtpi_frag.glsl"
)
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: shaders es compilaran automàticament")
else()
foreach(HDR ${ALL_SHADER_HEADERS})
if(NOT EXISTS "${HDR}")
message(FATAL_ERROR
"glslc no trobat i header SPIR-V no existeix: ${HDR}\n"
" Instal·la glslc: sudo apt install glslang-tools (Linux)\n"
" choco install vulkan-sdk (Windows)"
)
endif()
endforeach()
message(STATUS "glslc no trobat — usant headers SPIR-V precompilats")
endif()
elseif(EMSCRIPTEN)
message(STATUS "Emscripten: shaders SPIR-V omesos (SDL3 GPU no suportat a WebGL2)")
else()
message(STATUS "macOS: shaders SPIR-V omesos (usa Metal)")
endif()
# --- EJECUTABLE ---
# A emscripten excloïm sdl3gpu_shader.cpp — SDL3 GPU no suporta WebGL2, i el
# fallback SDL_Renderer de Screen (amb NO_SHADERS) fa tota la presentació.
if(EMSCRIPTEN)
set(APP_SOURCES_WASM ${APP_SOURCES})
list(REMOVE_ITEM APP_SOURCES_WASM source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp)
add_executable(${PROJECT_NAME} ${APP_SOURCES_WASM})
else()
add_executable(${PROJECT_NAME} ${APP_SOURCES})
endif()
# Shaders han de compilar-se abans que l'executable (Linux/Windows amb glslc)
if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
add_dependencies(${PROJECT_NAME} shaders)
endif()
# --- DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source"
"${CMAKE_BINARY_DIR}"
)
# Enlazar SDL3
if(APPLE AND MACOS_BUNDLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
target_include_directories(${PROJECT_NAME} PRIVATE
"${SDL3_XCFRAMEWORK_SLICE}/SDL3.framework/Headers"
)
target_link_options(${PROJECT_NAME} PRIVATE
-framework SDL3
-F ${SDL3_XCFRAMEWORK_SLICE}
-rpath @executable_path/../Frameworks/
)
else()
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
endif()
# --- FLAGS DE COMPILACIÓN ---
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
# --- CONFIGURACIÓN POR PLATAFORMA ---
if(WIN32)
target_link_libraries(${PROJECT_NAME} PRIVATE mingw32)
elseif(EMSCRIPTEN)
target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD NO_SHADERS)
# -fexceptions: SDL3 i fkyaml llancen std::exception; sense això, `throw`
# acaba en `abort()`. També requerit al link per congruència ABI.
target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions)
target_link_options(${PROJECT_NAME} PRIVATE
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
-fexceptions
-sALLOW_MEMORY_GROWTH=1
-sMAX_WEBGL_VERSION=2
-sINITIAL_MEMORY=67108864
-sASSERTIONS=1
# ASYNCIFY permet que Emscripten gestione yields durant la precarga
# d'assets. El main loop del joc ja usa SDL3 Callback API i no depén
# d'Asyncify — però el preloader del `.data` sí.
-sASYNCIFY=1
)
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
endif()
# Ejecutable en la raíz del proyecto (solo nativos). A Emscripten queda dins build/.
if(NOT EMSCRIPTEN)
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
endif()
# --- EINA STANDALONE: pack_resources ---
# Executable auxiliar que empaqueta `data/` a `resources.pack` (format AEE1).
# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
# cmake --build build --target pack_resources
# Després executar: ./build/pack_resources data resources.pack
if(NOT EMSCRIPTEN)
add_executable(pack_resources EXCLUDE_FROM_ALL
tools/pack_resources/pack_resources.cpp
source/core/resources/resource_pack.cpp
)
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
target_compile_options(pack_resources PRIVATE -Wall)
# --- Regeneració automàtica de resources.pack ---
# Cada `cmake --build build` torna a empaquetar `data/` si algun fitxer 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_SOURCE_DIR}/resources.pack")
add_custom_command(
OUTPUT ${RESOURCE_PACK}
COMMAND $<TARGET_FILE:pack_resources>
"${CMAKE_SOURCE_DIR}/data"
"${RESOURCE_PACK}"
DEPENDS pack_resources ${DATA_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Empaquetant data/ → resources.pack"
VERBATIM
)
add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
add_dependencies(${PROJECT_NAME} resource_pack)
endif()
# --- STATIC ANALYSIS TARGETS ---
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
find_program(CLANG_FORMAT_EXE NAMES clang-format)
find_program(CPPCHECK_EXE NAMES cppcheck)
# Recopilar todos los archivos fuente (excluir external/)
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(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES})
# Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
# Targets de clang-tidy
if(CLANG_TIDY_EXE)
add_custom_target(tidy
COMMAND ${CLANG_TIDY_EXE}
-p ${CMAKE_BINARY_DIR}
${CLANG_TIDY_SOURCES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Running clang-tidy..."
)
add_custom_target(tidy-fix
COMMAND ${CLANG_TIDY_EXE}
-p ${CMAKE_BINARY_DIR}
--fix
${CLANG_TIDY_SOURCES}
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()
# Targets de clang-format
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()
# Target de cppcheck
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
--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()