# CMakeLists.txt

cmake_minimum_required(VERSION 3.10)
project(coffee_crisis_arcade_edition VERSION 0.01)

# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)

# Directorios principales
set(DIR_ROOT ${CMAKE_SOURCE_DIR})
set(DIR_SOURCES "${DIR_ROOT}/source")
set(DIR_BUILD "${DIR_ROOT}/build")
set(DIR_BIN "${DIR_ROOT}")

# Nombre del ejecutable
set(TARGET_NAME "coffee_crisis_arcade_edition")
set(TARGET_FILE "${DIR_BIN}/${TARGET_NAME}")

# Archivos de fuente e inclusión
file(GLOB_RECURSE SOURCES "${DIR_SOURCES}/*.cpp")
include_directories(${DIR_SOURCES})

# Configuración de SDL2
# Incluye rutas de SDL2 obtenidas con pkg-config
include_directories(/usr/local/include /usr/local/include/SDL2)
link_directories(/usr/local/lib)

# Configuración de compilación por plataforma
if(WIN32)
    # Configuración para Windows
    set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections -static-libstdc++ -Wl,-subsystem,windows")
    set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
    set(LIBS mingw32 ws2_32 SDL2main SDL2 opengl32)
    add_compile_definitions(WINDOWS_BUILD)

elseif(APPLE)
    # Configuración para macOS
    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wno-deprecated -D_THREAD_SAFE")
    set(LIBS SDL2 "-framework OpenGL")
    add_compile_definitions(MACOS_BUILD)

else() # Linux
    # Configuración para Linux
    set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections")
    set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
    set(LIBS SDL2 GL)
    add_compile_definitions(LINUX_BUILD)
endif()

# Configuración de compilación y enlace
add_executable(${TARGET_NAME} ${SOURCES})
target_link_libraries(${TARGET_NAME} ${LIBS})

# Objetivo para compilar en modo Release en Windows
if(WIN32)
    add_custom_target(windows_release ALL
        COMMAND ${CMAKE_COMMAND} -E rm -rf "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release"
        COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release"
        COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/data" "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release/data"
        COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/LICENSE" "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release"
        COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/README.md" "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release"
    )
endif()

# Objetivo para empaquetado en macOS (Intel y Apple Silicon)
if(APPLE)
    add_custom_target(macos_release ALL
        COMMAND ${CMAKE_COMMAND} -E rm -rf "${CMAKE_SOURCE_DIR}/${APP_NAME}.app"
        COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_SOURCE_DIR}/${APP_NAME}.app/Contents/MacOS"
        COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/data" "${CMAKE_SOURCE_DIR}/${APP_NAME}.app/Contents/Resources/data"
        COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/LICENSE" "${CMAKE_SOURCE_DIR}/${APP_NAME}.app/Contents"
    )
endif()

# Objetivo para empaquetado en Linux
if(UNIX AND NOT APPLE)
    add_custom_target(linux_release ALL
        COMMAND ${CMAKE_COMMAND} -E rm -rf "${CMAKE_SOURCE_DIR}/${APP_NAME}_release"
        COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_SOURCE_DIR}/${APP_NAME}_release"
        COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/data" "${CMAKE_SOURCE_DIR}/${APP_NAME}_release/data"
        COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/LICENSE" "${CMAKE_SOURCE_DIR}/${APP_NAME}_release"
    )
endif()

# Objetivo de limpieza
add_custom_target(custom_clean
    COMMAND ${CMAKE_COMMAND} -E remove_directory ${DIR_BUILD}
)
