# CMakeLists.txt completo (incluyendo configuraciones anteriores)

cmake_minimum_required(VERSION 3.10)
project(coffee_crisis_arcade_edition VERSION 0.01)

# Configuración de compilador para MinGW en Windows, si es necesario
if(WIN32 AND NOT CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
    set(CMAKE_CXX_COMPILER "g++")
    set(CMAKE_C_COMPILER "gcc")
endif()

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

# Define el directorio de los archivos fuente
set(DIR_SOURCES "${CMAKE_SOURCE_DIR}/source")

# Cargar todos los archivos fuente en DIR_SOURCES
file(GLOB SOURCES "${DIR_SOURCES}/*.cpp")

# Verificar si se encontraron archivos fuente
if(NOT SOURCES)
    message(FATAL_ERROR "No se encontraron archivos fuente en ${DIR_SOURCES}. Verifica que el directorio existe y contiene archivos .cpp.")
endif()

# Configuración de SDL2
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIRS})
link_directories(${SDL2_LIBDIR})

# Definir las bibliotecas comunes
set(LIBS SDL2main SDL2)

# Configuración común de salida de ejecutables en el directorio raíz
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})

# Objetivos específicos por plataforma
if(WIN32)
    set(LIBS ${LIBS} mingw32 opengl32 gdi32 winmm imm32 ole32 version)

    # Windows estándar
    add_executable(${PROJECT_NAME}_windows ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_windows PRIVATE WINDOWS_BUILD)
    set_target_properties(${PROJECT_NAME}_windows PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_windows")
    target_link_libraries(${PROJECT_NAME}_windows ${LIBS})

    # Windows Debug
    add_executable(${PROJECT_NAME}_windows_debug ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_windows_debug PRIVATE WINDOWS_BUILD DEBUG VERBOSE)
    set_target_properties(${PROJECT_NAME}_windows_debug PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_windows_debug")
    target_link_libraries(${PROJECT_NAME}_windows_debug ${LIBS})

    # Windows Release
    add_executable(${PROJECT_NAME}_windows_release ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_windows_release PRIVATE WINDOWS_BUILD)
    set_target_properties(${PROJECT_NAME}_windows_release PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_windows_release")
    target_link_libraries(${PROJECT_NAME}_windows_release ${LIBS})

elseif(APPLE)
    set(LIBS ${LIBS} "-framework OpenGL")

    # macOS estándar
    add_executable(${PROJECT_NAME}_macos ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_macos PRIVATE MACOS_BUILD)
    set_target_properties(${PROJECT_NAME}_macos PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_macos")
    target_link_libraries(${PROJECT_NAME}_macos ${LIBS})

    # macOS Debug
    add_executable(${PROJECT_NAME}_macos_debug ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_macos_debug PRIVATE MACOS_BUILD DEBUG VERBOSE)
    set_target_properties(${PROJECT_NAME}_macos_debug PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_macos_debug")
    target_link_libraries(${PROJECT_NAME}_macos_debug ${LIBS})

    # macOS Release
    add_executable(${PROJECT_NAME}_macos_release ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_macos_release PRIVATE MACOS_BUILD)
    set_target_properties(${PROJECT_NAME}_macos_release PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_macos_release")
    target_link_libraries(${PROJECT_NAME}_macos_release ${LIBS})

elseif(UNIX AND NOT APPLE)
    set(LIBS ${LIBS} GL)

    # Linux estándar
    add_executable(${PROJECT_NAME}_linux ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_linux PRIVATE LINUX_BUILD)
    set_target_properties(${PROJECT_NAME}_linux PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_linux")
    target_link_libraries(${PROJECT_NAME}_linux ${LIBS})

    # Linux Debug
    add_executable(${PROJECT_NAME}_linux_debug ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_linux_debug PRIVATE LINUX_BUILD DEBUG VERBOSE)
    set_target_properties(${PROJECT_NAME}_linux_debug PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_linux_debug")
    target_link_libraries(${PROJECT_NAME}_linux_debug ${LIBS})

    # Linux Release
    add_executable(${PROJECT_NAME}_linux_release ${SOURCES})
    target_compile_definitions(${PROJECT_NAME}_linux_release PRIVATE LINUX_BUILD)
    set_target_properties(${PROJECT_NAME}_linux_release PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_linux_release")
    target_link_libraries(${PROJECT_NAME}_linux_release ${LIBS})
endif()

# Agregar custom targets para invocar objetivos de build específicos
add_custom_target(build_windows_debug DEPENDS ${PROJECT_NAME}_windows_debug)
add_custom_target(build_windows_release DEPENDS ${PROJECT_NAME}_windows_release)
add_custom_target(build_macos_debug DEPENDS ${PROJECT_NAME}_macos_debug)
add_custom_target(build_macos_release DEPENDS ${PROJECT_NAME}_macos_release)
add_custom_target(build_linux_debug DEPENDS ${PROJECT_NAME}_linux_debug)
add_custom_target(build_linux_release DEPENDS ${PROJECT_NAME}_linux_release)
