binari i recursos a build/, targets en kebab
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+21
-8
@@ -136,13 +136,6 @@ endif()
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# Includes relatius a source/ (p.e. `#include "core/rendering/texture.h"`)
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target_include_directories(${PROJECT_NAME} PRIVATE ${DIR_SOURCES})
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# Configuración de salida: el ejecutable principal va a la raíz del proyecto.
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# Per-target (no global) perquè `pack_resources` acabe a `build/` com la resta
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# de projectes.
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if(NOT EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# Añadir definiciones de compilación dependiendo del tipo de build
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target_compile_definitions(${PROJECT_NAME} PRIVATE
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$<$<CONFIG:DEBUG>:DEBUG PAUSE>
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@@ -292,7 +285,7 @@ if(NOT EMSCRIPTEN)
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# Regeneració automàtica de resources.pack en cada build si canvia 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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@@ -307,4 +300,24 @@ 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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