# CMakeLists.txt cmake_minimum_required(VERSION 3.10) project(coffee_crisis VERSION 1.00) # Configuración de compilador para MinGW en Windows 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) set(CMAKE_EXPORT_COMPILE_COMMANDS ON) # Configuración global de flags de compilación set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall") set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections") # 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}.") endif() # Configuración de SDL3 if(EMSCRIPTEN) # En Emscripten, SDL3 se compila desde source con FetchContent 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 compilado desde source para Emscripten") else() find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}") endif() # Añadir ejecutable principal add_executable(${PROJECT_NAME} ${SOURCES}) # Configuración de salida: el ejecutable principal va a la raíz del proyecto. # Per-target (no global) perquè `pack_resources` acabe a `build/` com la resta # de projectes. if(NOT EMSCRIPTEN) set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}) endif() # Añadir definiciones de compilación dependiendo del tipo de build target_compile_definitions(${PROJECT_NAME} PRIVATE $<$:DEBUG PAUSE> $<$:RELEASE_BUILD> ) # Enlazar bibliotecas target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3) # Configuración específica para cada plataforma if(WIN32) target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD) target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 gdi32 winmm imm32 ole32 version) elseif(APPLE) target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD) target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated) if(NOT CMAKE_OSX_ARCHITECTURES) set(CMAKE_OSX_ARCHITECTURES "arm64") endif() if(MACOS_BUNDLE) target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE) target_link_options(${PROJECT_NAME} PRIVATE -framework SDL3 -F ${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64 -rpath @executable_path/../Frameworks/ ) endif() elseif(EMSCRIPTEN) target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD) # En wasm NO empaquetamos un resources.pack: el propio --preload-file de # emscripten ya hace el mismo trabajo (bundle del directorio en un .data), # así que metemos directamente 'data' y dejamos que el Resource lea por # filesystem (MEMFS). Evita doble empaquetado y el uso de memoria extra. target_link_options(${PROJECT_NAME} PRIVATE "SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data" "SHELL:--preload-file ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt@/gamecontrollerdb.txt" -sALLOW_MEMORY_GROWTH=1 -sMAX_WEBGL_VERSION=2 ) set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") elseif(UNIX AND NOT APPLE) target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD) target_link_options(${PROJECT_NAME} PRIVATE -Wl,--gc-sections) 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 para analisis file(GLOB_RECURSE ALL_SOURCE_FILES "${CMAKE_SOURCE_DIR}/source/*.cpp" "${CMAKE_SOURCE_DIR}/source/*.h" ) # Excluir stb_image.h y stb_vorbis.c del analisis set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES}) list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*stb_image\\.h$") list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*stb_vorbis\\.c$") list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*jail_audio\\.hpp$") # Excluir stb y jail_audio del formateo tambien set(FORMAT_SOURCES ${ALL_SOURCE_FILES}) list(FILTER FORMAT_SOURCES EXCLUDE REGEX ".*stb_image\\.h$") list(FILTER FORMAT_SOURCES EXCLUDE REGEX ".*stb_vorbis\\.c$") list(FILTER FORMAT_SOURCES EXCLUDE REGEX ".*jail_audio\\.hpp$") # Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente). set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES}) list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$") list(FILTER CPPCHECK_SOURCES EXCLUDE REGEX ".*stb_vorbis\\.c$") # 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 ${FORMAT_SOURCES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-format..." ) add_custom_target(format-check COMMAND ${CLANG_FORMAT_EXE} --dry-run --Werror ${FORMAT_SOURCES} 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 ${CMAKE_SOURCE_DIR} COMMENT "Running cppcheck..." ) else() message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible") endif() # --- EINA STANDALONE: pack_resources --- # Executable auxiliar que empaqueta `data/` a `resources.pack`. # No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit: # cmake --build build --target pack_resources # Després executar: ./build/pack_resources data resources.pack if(NOT EMSCRIPTEN) add_executable(pack_resources EXCLUDE_FROM_ALL tools/pack_resources/pack_resources.cpp source/resource_pack.cpp ) target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source") target_compile_options(pack_resources PRIVATE -Wall) # Regeneració automàtica de resources.pack en cada build si canvia 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 $ "${CMAKE_SOURCE_DIR}/data" "${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()