Refet CMakeLists.txt

This commit is contained in:
2024-11-05 13:05:52 +01:00
parent 443f0f3254
commit 27ccae6132

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@@ -1,89 +1,104 @@
# CMakeLists.txt
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)
# 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}")
# Define el directorio de los archivos fuente
set(DIR_SOURCES "${CMAKE_SOURCE_DIR}/source")
# Nombre del ejecutable
set(TARGET_NAME "coffee_crisis_arcade_edition")
set(TARGET_FILE "${DIR_BIN}/${TARGET_NAME}")
# Cargar todos los archivos fuente en DIR_SOURCES
file(GLOB SOURCES "${DIR_SOURCES}/*.cpp")
# Archivos de fuente e inclusión
file(GLOB_RECURSE SOURCES "${DIR_SOURCES}/*.cpp")
include_directories(${DIR_SOURCES})
# Verificar si se encontraron archivos fuente
if(NOT SOURCES)
message(FATAL_ERROR "No se encontraron archivos fuente en ${DIR_SOURCES}. Verifica que el directorio existe y contiene archivos .cpp.")
endif()
# Configuración de SDL2
# Incluye rutas de SDL2 obtenidas con pkg-config
include_directories(/usr/local/include /usr/local/include/SDL2)
link_directories(/usr/local/lib)
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIRS})
link_directories(${SDL2_LIBDIR})
# Configuración de compilación por plataforma
# Definir las bibliotecas comunes
set(LIBS SDL2main SDL2)
# Objetivos específicos por plataforma
if(WIN32)
# Configuración para Windows
set(CMAKE_CXX_FLAGS_RELEASE "${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)
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}")
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}_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}_release")
target_link_libraries(${PROJECT_NAME}_windows_release ${LIBS})
elseif(APPLE)
# Configuración para macOS
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wno-deprecated -D_THREAD_SAFE")
set(LIBS SDL2 "-framework OpenGL")
add_compile_definitions(MACOS_BUILD)
set(LIBS ${LIBS} "-framework OpenGL")
else() # Linux
# Configuración para Linux
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
set(LIBS SDL2 GL)
add_compile_definitions(LINUX_BUILD)
# macOS estándar
add_executable(${PROJECT_NAME}_macos ${SOURCES})
target_compile_definitions(${PROJECT_NAME}_macos PRIVATE MACOS_BUILD)
set_target_properties(${PROJECT_NAME}_macos PROPERTIES OUTPUT_NAME "${PROJECT_NAME}")
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}_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}_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}")
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}_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}_release")
target_link_libraries(${PROJECT_NAME}_linux_release ${LIBS})
endif()
# Configuración de compilación y enlace
add_executable(${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}
)
# Agregar un custom target para cada tipo de build
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)