Refet CMakeLists.txt
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157
CMakeLists.txt
157
CMakeLists.txt
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# CMakeLists.txt
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cmake_minimum_required(VERSION 3.10)
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project(coffee_crisis_arcade_edition VERSION 0.01)
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# Configuración de compilador para MinGW en Windows, si es necesario
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if(WIN32 AND NOT CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
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set(CMAKE_CXX_COMPILER "g++")
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set(CMAKE_C_COMPILER "gcc")
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endif()
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# Establecer estándar de C++
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED True)
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# Directorios principales
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set(DIR_ROOT ${CMAKE_SOURCE_DIR})
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set(DIR_SOURCES "${DIR_ROOT}/source")
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set(DIR_BUILD "${DIR_ROOT}/build")
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set(DIR_BIN "${DIR_ROOT}")
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# Define el directorio de los archivos fuente
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set(DIR_SOURCES "${CMAKE_SOURCE_DIR}/source")
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# Nombre del ejecutable
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set(TARGET_NAME "coffee_crisis_arcade_edition")
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set(TARGET_FILE "${DIR_BIN}/${TARGET_NAME}")
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# Cargar todos los archivos fuente en DIR_SOURCES
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file(GLOB SOURCES "${DIR_SOURCES}/*.cpp")
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# Archivos de fuente e inclusión
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file(GLOB_RECURSE SOURCES "${DIR_SOURCES}/*.cpp")
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include_directories(${DIR_SOURCES})
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# Verificar si se encontraron archivos fuente
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if(NOT SOURCES)
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message(FATAL_ERROR "No se encontraron archivos fuente en ${DIR_SOURCES}. Verifica que el directorio existe y contiene archivos .cpp.")
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endif()
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# Configuración de SDL2
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# Incluye rutas de SDL2 obtenidas con pkg-config
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include_directories(/usr/local/include /usr/local/include/SDL2)
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link_directories(/usr/local/lib)
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find_package(SDL2 REQUIRED)
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include_directories(${SDL2_INCLUDE_DIRS})
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link_directories(${SDL2_LIBDIR})
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# Configuración de compilación por plataforma
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# Definir las bibliotecas comunes
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set(LIBS SDL2main SDL2)
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# Objetivos específicos por plataforma
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if(WIN32)
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# Configuración para Windows
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections -static-libstdc++ -Wl,-subsystem,windows")
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set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
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set(LIBS mingw32 ws2_32 SDL2main SDL2 opengl32)
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add_compile_definitions(WINDOWS_BUILD)
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set(LIBS ${LIBS} mingw32 opengl32 gdi32 winmm imm32 ole32 version)
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# Windows estándar
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add_executable(${PROJECT_NAME}_windows ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_windows PRIVATE WINDOWS_BUILD)
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set_target_properties(${PROJECT_NAME}_windows PROPERTIES OUTPUT_NAME "${PROJECT_NAME}")
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target_link_libraries(${PROJECT_NAME}_windows ${LIBS})
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# Windows Debug
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add_executable(${PROJECT_NAME}_windows_debug ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_windows_debug PRIVATE WINDOWS_BUILD DEBUG VERBOSE)
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set_target_properties(${PROJECT_NAME}_windows_debug PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_debug")
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target_link_libraries(${PROJECT_NAME}_windows_debug ${LIBS})
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# Windows Release
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add_executable(${PROJECT_NAME}_windows_release ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_windows_release PRIVATE WINDOWS_BUILD)
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set_target_properties(${PROJECT_NAME}_windows_release PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_release")
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target_link_libraries(${PROJECT_NAME}_windows_release ${LIBS})
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elseif(APPLE)
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# Configuración para macOS
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wno-deprecated -D_THREAD_SAFE")
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set(LIBS SDL2 "-framework OpenGL")
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add_compile_definitions(MACOS_BUILD)
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set(LIBS ${LIBS} "-framework OpenGL")
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else() # Linux
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# Configuración para Linux
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections")
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set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
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set(LIBS SDL2 GL)
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add_compile_definitions(LINUX_BUILD)
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# macOS estándar
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add_executable(${PROJECT_NAME}_macos ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_macos PRIVATE MACOS_BUILD)
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set_target_properties(${PROJECT_NAME}_macos PROPERTIES OUTPUT_NAME "${PROJECT_NAME}")
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target_link_libraries(${PROJECT_NAME}_macos ${LIBS})
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# macOS Debug
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add_executable(${PROJECT_NAME}_macos_debug ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_macos_debug PRIVATE MACOS_BUILD DEBUG VERBOSE)
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set_target_properties(${PROJECT_NAME}_macos_debug PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_debug")
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target_link_libraries(${PROJECT_NAME}_macos_debug ${LIBS})
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# macOS Release
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add_executable(${PROJECT_NAME}_macos_release ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_macos_release PRIVATE MACOS_BUILD)
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set_target_properties(${PROJECT_NAME}_macos_release PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_release")
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target_link_libraries(${PROJECT_NAME}_macos_release ${LIBS})
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elseif(UNIX AND NOT APPLE)
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set(LIBS ${LIBS} GL)
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# Linux estándar
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add_executable(${PROJECT_NAME}_linux ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_linux PRIVATE LINUX_BUILD)
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set_target_properties(${PROJECT_NAME}_linux PROPERTIES OUTPUT_NAME "${PROJECT_NAME}")
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target_link_libraries(${PROJECT_NAME}_linux ${LIBS})
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# Linux Debug
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add_executable(${PROJECT_NAME}_linux_debug ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_linux_debug PRIVATE LINUX_BUILD DEBUG VERBOSE)
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set_target_properties(${PROJECT_NAME}_linux_debug PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_debug")
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target_link_libraries(${PROJECT_NAME}_linux_debug ${LIBS})
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# Linux Release
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add_executable(${PROJECT_NAME}_linux_release ${SOURCES})
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target_compile_definitions(${PROJECT_NAME}_linux_release PRIVATE LINUX_BUILD)
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set_target_properties(${PROJECT_NAME}_linux_release PROPERTIES OUTPUT_NAME "${PROJECT_NAME}_release")
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target_link_libraries(${PROJECT_NAME}_linux_release ${LIBS})
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endif()
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# Configuración de compilación y enlace
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add_executable(${TARGET_NAME} ${SOURCES})
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target_link_libraries(${TARGET_NAME} ${LIBS})
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# Objetivo para compilar en modo Release en Windows
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if(WIN32)
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add_custom_target(windows_release ALL
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COMMAND ${CMAKE_COMMAND} -E rm -rf "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release"
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COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release"
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/data" "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release/data"
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COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/LICENSE" "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release"
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COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/README.md" "${CMAKE_SOURCE_DIR}/${TARGET_NAME}_release"
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)
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endif()
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# Objetivo para empaquetado en macOS (Intel y Apple Silicon)
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if(APPLE)
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add_custom_target(macos_release ALL
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COMMAND ${CMAKE_COMMAND} -E rm -rf "${CMAKE_SOURCE_DIR}/${APP_NAME}.app"
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COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_SOURCE_DIR}/${APP_NAME}.app/Contents/MacOS"
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/data" "${CMAKE_SOURCE_DIR}/${APP_NAME}.app/Contents/Resources/data"
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COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/LICENSE" "${CMAKE_SOURCE_DIR}/${APP_NAME}.app/Contents"
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)
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endif()
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# Objetivo para empaquetado en Linux
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if(UNIX AND NOT APPLE)
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add_custom_target(linux_release ALL
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COMMAND ${CMAKE_COMMAND} -E rm -rf "${CMAKE_SOURCE_DIR}/${APP_NAME}_release"
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COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_SOURCE_DIR}/${APP_NAME}_release"
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/data" "${CMAKE_SOURCE_DIR}/${APP_NAME}_release/data"
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COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/LICENSE" "${CMAKE_SOURCE_DIR}/${APP_NAME}_release"
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)
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endif()
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# Objetivo de limpieza
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add_custom_target(custom_clean
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COMMAND ${CMAKE_COMMAND} -E remove_directory ${DIR_BUILD}
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)
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# Agregar un custom target para cada tipo de build
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add_custom_target(build_windows_debug DEPENDS ${PROJECT_NAME}_windows_debug)
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add_custom_target(build_windows_release DEPENDS ${PROJECT_NAME}_windows_release)
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add_custom_target(build_macos_debug DEPENDS ${PROJECT_NAME}_macos_debug)
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add_custom_target(build_macos_release DEPENDS ${PROJECT_NAME}_macos_release)
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add_custom_target(build_linux_debug DEPENDS ${PROJECT_NAME}_linux_debug)
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add_custom_target(build_linux_release DEPENDS ${PROJECT_NAME}_linux_release)
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