# CMakeLists.txt cmake_minimum_required(VERSION 3.10) project(coffee_crisis_arcade_edition VERSION 2.00) # Establecer estándar de C++ set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED True) set(CMAKE_EXPORT_COMPILE_COMMANDS ON) # --- GENERACIÓN DE VERSIÓN AUTOMÁTICA --- # Si GIT_HASH se ha pasado desde fuera (p.ej. desde el Makefile via -DGIT_HASH=xxx), # lo usamos tal cual. Esto evita problemas con Docker/emscripten, donde git aborta por # "dubious ownership" en el volumen montado. En builds locales sin -DGIT_HASH, se # resuelve aquí ejecutando git directamente. if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "") find_package(Git QUIET) if(GIT_FOUND) execute_process( COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} OUTPUT_VARIABLE GIT_HASH OUTPUT_STRIP_TRAILING_WHITESPACE ERROR_QUIET ) endif() if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "") set(GIT_HASH "unknown") endif() endif() # Configurar archivo de versión configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY) # --- 1. LISTA EXPLÍCITA DE FUENTES --- set(APP_SOURCES source/main.cpp # --- core/audio --- source/core/audio/audio.cpp # --- core/input --- source/core/input/define_buttons.cpp source/core/input/global_inputs.cpp source/core/input/input.cpp source/core/input/input_types.cpp source/core/input/mouse.cpp # --- core/locale --- source/core/locale/lang.cpp # --- core/rendering --- source/core/rendering/background.cpp source/core/rendering/fade.cpp source/core/rendering/gif.cpp source/core/rendering/screen.cpp source/core/rendering/text.cpp source/core/rendering/texture.cpp source/core/rendering/tiled_bg.cpp source/core/rendering/writer.cpp source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp source/core/rendering/sprite/animated_sprite.cpp source/core/rendering/sprite/card_sprite.cpp source/core/rendering/sprite/moving_sprite.cpp source/core/rendering/sprite/path_sprite.cpp source/core/rendering/sprite/smart_sprite.cpp source/core/rendering/sprite/sprite.cpp # --- core/resources --- source/core/resources/asset.cpp source/core/resources/asset_integrated.cpp source/core/resources/resource.cpp source/core/resources/resource_helper.cpp source/core/resources/resource_loader.cpp source/core/resources/resource_pack.cpp # --- core/system --- source/core/system/demo.cpp source/core/system/director.cpp source/core/system/global_events.cpp source/core/system/shutdown.cpp source/core/system/system_utils.cpp # --- game --- source/game/options.cpp # --- game/entities --- source/game/entities/balloon.cpp source/game/entities/bullet.cpp source/game/entities/explosions.cpp source/game/entities/item.cpp source/game/entities/player.cpp source/game/entities/tabe.cpp # --- game/gameplay --- source/game/gameplay/balloon_formations.cpp source/game/gameplay/balloon_manager.cpp source/game/gameplay/bullet_manager.cpp source/game/gameplay/difficulty.cpp source/game/gameplay/enter_name.cpp source/game/gameplay/game_logo.cpp source/game/gameplay/manage_hiscore_table.cpp source/game/gameplay/scoreboard.cpp source/game/gameplay/stage.cpp # --- game/scenes --- source/game/scenes/credits.cpp source/game/scenes/game.cpp source/game/scenes/hiscore_table.cpp source/game/scenes/instructions.cpp source/game/scenes/intro.cpp source/game/scenes/logo.cpp source/game/scenes/preload.cpp source/game/scenes/title.cpp # --- game/ui --- source/game/ui/menu_option.cpp source/game/ui/menu_renderer.cpp source/game/ui/notifier.cpp source/game/ui/service_menu.cpp source/game/ui/ui_message.cpp source/game/ui/window_message.cpp # --- utils --- source/utils/color.cpp source/utils/param.cpp source/utils/utils.cpp ) # 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: ${SDL3_INCLUDE_DIRS}") endif() # --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal, Emscripten no soporta SDL3 GPU) --- if(NOT APPLE AND NOT EMSCRIPTEN) find_program(GLSLC_EXE NAMES glslc) set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert") set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag") set(SHADER_CRTPI_SRC "${CMAKE_SOURCE_DIR}/data/shaders/crtpi_frag.glsl") set(SHADER_UPSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/upscale.frag") set(SHADER_DOWNSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/downscale.frag") set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_vert_spv.h") set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_frag_spv.h") set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/crtpi_frag_spv.h") set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/upscale_frag_spv.h") set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/downscale_frag_spv.h") set(ALL_SHADER_SOURCES "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}" "${SHADER_CRTPI_SRC}" "${SHADER_UPSCALE_SRC}" "${SHADER_DOWNSCALE_SRC}") set(ALL_SHADER_HEADERS "${SHADER_VERT_H}" "${SHADER_FRAG_H}" "${SHADER_CRTPI_H}" "${SHADER_UPSCALE_H}" "${SHADER_DOWNSCALE_H}") if(GLSLC_EXE) set(COMPILE_SHADER_SCRIPT "${CMAKE_SOURCE_DIR}/tools/shaders/compile_shader.cmake") macro(add_shader SRC_FILE OUT_H VAR_NAME) cmake_parse_arguments(S "" "STAGE" "" ${ARGN}) add_custom_command( OUTPUT "${OUT_H}" COMMAND ${CMAKE_COMMAND} "-DGLSLC=${GLSLC_EXE}" "-DSRC=${SRC_FILE}" "-DOUT_H=${OUT_H}" "-DVAR=${VAR_NAME}" "-DSTAGE=${S_STAGE}" -P "${COMPILE_SHADER_SCRIPT}" DEPENDS "${SRC_FILE}" "${COMPILE_SHADER_SCRIPT}" COMMENT "Compilando shader: ${VAR_NAME}" ) endmacro() add_shader("${SHADER_VERT_SRC}" "${SHADER_VERT_H}" "postfx_vert_spv") add_shader("${SHADER_FRAG_SRC}" "${SHADER_FRAG_H}" "postfx_frag_spv") add_shader("${SHADER_CRTPI_SRC}" "${SHADER_CRTPI_H}" "crtpi_frag_spv" STAGE fragment) add_shader("${SHADER_UPSCALE_SRC}" "${SHADER_UPSCALE_H}" "upscale_frag_spv") add_shader("${SHADER_DOWNSCALE_SRC}" "${SHADER_DOWNSCALE_H}" "downscale_frag_spv") add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS}) message(STATUS "glslc encontrado: shaders se compilarán automáticamente") else() foreach(_h IN LISTS ALL_SHADER_HEADERS) if(NOT EXISTS "${_h}") message(FATAL_ERROR "glslc no encontrado y header SPIR-V no existe: ${_h}\n" " Instala glslc: sudo apt install glslang-tools (Linux)\n" " choco install vulkan-sdk (Windows)\n" " O genera los headers manualmente: tools/shaders/compile_spirv.sh" ) endif() endforeach() message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados") endif() else() if(EMSCRIPTEN) message(STATUS "Emscripten: shaders SPIR-V omitidos (SDL3 GPU no soportado en WebGL2)") else() message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)") endif() endif() # --- 2. AÑADIR EJECUTABLE --- if(EMSCRIPTEN) # En Emscripten no compilamos sdl3gpu_shader (SDL3 GPU no está soportado en WebGL2) set(APP_SOURCES_WASM ${APP_SOURCES}) list(REMOVE_ITEM APP_SOURCES_WASM source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp) add_executable(${PROJECT_NAME} ${APP_SOURCES_WASM}) else() add_executable(${PROJECT_NAME} ${APP_SOURCES}) endif() if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE) add_dependencies(${PROJECT_NAME} shaders) endif() # --- 3. DIRECTORIOS DE INCLUSIÓN --- target_include_directories(${PROJECT_NAME} PUBLIC "${CMAKE_SOURCE_DIR}/source" "${CMAKE_BINARY_DIR}" ) # Enlazar la librería SDL3 target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3) # --- 4. CONFIGURACIÓN PLATAFORMAS Y COMPILADOR --- # Configuración de flags de compilación target_compile_options(${PROJECT_NAME} PRIVATE -Wall) target_compile_options(${PROJECT_NAME} PRIVATE $<$:-Os -ffunction-sections -fdata-sections>) # Definir _DEBUG en modo Debug target_compile_definitions(${PROJECT_NAME} PRIVATE $<$:_DEBUG>) # Descomentar la siguiente línea para activar el modo grabación de demos # target_compile_definitions(${PROJECT_NAME} PRIVATE RECORDING) # Configuración específica para cada plataforma if(WIN32) target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD) target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32) elseif(APPLE) target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD) 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 NO_SHADERS) # -fexceptions: habilita excepciones C++ (fkyaml, std::runtime_error...) — sin esto cualquier throw llama a abort() target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions) target_link_options(${PROJECT_NAME} PRIVATE "SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data" "SHELL:--preload-file ${CMAKE_SOURCE_DIR}/config@/config" -fexceptions -sALLOW_MEMORY_GROWTH=1 -sMAX_WEBGL_VERSION=2 -sINITIAL_MEMORY=67108864 -sASSERTIONS=1 # ASYNCIFY solo para permitir emscripten_sleep(0) durante la precarga de recursos # (el bucle principal del juego ya usa SDL3 Callback API, no depende de ASYNCIFY). -sASYNCIFY=1 ) set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html") elseif(UNIX AND NOT APPLE) target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD) endif() # Especificar la ubicación del ejecutable if(EMSCRIPTEN) set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}) else() set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}) endif() # --- 5. STATIC ANALYSIS TARGETS --- find_program(CLANG_TIDY_EXE NAMES clang-tidy) find_program(CLANG_FORMAT_EXE NAMES clang-format) find_program(CPPCHECK_EXE NAMES cppcheck) # Recopilar todos los archivos fuente, excluyendo external/ file(GLOB_RECURSE ALL_SOURCE_FILES "${CMAKE_SOURCE_DIR}/source/*.cpp" "${CMAKE_SOURCE_DIR}/source/*.hpp" "${CMAKE_SOURCE_DIR}/source/*.h" ) list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*") # Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente). # Si pasamos .hpp como TUs independientes, cppcheck reporta falsos positivos de # 'unusedStructMember' porque no hace análisis cross-TU y ve miembros de clase # cuyo uso vive en un .cpp distinto. set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES}) list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$") list(FILTER CPPCHECK_SOURCES EXCLUDE REGEX ".*_spv\\.h$") # Targets de clang-tidy if(CLANG_TIDY_EXE) # En macOS con clang-tidy de Homebrew LLVM, es necesario pasar el sysroot # explícitamente para que encuentre los headers del sistema (string, memory, etc.) if(APPLE) execute_process( COMMAND xcrun --show-sdk-path OUTPUT_VARIABLE MACOS_SDK_PATH OUTPUT_STRIP_TRAILING_WHITESPACE ) set(TIDY_EXTRA_ARGS --extra-arg=-isysroot --extra-arg=${MACOS_SDK_PATH}) endif() add_custom_target(tidy COMMAND ${CLANG_TIDY_EXE} -p ${CMAKE_BINARY_DIR} ${TIDY_EXTRA_ARGS} ${ALL_SOURCE_FILES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-tidy..." ) add_custom_target(tidy-fix COMMAND ${CLANG_TIDY_EXE} -p ${CMAKE_BINARY_DIR} --fix ${TIDY_EXTRA_ARGS} ${ALL_SOURCE_FILES} 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 ${ALL_SOURCE_FILES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Running clang-format..." ) add_custom_target(format-check COMMAND ${CLANG_FORMAT_EXE} --dry-run --Werror ${ALL_SOURCE_FILES} WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Checking clang-format..." ) else() message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles") endif() # Targets 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 -D_DEBUG -DLINUX_BUILD --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()