Files
coffee_crisis_arcade_edition/CMakeLists.txt
2024-11-05 13:05:52 +01:00

105 lines
4.6 KiB
CMake

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)
# 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 ${DIR_SOURCES}. Verifica que el directorio existe y contiene archivos .cpp.")
endif()
# Configuración de SDL2
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIRS})
link_directories(${SDL2_LIBDIR})
# Definir las bibliotecas comunes
set(LIBS SDL2main SDL2)
# Objetivos específicos por plataforma
if(WIN32)
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)
set(LIBS ${LIBS} "-framework OpenGL")
# macOS estándar
add_executable(${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()
# 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)