Files
coffee_crisis_arcade_edition/CMakeLists.txt

272 lines
8.2 KiB
CMake

# 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 ---
find_package(Git QUIET)
if(GIT_FOUND)
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
OUTPUT_VARIABLE GIT_HASH
OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET
)
else()
set(GIT_HASH "unknown")
endif()
# Configurar archivo de versión
configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES
# --- Archivos Principales del Sistema ---
source/asset.cpp
source/audio.cpp
source/director.cpp
source/global_events.cpp
source/global_inputs.cpp
source/input.cpp
source/lang.cpp
source/main.cpp
source/param.cpp
source/resource.cpp
source/resource_helper.cpp
source/resource_loader.cpp
source/resource_pack.cpp
source/screen.cpp
source/text.cpp
source/writer.cpp
# --- UI (User Interface) ---
source/ui/menu_option.cpp
source/ui/menu_renderer.cpp
source/ui/notifier.cpp
source/ui/service_menu.cpp
source/ui/ui_message.cpp
source/ui/window_message.cpp
# --- Lógica del Juego ---
source/balloon_formations.cpp
source/balloon_manager.cpp
source/balloon.cpp
source/bullet.cpp
source/bullet_manager.cpp
source/enter_name.cpp
source/explosions.cpp
source/game_logo.cpp
source/item.cpp
source/manage_hiscore_table.cpp
source/player.cpp
source/scoreboard.cpp
source/tabe.cpp
# --- Escenas ---
source/sections/credits.cpp
source/sections/game.cpp
source/sections/hiscore_table.cpp
source/sections/instructions.cpp
source/sections/intro.cpp
source/sections/logo.cpp
source/sections/title.cpp
# --- Sprites y Gráficos ---
source/animated_sprite.cpp
source/background.cpp
source/fade.cpp
source/moving_sprite.cpp
source/path_sprite.cpp
source/smart_sprite.cpp
source/sprite.cpp
source/texture.cpp
source/tiled_bg.cpp
# --- Otros ---
source/color.cpp
source/demo.cpp
source/define_buttons.cpp
source/difficulty.cpp
source/input_types.cpp
source/mouse.cpp
source/options.cpp
source/shutdown.cpp
source/stage.cpp
source/system_utils.cpp
source/utils.cpp
)
# Fuentes de librerías de terceros
set(EXTERNAL_SOURCES
source/external/jail_audio.cpp
source/external/json.hpp
source/external/gif.cpp
)
# Fuentes del sistema de renderizado
set(RENDERING_SOURCES
source/rendering/sdl3gpu/sdl3gpu_shader.cpp
)
# Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) ---
if(NOT APPLE)
find_program(GLSLC_EXE NAMES glslc)
set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_vert_spv.h")
set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_frag_spv.h")
if(GLSLC_EXE)
add_custom_command(
OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Compilando shaders SPIR-V..."
)
add_custom_target(shaders DEPENDS "${SHADER_VERT_H}" "${SHADER_FRAG_H}")
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
else()
if(NOT EXISTS "${SHADER_VERT_H}" OR NOT EXISTS "${SHADER_FRAG_H}")
message(FATAL_ERROR
"glslc no encontrado y headers SPIR-V no existen.\n"
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
" choco install vulkan-sdk (Windows)\n"
" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
)
else()
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
endif()
endif()
else()
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
endif()
# --- 2. AÑADIR EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
if(NOT APPLE AND GLSLC_EXE)
add_dependencies(${PROJECT_NAME} shaders)
endif()
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source"
"${CMAKE_SOURCE_DIR}/source/external"
"${CMAKE_SOURCE_DIR}/source/rendering"
"${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu"
"${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 $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
# Definir _DEBUG en modo Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_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)
set(CMAKE_OSX_ARCHITECTURES "arm64")
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()
# Especificar la ubicación del ejecutable
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
# --- 5. STATIC ANALYSIS TARGETS ---
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
find_program(CLANG_FORMAT_EXE NAMES clang-format)
# Recopilar todos los archivos fuente, excluyendo external/
file(GLOB_RECURSE ALL_SOURCE_FILES
"${CMAKE_SOURCE_DIR}/source/*.cpp"
"${CMAKE_SOURCE_DIR}/source/*.hpp"
"${CMAKE_SOURCE_DIR}/source/*.h"
)
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
# 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()