392 lines
14 KiB
CMake
392 lines
14 KiB
CMake
# CMakeLists.txt
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cmake_minimum_required(VERSION 3.10)
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project(coffee_crisis_arcade_edition VERSION 2.00)
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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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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
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find_package(Git QUIET)
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if(GIT_FOUND)
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execute_process(
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COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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OUTPUT_VARIABLE GIT_HASH
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OUTPUT_STRIP_TRAILING_WHITESPACE
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ERROR_QUIET
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)
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else()
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set(GIT_HASH "unknown")
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endif()
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# Configurar archivo de versión
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configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
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# --- 1. LISTA EXPLÍCITA DE FUENTES ---
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set(APP_SOURCES
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source/main.cpp
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# --- core/audio ---
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source/core/audio/audio.cpp
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# --- core/input ---
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source/core/input/define_buttons.cpp
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source/core/input/global_inputs.cpp
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source/core/input/input.cpp
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source/core/input/input_types.cpp
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source/core/input/mouse.cpp
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# --- core/locale ---
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source/core/locale/lang.cpp
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# --- core/rendering ---
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source/core/rendering/background.cpp
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source/core/rendering/fade.cpp
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source/core/rendering/gif.cpp
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source/core/rendering/screen.cpp
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source/core/rendering/text.cpp
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source/core/rendering/texture.cpp
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source/core/rendering/tiled_bg.cpp
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source/core/rendering/writer.cpp
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source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
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source/core/rendering/sprite/animated_sprite.cpp
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source/core/rendering/sprite/card_sprite.cpp
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source/core/rendering/sprite/moving_sprite.cpp
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source/core/rendering/sprite/path_sprite.cpp
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source/core/rendering/sprite/smart_sprite.cpp
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source/core/rendering/sprite/sprite.cpp
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# --- core/resources ---
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source/core/resources/asset.cpp
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source/core/resources/asset_integrated.cpp
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source/core/resources/resource.cpp
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source/core/resources/resource_helper.cpp
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source/core/resources/resource_loader.cpp
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source/core/resources/resource_pack.cpp
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# --- core/system ---
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source/core/system/demo.cpp
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source/core/system/director.cpp
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source/core/system/global_events.cpp
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source/core/system/shutdown.cpp
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source/core/system/system_utils.cpp
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# --- game ---
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source/game/options.cpp
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# --- game/entities ---
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source/game/entities/balloon.cpp
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source/game/entities/bullet.cpp
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source/game/entities/explosions.cpp
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source/game/entities/item.cpp
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source/game/entities/player.cpp
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source/game/entities/tabe.cpp
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# --- game/gameplay ---
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source/game/gameplay/balloon_formations.cpp
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source/game/gameplay/balloon_manager.cpp
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source/game/gameplay/bullet_manager.cpp
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source/game/gameplay/difficulty.cpp
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source/game/gameplay/enter_name.cpp
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source/game/gameplay/game_logo.cpp
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source/game/gameplay/manage_hiscore_table.cpp
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source/game/gameplay/scoreboard.cpp
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source/game/gameplay/stage.cpp
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# --- game/scenes ---
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source/game/scenes/credits.cpp
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source/game/scenes/game.cpp
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source/game/scenes/hiscore_table.cpp
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source/game/scenes/instructions.cpp
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source/game/scenes/intro.cpp
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source/game/scenes/logo.cpp
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source/game/scenes/preload.cpp
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source/game/scenes/title.cpp
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# --- game/ui ---
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source/game/ui/menu_option.cpp
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source/game/ui/menu_renderer.cpp
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source/game/ui/notifier.cpp
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source/game/ui/service_menu.cpp
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source/game/ui/ui_message.cpp
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source/game/ui/window_message.cpp
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# --- utils ---
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source/utils/color.cpp
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source/utils/param.cpp
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source/utils/utils.cpp
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)
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# Configuración de SDL3
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if(EMSCRIPTEN)
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# En Emscripten, SDL3 se compila desde source con FetchContent
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include(FetchContent)
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FetchContent_Declare(
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SDL3
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG release-3.2.12
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GIT_SHALLOW TRUE
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)
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set(SDL_SHARED OFF CACHE BOOL "" FORCE)
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set(SDL_STATIC ON CACHE BOOL "" FORCE)
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set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
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FetchContent_MakeAvailable(SDL3)
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message(STATUS "SDL3 compilado desde source para Emscripten")
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else()
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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endif()
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# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal, Emscripten no soporta SDL3 GPU) ---
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if(NOT APPLE AND NOT EMSCRIPTEN)
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find_program(GLSLC_EXE NAMES glslc)
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set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
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set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
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set(SHADER_CRTPI_SRC "${CMAKE_SOURCE_DIR}/data/shaders/crtpi_frag.glsl")
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set(SHADER_UPSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/upscale.frag")
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set(SHADER_DOWNSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/downscale.frag")
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set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_vert_spv.h")
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set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_frag_spv.h")
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set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/crtpi_frag_spv.h")
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set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/upscale_frag_spv.h")
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set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/downscale_frag_spv.h")
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set(ALL_SHADER_SOURCES "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}" "${SHADER_CRTPI_SRC}" "${SHADER_UPSCALE_SRC}" "${SHADER_DOWNSCALE_SRC}")
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set(ALL_SHADER_HEADERS "${SHADER_VERT_H}" "${SHADER_FRAG_H}" "${SHADER_CRTPI_H}" "${SHADER_UPSCALE_H}" "${SHADER_DOWNSCALE_H}")
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if(GLSLC_EXE)
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set(COMPILE_SHADER_SCRIPT "${CMAKE_SOURCE_DIR}/tools/shaders/compile_shader.cmake")
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macro(add_shader SRC_FILE OUT_H VAR_NAME)
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cmake_parse_arguments(S "" "STAGE" "" ${ARGN})
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add_custom_command(
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OUTPUT "${OUT_H}"
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COMMAND ${CMAKE_COMMAND}
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"-DGLSLC=${GLSLC_EXE}"
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"-DSRC=${SRC_FILE}"
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"-DOUT_H=${OUT_H}"
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"-DVAR=${VAR_NAME}"
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"-DSTAGE=${S_STAGE}"
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-P "${COMPILE_SHADER_SCRIPT}"
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DEPENDS "${SRC_FILE}" "${COMPILE_SHADER_SCRIPT}"
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COMMENT "Compilando shader: ${VAR_NAME}"
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)
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endmacro()
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add_shader("${SHADER_VERT_SRC}" "${SHADER_VERT_H}" "postfx_vert_spv")
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add_shader("${SHADER_FRAG_SRC}" "${SHADER_FRAG_H}" "postfx_frag_spv")
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add_shader("${SHADER_CRTPI_SRC}" "${SHADER_CRTPI_H}" "crtpi_frag_spv" STAGE fragment)
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add_shader("${SHADER_UPSCALE_SRC}" "${SHADER_UPSCALE_H}" "upscale_frag_spv")
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add_shader("${SHADER_DOWNSCALE_SRC}" "${SHADER_DOWNSCALE_H}" "downscale_frag_spv")
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add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
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message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
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else()
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foreach(_h IN LISTS ALL_SHADER_HEADERS)
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if(NOT EXISTS "${_h}")
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message(FATAL_ERROR
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"glslc no encontrado y header SPIR-V no existe: ${_h}\n"
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" Instala glslc: sudo apt install glslang-tools (Linux)\n"
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" choco install vulkan-sdk (Windows)\n"
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" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
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)
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endif()
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endforeach()
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message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
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endif()
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else()
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if(EMSCRIPTEN)
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message(STATUS "Emscripten: shaders SPIR-V omitidos (SDL3 GPU no soportado en WebGL2)")
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else()
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message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
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endif()
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endif()
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# --- 2. AÑADIR EJECUTABLE ---
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if(EMSCRIPTEN)
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# En Emscripten no compilamos sdl3gpu_shader (SDL3 GPU no está soportado en WebGL2)
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set(APP_SOURCES_WASM ${APP_SOURCES})
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list(REMOVE_ITEM APP_SOURCES_WASM source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp)
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add_executable(${PROJECT_NAME} ${APP_SOURCES_WASM})
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else()
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add_executable(${PROJECT_NAME} ${APP_SOURCES})
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endif()
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if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
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add_dependencies(${PROJECT_NAME} shaders)
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endif()
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# --- 3. DIRECTORIOS DE INCLUSIÓN ---
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target_include_directories(${PROJECT_NAME} PUBLIC
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"${CMAKE_SOURCE_DIR}/source"
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"${CMAKE_BINARY_DIR}"
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)
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# Enlazar la librería SDL3
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target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
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# --- 4. CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
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# Configuración de flags de compilación
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target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
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target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
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# Definir _DEBUG en modo Debug
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target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
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# Descomentar la siguiente línea para activar el modo grabación de demos
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# target_compile_definitions(${PROJECT_NAME} PRIVATE RECORDING)
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# Configuración específica para cada plataforma
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if(WIN32)
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target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
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target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32)
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elseif(APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
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if(NOT CMAKE_OSX_ARCHITECTURES)
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set(CMAKE_OSX_ARCHITECTURES "arm64")
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endif()
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if(MACOS_BUNDLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
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target_link_options(${PROJECT_NAME} PRIVATE
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-framework SDL3
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-F ${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64
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-rpath @executable_path/../Frameworks/
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)
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endif()
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elseif(EMSCRIPTEN)
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target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD NO_SHADERS)
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# -fexceptions: habilita excepciones C++ (fkyaml, std::runtime_error...) — sin esto cualquier throw llama a abort()
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target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions)
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target_link_options(${PROJECT_NAME} PRIVATE
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/config@/config"
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-fexceptions
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-sALLOW_MEMORY_GROWTH=1
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-sMAX_WEBGL_VERSION=2
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-sINITIAL_MEMORY=67108864
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-sASSERTIONS=1
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# ASYNCIFY solo para permitir emscripten_sleep(0) durante la precarga de recursos
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# (el bucle principal del juego ya usa SDL3 Callback API, no depende de ASYNCIFY).
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-sASYNCIFY=1
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)
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set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
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elseif(UNIX AND NOT APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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endif()
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# Especificar la ubicación del ejecutable
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if(EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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else()
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# --- 5. STATIC ANALYSIS TARGETS ---
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find_program(CLANG_TIDY_EXE NAMES clang-tidy)
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find_program(CLANG_FORMAT_EXE NAMES clang-format)
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find_program(CPPCHECK_EXE NAMES cppcheck)
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# Recopilar todos los archivos fuente, excluyendo external/
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file(GLOB_RECURSE ALL_SOURCE_FILES
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"${CMAKE_SOURCE_DIR}/source/*.cpp"
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"${CMAKE_SOURCE_DIR}/source/*.hpp"
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"${CMAKE_SOURCE_DIR}/source/*.h"
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)
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list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
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# Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
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# Si pasamos .hpp como TUs independientes, cppcheck reporta falsos positivos de
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# 'unusedStructMember' porque no hace análisis cross-TU y ve miembros de clase
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# cuyo uso vive en un .cpp distinto.
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set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
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list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
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list(FILTER CPPCHECK_SOURCES EXCLUDE REGEX ".*_spv\\.h$")
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# Targets de clang-tidy
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if(CLANG_TIDY_EXE)
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# En macOS con clang-tidy de Homebrew LLVM, es necesario pasar el sysroot
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# explícitamente para que encuentre los headers del sistema (string, memory, etc.)
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if(APPLE)
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execute_process(
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COMMAND xcrun --show-sdk-path
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OUTPUT_VARIABLE MACOS_SDK_PATH
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OUTPUT_STRIP_TRAILING_WHITESPACE
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)
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set(TIDY_EXTRA_ARGS --extra-arg=-isysroot --extra-arg=${MACOS_SDK_PATH})
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endif()
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add_custom_target(tidy
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COMMAND ${CLANG_TIDY_EXE}
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-p ${CMAKE_BINARY_DIR}
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${TIDY_EXTRA_ARGS}
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${ALL_SOURCE_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-tidy..."
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)
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add_custom_target(tidy-fix
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COMMAND ${CLANG_TIDY_EXE}
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-p ${CMAKE_BINARY_DIR}
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--fix
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${TIDY_EXTRA_ARGS}
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${ALL_SOURCE_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-tidy with fixes..."
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)
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else()
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message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles")
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endif()
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# Targets de clang-format
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if(CLANG_FORMAT_EXE)
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add_custom_target(format
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COMMAND ${CLANG_FORMAT_EXE}
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-i
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${ALL_SOURCE_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-format..."
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)
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add_custom_target(format-check
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COMMAND ${CLANG_FORMAT_EXE}
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--dry-run
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--Werror
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${ALL_SOURCE_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Checking clang-format..."
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)
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else()
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message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
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endif()
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# Targets de cppcheck
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if(CPPCHECK_EXE)
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add_custom_target(cppcheck
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COMMAND ${CPPCHECK_EXE}
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--enable=warning,style,performance,portability
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--std=c++20
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--language=c++
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--inline-suppr
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--suppress=missingIncludeSystem
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--suppress=toomanyconfigs
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-D_DEBUG
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-DLINUX_BUILD
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--quiet
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-I ${CMAKE_SOURCE_DIR}/source
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${CPPCHECK_SOURCES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running cppcheck..."
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)
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else()
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message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
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endif()
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