# CMakeLists.txt — esqueleto SDL3

cmake_minimum_required(VERSION 3.10)
project(esqueleto VERSION 1.00)

# Estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)

# Exportar comandos de compilación para herramientas de análisis
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)

# --- 1. LISTA DE FUENTES ---
set(APP_SOURCES
    # Core - Audio
    source/core/audio/audio.cpp

    # Core - Input
    source/core/input/input.cpp
    source/core/input/input_types.cpp
    source/core/input/mouse.cpp

    # Core - Rendering
    source/core/rendering/gif.cpp
    source/core/rendering/screen.cpp
    source/core/rendering/surface.cpp
    source/core/rendering/sprites/animated_sprite.cpp
    source/core/rendering/sprites/dissolve_sprite.cpp
    source/core/rendering/sprites/moving_sprite.cpp
    source/core/rendering/sprites/sprite.cpp
    source/core/rendering/text.cpp

    # Utils
    source/utils/delta_timer.cpp
    source/utils/utils.cpp

    # Main
    source/main.cpp
)

# Fuentes del sistema de renderizado SDL3 GPU
set(RENDERING_SOURCES
    source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
)

# --- SDL3 ---
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")

# --- SHADER COMPILATION (Linux/Windows — macOS usa 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   "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_vert_spv.h")
    set(SHADER_FRAG_H   "${CMAKE_SOURCE_DIR}/source/core/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 con: 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. EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_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_BINARY_DIR}"
)

# --- 4. ENLACE ---
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)

# --- 5. FLAGS DE COMPILACIÓN ---
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)

target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:RELEASE_BUILD>)

if(WIN32)
    target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
    target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32)
elseif(APPLE)
    target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
    target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
    set(CMAKE_OSX_ARCHITECTURES "arm64")
elseif(UNIX AND NOT APPLE)
    target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()

set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})

# --- 6. STATIC ANALYSIS ---
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
find_program(CLANG_FORMAT_EXE NAMES clang-format)

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/.*")

set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES})
list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*jail_audio\\.hpp$")
list(FILTER CLANG_TIDY_SOURCES EXCLUDE REGEX ".*_spv\\.h$")

if(CLANG_TIDY_EXE)
    add_custom_target(tidy
        COMMAND ${CLANG_TIDY_EXE} -p ${CMAKE_BINARY_DIR} ${CLANG_TIDY_SOURCES}
        WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
        COMMENT "Running clang-tidy..."
    )
    add_custom_target(tidy-fix
        COMMAND ${CLANG_TIDY_EXE} -p ${CMAKE_BINARY_DIR} --fix ${CLANG_TIDY_SOURCES}
        WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
        COMMENT "Running clang-tidy with fixes..."
    )
else()
    message(STATUS "clang-tidy no encontrado")
endif()

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")
endif()
