mirror of
https://github.com/arabine/open-story-teller.git
synced 2025-12-06 17:09:06 +01:00
62 lines
2.2 KiB
CMake
62 lines
2.2 KiB
CMake
cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
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project(story-player)
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# Generate compile_commands.json
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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set(CMAKE_C_STANDARD 11)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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include(cmake/CPM.cmake)
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# =========================================================================================================================
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# RAYLIB
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# =========================================================================================================================
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set(RAYLIB_VERSION 5.5.0)
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CPMAddPackage(
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NAME raylib
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URL https://github.com/raysan5/raylib/archive/5.5.tar.gz
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OPTIONS
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"BUILD_EXAMPLES OFF"
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"BUILD_GAMES OFF"
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"GLFW_BUILD_WAYLAND ON"
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"GLFW_BUILD_X11 ON"
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)
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# =========================================================================================================================
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# EXECUTABLE
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# =========================================================================================================================
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add_executable(${PROJECT_NAME}
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main.c
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../firmware/chip32/chip32_assembler.cpp
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../firmware/chip32/chip32_vm.c
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)
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include_directories(../firmware/chip32)
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include_directories(../firmware/library)
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#set(raylib_VERBOSE 1)
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target_link_libraries(${PROJECT_NAME} raylib)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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if (APPLE)
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target_link_libraries(${PROJECT_NAME} "-framework IOKit")
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target_link_libraries(${PROJECT_NAME} "-framework Cocoa")
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target_link_libraries(${PROJECT_NAME} "-framework OpenGL")
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endif()
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if (${PLATFORM} STREQUAL "Web")
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# Tell Emscripten to build an .html file.
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Os")
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASYNCIFY=1 -s ASSERTIONS=1 -s WASM=1 -Os -Wall -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file ../assets/")
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set_target_properties(${PROJECT_NAME} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/../bin"
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)
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target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="/assets/") # Set the asset path macro in release mode to a relative path that assumes the assets folder is in the same directory as the game executable
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endif()
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