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CMakeLists.txt
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cmake_minimum_required(VERSION 3.22)
set(CMAKE_OSX_DEPLOYMENT_TARGET "14.0" CACHE STRING "Minimum OS X deployment version")
project(hIghQube)
# version
set(VERSION_MAJOR 0)
set(VERSION_MINOR 1)
set(VERSION_BUILD 123)
add_compile_definitions(VERSION_MAJOR=${VERSION_MAJOR})
add_compile_definitions(VERSION_MINOR=${VERSION_MINOR})
add_compile_definitions(VERSION_BUILD=${VERSION_BUILD})
# fly high in the sky
# actually android ndk seems stuck in c++17, so avoid use advanced things in c++20
set(CMAKE_CXX_STANDARD 20)
# Generate compile_commands.json
# vs code uses this
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# tell visual studio to assume all source code is UTF8
add_compile_options("$<$<C_COMPILER_ID:MSVC>:/utf-8>")
add_compile_options("$<$<CXX_COMPILER_ID:MSVC>:/utf-8>")
set(PROJECT_FILES "")
#
# Dependencies
#
set(PROJECT_FILES ${PROJECT_FILES}
vendor/Vendor.hpp
vendor/Vendor.cpp
vendor/imgui/imgui.cpp
vendor/imgui/imgui.h
vendor/imgui/imgui_widgets.cpp
vendor/imgui/imgui_draw.cpp
vendor/imgui/imgui_tables.cpp
vendor/imgui/imgui_demo.cpp
)
#
# hIghQube
#
set(PROJECT_FILES ${PROJECT_FILES}
src/main.cpp
assets/app_icon/icon.cpp
src/platform/Platform.hpp
src/platform/Platform.cpp
src/data/DataManager.hpp
src/data/DataManager.cpp
src/data/PuzzleData.hpp
src/data/PuzzleData.cpp
src/render/ShapeRenderer.hpp
src/render/ShapeRenderer.cpp
src/render/TextureRenderer.hpp
src/render/TextureRenderer.cpp
src/render/TextRenderer.hpp
src/render/TextRenderer.cpp
src/render/CrossFadeRenderer.hpp
src/render/CrossFadeRenderer.cpp
src/render/VisualRenderer.hpp
src/render/VisualRenderer.cpp
src/render/VisualRenderer.glsl
src/render/VisualRenderer.glsl.h
src/ToolsWindow.hpp
src/ToolsWindow.cpp
src/Object.hpp
src/Object.cpp
src/Camera.hpp
src/Camera.cpp
src/Player.hpp
src/Player.cpp
src/Map.hpp
src/Map.cpp
src/Game.hpp
src/Game.cpp
src/Inputs.hpp
src/Interpolator.hpp
src/Interpolator.cpp
)
if(CMAKE_SYSTEM_NAME STREQUAL Windows)
#
# Windows
#
set(PROJECT_FILES ${PROJECT_FILES} src/platform/PlatformWindows.cpp)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/assets/windows/app.rc.in ${CMAKE_CURRENT_BINARY_DIR}/app.rc @ONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/assets/windows/app.ico ${CMAKE_CURRENT_BINARY_DIR} COPYONLY)
add_executable(${PROJECT_NAME} WIN32 ${PROJECT_FILES} ${CMAKE_CURRENT_BINARY_DIR}/app.rc)
# pick startup project
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT ${PROJECT_NAME})
# organize in folders for VS
source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR} FILES ${PROJECT_FILES})
elseif(CMAKE_SYSTEM_NAME STREQUAL Darwin OR CMAKE_SYSTEM_NAME STREQUAL iOS)
#
# Apple
#
set(PROJECT_FILES ${PROJECT_FILES} src/platform/PlatformApple.mm)
set(APP_BUNDLE_IDENTIFIER "pt.demanda.highqube")
set(MACOSX_BUNDLE_COPYRIGHT "Rui Varela")
set(MACOSX_BUNDLE_GUI_IDENTIFIER ${APP_BUNDLE_IDENTIFIER})
set(MACOSX_BUNDLE_BUNDLE_NAME ${PROJECT_NAME})
set(MACOSX_BUNDLE_BUNDLE_VERSION "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_BUILD}")
set(MACOSX_BUNDLE_LONG_VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_BUILD}")
set(MACOSX_BUNDLE_SHORT_VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_BUILD}")
set(MACOSX_BUNDLE_EXECUTABLE_NAME ${PROJECT_NAME})
add_executable(${PROJECT_NAME} MACOSX_BUNDLE ${PROJECT_FILES})
target_compile_options(${PROJECT_NAME} PRIVATE -x objective-c++)
target_link_libraries(${PROJECT_NAME}
"-framework MetalKit"
"-framework Metal"
"-framework AudioToolbox")
set_target_properties(${PROJECT_NAME} PROPERTIES
XCODE_ATTRIBUTE_DEVELOPMENT_TEAM "MRGJ46V3G9"
XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER ${APP_BUNDLE_IDENTIFIER}
)
#
# Copy Resources to bundle
#
file(GLOB TEXTURE_FILES "assets/bundled/textures/*")
file(GLOB FONT_FILES "assets/bundled/fonts/*")
set(RESOURCE_FILES ${TEXTURE_FILES} ${FONT_FILES})
foreach (FILE ${RESOURCE_FILES})
file(RELATIVE_PATH RES_PATH "${CMAKE_SOURCE_DIR}/assets/bundled/" ${FILE})
get_filename_component(FOLDER_PATH "${FILE}" PATH)
get_filename_component(FOLDER_NAME "${FOLDER_PATH}" NAME)
target_sources(${PROJECT_NAME} PRIVATE ${FILE})
set_source_files_properties(${FILE} PROPERTIES MACOSX_PACKAGE_LOCATION "Resources/${FOLDER_NAME}")
# Optional: Add the file to the 'Resources' folder group in Xcode.
# This also preserves folder structure.
source_group("Resources/${FOLDER_NAME}" FILES "${FILE}")
#message(STATUS "Adding resource file: ${FILE} | ${RES_PATH} | ${FOLDER_NAME}")
endforeach ()
if(CMAKE_SYSTEM_NAME STREQUAL Darwin)
#
# macOS
#
set_target_properties(${PROJECT_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/assets/apple/macos/Info.plist.in"
)
# icon
set(MACOSX_BUNDLE_ICON_FILE app.icns)
target_sources(${PROJECT_NAME} PRIVATE "assets/apple/macos/${MACOSX_BUNDLE_ICON_FILE}")
set_source_files_properties("assets/apple/macos/${MACOSX_BUNDLE_ICON_FILE}" PROPERTIES MACOSX_PACKAGE_LOCATION "Resources")
target_link_libraries(${PROJECT_NAME}
"-framework QuartzCore"
"-framework Cocoa")
elseif(CMAKE_SYSTEM_NAME STREQUAL iOS)
#
# iOS
#
# Asset catalog
target_sources(${PROJECT_NAME} PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/assets/apple/ios/Icons.xcassets")
set_source_files_properties("${CMAKE_CURRENT_SOURCE_DIR}/assets/apple/ios/Icons.xcassets" PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
set_target_properties(${PROJECT_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/assets/apple/ios/Info.plist.in"
XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_APPICON_NAME AppIcon
XCODE_ATTRIBUTE_CURRENT_PROJECT_VERSION "${VERSION_BUILD}"
XCODE_ATTRIBUTE_TARGETED_DEVICE_FAMILY "1,2" # <== Set to "1" to target iPhone, set to "2" to target iPad, set to "1,2" to target both
)
target_link_libraries(${PROJECT_NAME}
"-framework Foundation"
"-framework UIKit"
"-framework AVFAudio")
endif()
elseif(CMAKE_SYSTEM_NAME STREQUAL Android)
#
# Android
#
set(PROJECT_FILES ${PROJECT_FILES} src/platform/PlatformAndroid.cpp)
add_library(${PROJECT_NAME} SHARED ${PROJECT_FILES})
#if(ANDROID_ABI STREQUAL armeabi-v7a)
# set_source_files_properties(foo.cpp PROPERTIES COMPILE_FLAGS -mfpu=neon)
#endif()
# add_compile_definitions(ANDROID_ARM_NEON=OFF)
# set_target_properties(${PROJECT_NAME} PROPERTIES LINK_FLAGS -mfpu=neon)
target_link_libraries(${CMAKE_PROJECT_NAME} log android aaudio GLESv3 EGL)
else()
#
# No one knows
#
set(PROJECT_FILES ${PROJECT_FILES} src/platform/PlatformLinux.cpp)
add_executable(${PROJECT_NAME} ${PROJECT_FILES})
endif()
target_include_directories(${PROJECT_NAME} PUBLIC vendor)