@ -0,0 +1,16 @@ | |||
cmake_minimum_required(VERSION 3.0) | |||
# Config options | |||
set(BUILD_EXAMPLES ON CACHE BOOL "Build the examples.") | |||
set(BUILD_GAMES ON CACHE BOOL "Build the example games.") | |||
add_subdirectory(src release) | |||
if (${BUILD_EXAMPLES}) | |||
add_subdirectory(examples) | |||
endif() | |||
if (${BUILD_GAMES}) | |||
add_subdirectory(games) | |||
endif() | |||
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# Setup the project and settings | |||
project(examples) | |||
include("../utils.cmake") | |||
# Make sure raylib has been built | |||
# TODO `build` directory should maybe be something else... | |||
# TODO place somewhere else? | |||
include_directories("../build/release") | |||
# Get the sources together | |||
set(example_dirs audio core models others physac shaders text texutures) | |||
set(example_sources) | |||
set(example_resources) | |||
foreach(example_dir ${example_dirs}) | |||
# Get the .c files | |||
file(GLOB sources ${example_dir}/*.c) | |||
list(APPEND example_sources ${sources}) | |||
# Any any resources | |||
file(GLOB resources ${example_dir}/resources/*) | |||
list(APPEND example_resources ${resources}) | |||
endforeach() | |||
# Do each example | |||
foreach(example_source ${example_sources}) | |||
# Create the basename for the example | |||
get_filename_component(example_name ${example_source} NAME) | |||
string(REPLACE ".c" "" example_name ${example_name}) | |||
# Setup the example | |||
add_executable(${example_name} ${example_source}) | |||
# Link the libraries | |||
link_libraries_to_executable(${example_name}) | |||
endforeach() | |||
# Copy all of the resource files to the destination | |||
file(COPY ${example_resources} DESTINATION "resources/") |
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# Setup the project and settings | |||
project(games) | |||
include("../utils.cmake") | |||
# Make sure raylib has been built | |||
# TODO `build` directory should maybe be something else... | |||
# TODO place somewhere else? | |||
include_directories("../build/release") | |||
# Get the source toegher | |||
file(GLOB sources *.c) | |||
# Do each game | |||
foreach(game_source ${sources}) | |||
# Create the basename for the game | |||
get_filename_component(game_name ${game_source} NAME) | |||
string(REPLACE ".c" "" game_name ${game_name}) | |||
# Setup the game | |||
add_executable(${game_name} ${game_source}) | |||
# Link the libraries | |||
link_libraries_to_executable(${game_name}) | |||
endforeach() | |||
# Do the games with subdirectories | |||
add_subdirectory(drturtle) | |||
add_subdirectory(just_do) | |||
add_subdirectory(koala_seasons) | |||
add_subdirectory(light_my_ritual) | |||
add_subdirectory(skully_escape) | |||
add_subdirectory(wave_collector) |
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# Setup the project and settings | |||
project(drturtle) | |||
include("../../utils.cmake") | |||
# Make sure raylib has been built | |||
# TODO `build` directory should maybe be something else... | |||
include_directories("../../build/release") | |||
# Executable & linking | |||
add_executable(drturtle 06_drturtle_final.c) | |||
link_libraries_to_executable(drturtle) | |||
# Resources | |||
# Copy all of the resource files to the destination | |||
file(COPY "resources/" DESTINATION "resources/") | |||
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# Setup the project and settings | |||
project(just_do) | |||
include("../../utils.cmake") | |||
# Make sure raylib has been built | |||
# TODO `build` directory should maybe be something else... | |||
include_directories("../../build/release") | |||
# Grab the screens | |||
file(GLOB screen_sources "screens/*.c") | |||
# Executable & linking | |||
add_executable(just_do just_do.c ${screen_sources}) | |||
link_libraries_to_executable(just_do) | |||
# Resources | |||
# Copy all of the resource files to the destination | |||
file(COPY "resources/" DESTINATION "resources/") | |||
@ -0,0 +1,21 @@ | |||
# Setup the project and settings | |||
project(koala_seasons) | |||
include("../../utils.cmake") | |||
# Make sure raylib has been built | |||
# TODO `build` directory should maybe be something else... | |||
include_directories("../../build/release") | |||
# Grab the screens | |||
file(GLOB screen_sources "screens/*.c") | |||
# Executable & linking | |||
add_executable(koala_seasons koala_seasons.c ${screen_sources}) | |||
link_libraries_to_executable(koala_seasons) | |||
# Resources | |||
# Copy all of the resource files to the destination | |||
file(COPY "resources/" DESTINATION "resources/") | |||
@ -0,0 +1,21 @@ | |||
# Setup the project and settings | |||
project(light_my_ritual) | |||
include("../../utils.cmake") | |||
# Make sure raylib has been built | |||
# TODO `build` directory should maybe be something else... | |||
include_directories("../../build/release") | |||
# Grab the screens | |||
file(GLOB screen_sources "screens/*.c") | |||
# Executable & linking | |||
add_executable(light_my_ritual light_my_ritual.c ${screen_sources}) | |||
link_libraries_to_executable(light_my_ritual) | |||
# Resources | |||
# Copy all of the resource files to the destination | |||
file(COPY "resources/" DESTINATION "resources/") | |||
@ -0,0 +1,21 @@ | |||
# Setup the project and settings | |||
project(skully_escape) | |||
include("../../utils.cmake") | |||
# Make sure raylib has been built | |||
# TODO `build` directory should maybe be something else... | |||
include_directories("../../build/release") | |||
# Grab the screens | |||
file(GLOB screen_sources "screens/*.c") | |||
# Executable & linking | |||
add_executable(skully_escape skully_escape.c player.c monster.c ${screen_sources}) | |||
link_libraries_to_executable(skully_escape) | |||
# Resources | |||
# Copy all of the resource files to the destination | |||
file(COPY "resources/" DESTINATION "resources/") | |||
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# Setup the project and settings | |||
project(wave_collector) | |||
include("../../utils.cmake") | |||
# Make sure raylib has been built | |||
# TODO `build` directory should maybe be something else... | |||
include_directories("../../build/release") | |||
# Grab the screens | |||
file(GLOB screen_sources "screens/*.c") | |||
# Executable & linking | |||
add_executable(wave_collector wave_collector.c ${screen_sources}) | |||
link_libraries_to_executable(wave_collector) | |||
# Resources | |||
# Copy all of the resource files to the destination | |||
file(COPY "resources/" DESTINATION "resources/") | |||
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# Setup the project and settings | |||
project(raylib) | |||
include("../utils.cmake") | |||
set(raylib_VERSION_MAJOR 1) | |||
set(raylib_VERSION_MINOR 8) | |||
set(RAYLIB raylib) # Name of the generated library | |||
### Config options ### | |||
# Build a static or shared raylib? | |||
set(SHARED_RAYLIB OFF CACHE BOOL "Build raylib as a dynamic library") | |||
# Platform | |||
set(PLATFORM "Desktop" CACHE STRING "Platform to build for.") | |||
set_property(CACHE PLATFORM PROPERTY STRINGS "Desktop" "Web" "Android" "Raspberry Pi") | |||
# OpenGL version | |||
set(OPENGL_VERSION "3.3" CACHE STRING "OpenGL Version to build raylib with") | |||
set_property(CACHE OPENGL_VERSION PROPERTY STRINGS "3.3" "2.1" "1.1" "ES 2.0") | |||
### Config options ### | |||
# Translate the config options to what raylib wants | |||
if(${PLATFORM} MATCHES "Desktop") | |||
set(PLATFORM "PLATFORM_DESKTOP") | |||
# OpenGL version | |||
if (${OPENGL_VERSION} MATCHES "3.3") | |||
set(GRAPHICS "GRAPHICS_API_OPENGL_33") | |||
elseif (${OPENGL_VERSION} MATCHES "2.1") | |||
set(GRAPHICS "GRAPHICS_API_OPENGL_21") | |||
elseif (${OPENGL_VERSION} MATCHES "1.1") | |||
set(GRAPHICS "GRAPHICS_API_OPENGL_11") | |||
elseif (${OPENGL_VERSION} MATCHES "ES 2.0") | |||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") | |||
endif() | |||
# Need to force OpenGL 3.3 on OS X | |||
# See: https://github.com/raysan5/raylib/issues/341 | |||
if(APPLE) | |||
set(GRAPHICS "GRAPHICS_API_OPENGL_33") | |||
endif() | |||
elseif(${PLATFORM} MATCHES "Web") | |||
set(PLATFORM "PLATFORM_WEB") | |||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") | |||
# Need to use `emcc` | |||
set(CMAKE_C_COMPILER "emcc") | |||
set(CMAKE_CXX_COMPILER "em++") | |||
# Change the name of the output library | |||
set(RAYLIB "libraylib.bc") | |||
elseif(${PLATFORM} MATCHES "Android") | |||
set(PLATFORM "PLATFORM_ANDROID") | |||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") | |||
elseif(${PLATFORM} MATCHES "Raspberry Pi") | |||
set(PLATFORM "PLATFORM_RPI") | |||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") | |||
endif() | |||
# Get the sources together | |||
file(GLOB raylib_sources *.c) | |||
file(GLOB stb_vorbis external/stb_vorbis.c) | |||
set(sources ${raylib_sources} ${stb_vorbis}) | |||
# Which platform? | |||
if(${PLATFORM} MATCHES "PLATFORM_DESKTOP") | |||
# Build a static or shared raylib? | |||
# TODO clean this up a bit? | |||
if(${SHARED_RAYLIB}) | |||
# Shared library | |||
add_library(${RAYLIB} SHARED ${sources}) | |||
# Will link -framework (if on OS X) | |||
link_os_x_frameworks(raylib) | |||
else() | |||
# Static library | |||
add_library(${RAYLIB} STATIC ${sources}) | |||
if(LINUX) | |||
# On Linux, need to link a few extra things for static | |||
target_link_libraries(${RAYLIB} m pthread dl) | |||
target_link_libraries(${RAYLIB} X11 Xrandr Xinerama Xi Xxf86vm Xcursor) # X11 stuff | |||
endif() | |||
endif() | |||
# Always need to link OpenAL and OpenGL | |||
if(LINUX) | |||
# Elsewhere (such as Linux), need `-lopenal -lGL` | |||
target_link_libraries(${RAYLIB} openal) | |||
target_link_libraries(${RAYLIB} GL) | |||
endif() | |||
# Add in GLFW as a linking target | |||
target_link_libraries(${RAYLIB} glfw) | |||
# Library file & Header | |||
set_target_properties(${RAYLIB} PROPERTIES PUBLIC_HEADER "raylib.h") | |||
install( | |||
TARGETS ${RAYLIB} | |||
ARCHIVE DESTINATION lib | |||
LIBRARY DESTINATION lib | |||
PUBLIC_HEADER DESTINATION include | |||
) | |||
# Copy the header files to the build directory | |||
file(COPY "raylib.h" DESTINATION ".") | |||
file(COPY "rlgl.h" DESTINATION ".") | |||
file(COPY "physac.h" DESTINATION ".") | |||
file(COPY "raymath.h" DESTINATION ".") | |||
file(COPY "audio.h" DESTINATION ".") | |||
elseif(${PLATFORM} MATCHES "PLATFORM_WEB") | |||
# For the web. | |||
add_executable(${RAYLIB} ${sources}) | |||
endif() | |||
# Set the compile flags to raylib | |||
target_compile_definitions(${RAYLIB} | |||
PUBLIC ${PLATFORM} | |||
PUBLIC ${GRAPHICS} | |||
) | |||
# Print the flags for the user | |||
message(STATUS "Compiling with the flags:") | |||
message(STATUS " PLATFORM=" ${PLATFORM}) | |||
message(STATUS " GRAPHICS=" ${GRAPHICS}) | |||
@ -0,0 +1,49 @@ | |||
# All sorts of things that we need cross project | |||
cmake_minimum_required(VERSION 3.0) | |||
# Detect linux | |||
if(UNIX AND NOT APPLE) | |||
set(LINUX TRUE) | |||
endif() | |||
# Need GLFW 3.2.1 | |||
find_package(glfw3 3.2.1 REQUIRED) | |||
# Linking for OS X -framework options | |||
# Will do nothing on other OSes | |||
function(link_os_x_frameworks binary) | |||
if(APPLE) | |||
find_library(OPENGL_LIBRARY OpenGL) | |||
find_library(OPENAL_LIBRARY OpenAL) | |||
find_library(COCOA_LIBRARY Cocoa) | |||
set(OSX_FRAMEWORKS ${OPENGL_LIBRARY} ${OPENAL_LIBRARY} ${COCOA_LIBRARY}) | |||
target_link_libraries(${binary} ${OSX_FRAMEWORKS}) | |||
endif() | |||
endfunction() | |||
# Do the linking for executables that are meant to link raylib | |||
function(link_libraries_to_executable executable) | |||
# Link the libraries | |||
if(APPLE) | |||
# OS X, we use frameworks | |||
link_os_x_frameworks(${executable}) | |||
elseif(LINUX) | |||
# Elsewhere (such as Linux), need `-lopenal -lGL`, etc... | |||
target_link_libraries(${executable} m pthread dl) | |||
target_link_libraries(${executable} openal) | |||
target_link_libraries(${executable} GL) | |||
target_link_libraries(${executable} X11 Xrandr Xinerama Xi Xxf86vm Xcursor) # X11 stuff | |||
else() | |||
# TODO windows | |||
endif() | |||
# Add in GLFW as a linking target | |||
target_link_libraries(${executable} glfw) | |||
# And raylib | |||
target_link_libraries(${executable} raylib) | |||
endfunction() | |||