38 lines
1.5 KiB
CMake
38 lines
1.5 KiB
CMake
cmake_minimum_required(VERSION 3.5)
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project(SeeSynth)
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#set(CMAKE_C_STANDARD 99)
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# Adding Raylib
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include(FetchContent)
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set(FETCHCONTENT_QUIET FALSE)
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set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
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set(BUILD_GAMES OFF CACHE BOOL "" FORCE) # don't build the supplied example games
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FetchContent_Declare(
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raylib
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GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
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GIT_TAG "4.5.0"
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GIT_PROGRESS TRUE
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)
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FetchContent_MakeAvailable(raylib)
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# Adding our source files
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file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp") # Define PROJECT_SOURCES as a list of all source files
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set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/inc/") # Define PROJECT_INCLUDE to be the path to the include directory of the project
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# Declaring our executable
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add_executable(${PROJECT_NAME})
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set_target_properties(
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${PROJECT_NAME} PROPERTIES
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CXX_STANDARD 17
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CXX_STANDARD_REQUIRED ON)
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target_sources(${PROJECT_NAME} PRIVATE ${PROJECT_SOURCES})
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target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_INCLUDE})
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target_link_libraries(${PROJECT_NAME} PRIVATE raylib)
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# Setting ASSETS_PATH
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target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="${CMAKE_CURRENT_SOURCE_DIR}/assets/") # Set the asset path macro to the absolute path on the dev machine
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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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