cmake_minimum_required(VERSION 3.7) project(antkeeper VERSION "0.0.0" ) set(PLATFORM "" CACHE STRING "") set(LANGUAGE "en-us" CACHE STRING "") # Setup configuration strings set(ANTKEEPER_VERSION ${PROJECT_VERSION}) set(ANTKEEPER_VERSION_MAJOR ${PROJECT_VERSION_MAJOR}) set(ANTKEEPER_VERSION_MINOR ${PROJECT_VERSION_MINOR}) set(ANTKEEPER_VERSION_PATCH ${PROJECT_VERSION_PATCH}) if(CMAKE_BUILD_TYPE STREQUAL "Debug") set(ANTKEEPER_BUILD_TYPE debug) set(ANTKEEPER_DEBUG ON) else() set(ANTKEEPER_BUILD_TYPE release) set(ANTKEEPER_DEBUG OFF) endif() # Setup build type paths set(BUILD_DIR ${PROJECT_SOURCE_DIR}/build) set(BUILD_DEBUG_DIR ${BUILD_DIR}/debug) set(BUILD_RELEASE_DIR ${BUILD_DIR}/release) # Set package name set(PACKAGE_NAME ${PROJECT_NAME}-${PROJECT_VERSION}-${PLATFORM}) set(PACKAGE_BUILD_NAME ${PACKAGE_NAME}-${ANTKEEPER_BUILD_TYPE}) # Set package directory if(CMAKE_BUILD_TYPE STREQUAL "Debug") set(PLATFORM_PACKAGE_DIR ${BUILD_DEBUG_DIR}/${PACKAGE_NAME}) else() set(PLATFORM_PACKAGE_DIR ${BUILD_RELEASE_DIR}/${PACKAGE_NAME}) endif() # Add Emergent library add_subdirectory(${PROJECT_SOURCE_DIR}/lib/emergent) set(CMAKE_LIBRARY_PATH ${CMAKE_LIBRARY_PATH} ${PROJECT_SOURCE_DIR}/lib/emergent) # Find dependencies set(CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR}/cmake/modules) find_package(SDL2 REQUIRED) find_package(OpenGL REQUIRED) # Set C++ compiler flags for debug and release build types set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall") set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} -O0 -g") set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -O3 -s -DNDEBUG -mwindows") # Set C and C++ compiler flags for the target architecture if(${PLATFORM} STREQUAL "win32" OR ${PLATFORM} STREQUAL "linux32") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -m32") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -m32") elseif(${PLATFORM} STREQUAL "win64" OR ${PLATFORM} STREQUAL "linux64") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -m64") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -m64") elseif(${PLATFORM} STREQUAL "osx" AND CMAKE_OSX_ARCHITECTURES STREQUAL "") # 32-bit #set(CMAKE_OSX_ARCHITECTURES "i386" CACHE STRING "" FORCE) # 64-bit #set(CMAKE_OSX_ARCHITECTURES "x86_64" CACHE STRING "" FORCE) # 96-bit universal set(CMAKE_OSX_ARCHITECTURES "x86_64;i386" CACHE STRING "" FORCE) endif() # Set C++ version set(CMAKE_CXX_STANDARD 11) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) # Find executable source directory set(EXECUTABLE_SOURCE_DIR ${PROJECT_SOURCE_DIR}/src) # Generate C++ configuration file configure_file(${EXECUTABLE_SOURCE_DIR}/configuration.hpp.in ${EXECUTABLE_SOURCE_DIR}/configuration.hpp) # Collect executable source files set(EXECUTABLE_SOURCES ${EXECUTABLE_SOURCE_DIR}/configuration.hpp ${EXECUTABLE_SOURCE_DIR}/windows-dirent.h ${EXECUTABLE_SOURCE_DIR}/controls.cpp ${EXECUTABLE_SOURCE_DIR}/render-passes.hpp ${EXECUTABLE_SOURCE_DIR}/settings.cpp ${EXECUTABLE_SOURCE_DIR}/settings.hpp ${EXECUTABLE_SOURCE_DIR}/game/terrain.cpp ${EXECUTABLE_SOURCE_DIR}/game/terrain.hpp ${EXECUTABLE_SOURCE_DIR}/controls.hpp ${EXECUTABLE_SOURCE_DIR}/input.cpp ${EXECUTABLE_SOURCE_DIR}/input.hpp ${EXECUTABLE_SOURCE_DIR}/main.cpp ${EXECUTABLE_SOURCE_DIR}/mesh.cpp ${EXECUTABLE_SOURCE_DIR}/mesh.hpp ${EXECUTABLE_SOURCE_DIR}/application-state.hpp ${EXECUTABLE_SOURCE_DIR}/application-state.cpp ${EXECUTABLE_SOURCE_DIR}/application.hpp ${EXECUTABLE_SOURCE_DIR}/application.cpp ${EXECUTABLE_SOURCE_DIR}/states/splash-state.hpp ${EXECUTABLE_SOURCE_DIR}/states/splash-state.cpp ${EXECUTABLE_SOURCE_DIR}/states/title-state.hpp ${EXECUTABLE_SOURCE_DIR}/states/title-state.cpp ${EXECUTABLE_SOURCE_DIR}/states/experiment-state.hpp ${EXECUTABLE_SOURCE_DIR}/states/experiment-state.cpp ${EXECUTABLE_SOURCE_DIR}/ui/ui.hpp ${EXECUTABLE_SOURCE_DIR}/ui/ui.cpp ${EXECUTABLE_SOURCE_DIR}/ui/tween.hpp ${EXECUTABLE_SOURCE_DIR}/ui/tween.cpp ${EXECUTABLE_SOURCE_DIR}/render-passes.cpp ${EXECUTABLE_SOURCE_DIR}/game/ant.hpp ${EXECUTABLE_SOURCE_DIR}/game/ant.cpp ${EXECUTABLE_SOURCE_DIR}/game/agent.hpp ${EXECUTABLE_SOURCE_DIR}/game/agent.cpp ${EXECUTABLE_SOURCE_DIR}/game/colony.hpp ${EXECUTABLE_SOURCE_DIR}/game/colony.cpp ${EXECUTABLE_SOURCE_DIR}/game/habitat.hpp ${EXECUTABLE_SOURCE_DIR}/game/habitat.cpp ${EXECUTABLE_SOURCE_DIR}/game/nest.hpp ${EXECUTABLE_SOURCE_DIR}/game/nest.cpp ${EXECUTABLE_SOURCE_DIR}/game/navmesh.hpp ${EXECUTABLE_SOURCE_DIR}/game/navmesh.cpp ${EXECUTABLE_SOURCE_DIR}/game/pheromone.cpp ${EXECUTABLE_SOURCE_DIR}/game/pheromone.cpp ${EXECUTABLE_SOURCE_DIR}/debug.hpp ${EXECUTABLE_SOURCE_DIR}/debug.cpp ${EXECUTABLE_SOURCE_DIR}/camera-controller.hpp ${EXECUTABLE_SOURCE_DIR}/camera-controller.cpp ${EXECUTABLE_SOURCE_DIR}/model-loader.hpp ${EXECUTABLE_SOURCE_DIR}/model-loader.cpp ${EXECUTABLE_SOURCE_DIR}/material-loader.hpp ${EXECUTABLE_SOURCE_DIR}/material-loader.cpp ) # Setup exe icon for windows if(${PLATFORM} STREQUAL "win32" OR ${PLATFORM} STREQUAL "win64") if(EXISTS ${PROJECT_SOURCE_DIR}/data) set(RC_FILES "${PROJECT_SOURCE_DIR}/data/icons/icon.rc") set(CMAKE_RC_COMPILER_INIT windres) enable_language(RC) set(CMAKE_RC_COMPILE_OBJECT " -O coff -i -o ") set(EXECUTABLE_SOURCES "${EXECUTABLE_SOURCES};${RC_FILES}") endif() endif() # Set executable and library output directories set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${PLATFORM_PACKAGE_DIR}) set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PLATFORM_PACKAGE_DIR}) # Add executable set(EXECUTABLE_NAME antkeeper) set(EXECUTABLE_TARGET ${PACKAGE_BUILD_NAME}-executable) add_executable(${EXECUTABLE_TARGET} ${EXECUTABLE_SOURCES}) set_target_properties(${EXECUTABLE_TARGET} PROPERTIES OUTPUT_NAME ${EXECUTABLE_NAME}) # Set include directories target_include_directories(${EXECUTABLE_TARGET} PUBLIC ${PROJECT_SOURCE_DIR}/lib/emergent/include ${SDL2_INCLUDE_DIRS} ${OPENGL_INCLUDE_DIRS} ) message("SDL: ${SDL2_LIBRARIES}") # Build library list list(APPEND EXECUTABLE_LIBRARIES m #dl mingw32 #PROBLEM IS LINKING TO STDC++!!!!!!!!!!!!!!!! #stdc++ emergent ${SDL2_LIBRARIES} ${OPENGL_gl_LIBRARY} ) # Link libraries target_link_libraries(${EXECUTABLE_TARGET} ${EXECUTABLE_LIBRARIES}) # Add run target add_custom_target(run COMMAND ${EXECUTABLE_TARGET} DEPENDS ${EXECUTABLE_TARGET} WORKING_DIRECTORY ${PLATFORM_PACKAGE_DIR} ) # Add data subdirectory (if it exists) if(EXISTS ${PROJECT_SOURCE_DIR}/data) add_subdirectory(${PROJECT_SOURCE_DIR}/data) endif()