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CMake: Restructure main file, move example to its own directory

master
Riyyi 2 years ago
parent
commit
8b11e51109
  1. 137
      CMakeLists.txt
  2. 26
      example/CMakeLists.txt
  3. 0
      example/src/game.cpp

137
CMakeLists.txt

@ -1,79 +1,57 @@
# User config between these lines
# ------------------------------------------
# User config between these lines
# Set engine name
set(ENGINE "inferno")
# Set project name
set(GAME "game")
# Set debugging, ON/OFF
set(DEBUG "ON")
# ------------------------------------------
# Add 'make run' target
add_custom_target(run
COMMAND ${GAME}
)
# Options
option(BUILD_SHARED_LIBS "Build shared libraries" OFF)
option(INFERNO_BUILD_EXAMPLES "Build the Inferno example programs" OFF)
# ------------------------------------------
cmake_minimum_required(VERSION 3.16)
cmake_minimum_required(VERSION 3.16 FATAL_ERROR)
project(${ENGINE} CXX C)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# ------------------------------------------
# Setup C++ compiler
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# Compiler flags used for all build types
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -Wpedantic")
# -Wall = All warnings about contructions that are easily avoidable
# -Wextra = Extra warning flags not covered by -Wall
# -Wpedantic = Warnings for compiler extensions not part of the standard
# Set default build type if not specified
set(DEFAULT_BUILD_TYPE Release)
if(EXISTS ${CMAKE_SOURCE_DIR}/.git)
set(DEFAULT_BUILD_TYPE Debug)
endif()
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE ${DEFAULT_BUILD_TYPE})
endif()
# Check if the build should include debugging symbols
option(DEBUG "" ${DEBUG})
if(DEBUG)
# cmake -DDEBUG=on .. && make
message("--- Debug ---")
set(CMAKE_BUILD_TYPE "Debug")
# -Og = Optimizations that do not interfere with debugging
# -Wall = All warnings about contructions that are easily avoidable
# -Wextra = Extra warning flags not covered by -Wall
# -g = Produce debugging information in OS's native format
# -pg = Generate profile information for analysis with gprof
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -Og -Wall -Wextra -g -pg")
# gprof <GAME> gmon.out > profile-data.txt
else()
# cmake -DDEBUG=off .. && make
message("--- Release ---")
set(CMAKE_BUILD_TYPE "Release")
# -O3 = Optimizations that increases compilation time and performance
# Set build type specific compiler flags
message("--- ${CMAKE_BUILD_TYPE} ---")
if(${CMAKE_BUILD_TYPE} STREQUAL Debug)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -Og -g -pg")
# -Og = Optimizations that do not interfere with debugging
# -g = Produce debugging information in OS's native format
# -pg = Generate profile information for analysis with gprof
# $ gprof <PROJECT> gmon.out > profile-data.txt
elseif(${CMAKE_BUILD_TYPE} STREQUAL Release)
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O3")
# -O3 = Optimizations that increase compilation time and performance
endif()
# Include all headers
include_directories(
"${ENGINE}/src"
"${ENGINE}/vendor/entt/src"
"${ENGINE}/vendor/glad/include"
"${ENGINE}/vendor/glfw/include"
"${ENGINE}/vendor/glm"
"${ENGINE}/vendor/json/include"
"${ENGINE}/vendor/lua"
"${ENGINE}/vendor/sol2/include"
"${ENGINE}/vendor/stb"
)
# Define engine source files
file(GLOB_RECURSE GLAD "${ENGINE}/vendor/glad/*.c")
file(GLOB LUA "${ENGINE}/vendor/lua/lua/*.c")
list(REMOVE_ITEM LUA "${CMAKE_SOURCE_DIR}/${ENGINE}/vendor/lua/lua/onelua.c") # Do not compile single file variant
list(REMOVE_ITEM LUA "${CMAKE_SOURCE_DIR}/${ENGINE}/vendor/lua/lua/ltests.c") # Do not compile internal debugging
list(REMOVE_ITEM LUA "${CMAKE_SOURCE_DIR}/${ENGINE}/vendor/lua/lua/lua.c") # Do not compile interpreter
file(GLOB_RECURSE ENGINE_SOURCES "${ENGINE}/src/${ENGINE}/*.cpp")
set(ENGINE_SOURCES ${GLAD} ${LUA} ${ENGINE_SOURCES})
# Define game source files
file(GLOB_RECURSE GAME_SOURCES "${GAME}/src/*.cpp")
set(GAME_SOURCES ${GAME_SOURCES})
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# ------------------------------------------
project(${ENGINE})
set(CMAKE_CXX_STANDARD 17)
# Engine target
# GLFW options
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
@ -83,16 +61,27 @@ set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
# Add GLFW target to project
add_subdirectory(${ENGINE}/vendor/glfw)
add_library(${ENGINE} STATIC ${ENGINE_SOURCES})
target_link_libraries(${ENGINE} glfw)
# ------------------------------------------
project(${GAME})
set(CMAKE_CXX_STANDARD 17)
# Define engine source files
file(GLOB_RECURSE GLAD "${ENGINE}/vendor/glad/*.c")
file(GLOB LUA "${ENGINE}/vendor/lua/lua/*.c")
list(REMOVE_ITEM LUA "${CMAKE_SOURCE_DIR}/${ENGINE}/vendor/lua/lua/onelua.c") # Do not compile single file variant
list(REMOVE_ITEM LUA "${CMAKE_SOURCE_DIR}/${ENGINE}/vendor/lua/lua/ltests.c") # Do not compile internal debugging
list(REMOVE_ITEM LUA "${CMAKE_SOURCE_DIR}/${ENGINE}/vendor/lua/lua/lua.c") # Do not compile interpreter
file(GLOB_RECURSE ENGINE_SOURCES "${ENGINE}/src/${ENGINE}/*.cpp")
set(ENGINE_SOURCES ${GLAD} ${LUA} ${ENGINE_SOURCES})
add_executable(${GAME} ${GAME_SOURCES})
target_link_libraries(${GAME} ${ENGINE})
add_library(${ENGINE} ${ENGINE_SOURCES})
target_include_directories(${ENGINE} PRIVATE
"${ENGINE}/src"
"${ENGINE}/vendor/entt/src"
"${ENGINE}/vendor/glad/include"
"${ENGINE}/vendor/glfw/include"
"${ENGINE}/vendor/glm"
"${ENGINE}/vendor/json/include"
"${ENGINE}/vendor/lua"
"${ENGINE}/vendor/sol2/include"
"${ENGINE}/vendor/stb")
target_link_libraries(${ENGINE} glfw)
# ------------------------------------------
@ -114,4 +103,10 @@ target_precompile_headers(${ENGINE} PRIVATE
"$<$<COMPILE_LANGUAGE:CXX>:<vector$<ANGLE-R>>"
)
target_precompile_headers(${GAME} REUSE_FROM ${ENGINE})
# ------------------------------------------
# Examples target
if (INFERNO_BUILD_EXAMPLES)
# Add examples target to project
add_subdirectory("${CMAKE_SOURCE_DIR}/example")
endif()

26
example/CMakeLists.txt

@ -0,0 +1,26 @@
# ------------------------------------------
# User config between these lines
# Set project name
set(GAME "game")
# ------------------------------------------
project(${GAME} CXX)
# Define game source files
file(GLOB_RECURSE GAME_SOURCES "${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp")
add_executable(${GAME} ${GAME_SOURCES})
target_include_directories(${GAME} PRIVATE
"${CMAKE_SOURCE_DIR}/${ENGINE}/src")
target_link_libraries(${GAME} ${ENGINE})
target_precompile_headers(${GAME} REUSE_FROM ${ENGINE})
# ------------------------------------------
# Add 'make run' target
add_custom_target(run
COMMAND ${GAME}
)

0
game/src/game.cpp → example/src/game.cpp

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