mirror of https://github.com/raysan5/raylib
CMake based build system.
Some people might find this handly
This commit is contained in:
parent
0fc1323c80
commit
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@ -131,3 +131,25 @@ src/libraylib.bc
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# Meson build system
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builddir/
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# CMake stuff
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CMakeCache.txt
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CMakeFiles
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CMakeScripts
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Testing
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Makefile
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cmake_install.cmake
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install_manifest.txt
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compile_commands.json
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CTestTestfile.cmake
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build
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# Unignore These makefiles...
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!examples/CMakeLists.txt
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!games/CMakeLists.txt
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# binaries made from raylib
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libraylib.a
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libraylib.so
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libraylib.dylib
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libraylib.dll
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@ -0,0 +1,16 @@
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cmake_minimum_required(VERSION 3.0)
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# Config options
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set(BUILD_EXAMPLES ON CACHE BOOL "Build the examples.")
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set(BUILD_GAMES ON CACHE BOOL "Build the example games.")
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add_subdirectory(src release)
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if (${BUILD_EXAMPLES})
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add_subdirectory(examples)
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endif()
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if (${BUILD_GAMES})
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add_subdirectory(games)
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endif()
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@ -0,0 +1,39 @@
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# Setup the project and settings
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project(examples)
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include("../utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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# TODO place somewhere else?
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include_directories("../build/release")
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# Get the sources together
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set(example_dirs audio core models others physac shaders text texutures)
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set(example_sources)
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set(example_resources)
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foreach(example_dir ${example_dirs})
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# Get the .c files
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file(GLOB sources ${example_dir}/*.c)
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list(APPEND example_sources ${sources})
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# Any any resources
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file(GLOB resources ${example_dir}/resources/*)
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list(APPEND example_resources ${resources})
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endforeach()
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# Do each example
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foreach(example_source ${example_sources})
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# Create the basename for the example
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get_filename_component(example_name ${example_source} NAME)
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string(REPLACE ".c" "" example_name ${example_name})
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# Setup the example
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add_executable(${example_name} ${example_source})
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# Link the libraries
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link_libraries_to_executable(${example_name})
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endforeach()
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# Copy all of the resource files to the destination
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file(COPY ${example_resources} DESTINATION "resources/")
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@ -189,7 +189,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# libraries for Debian GNU/Linux desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
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LIBS = -lraylib -lglfw -lGL -lopenal -lm -lpthread -ldl
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# on XWindow requires also below libraries
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LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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else
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@ -0,0 +1,33 @@
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# Setup the project and settings
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project(games)
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include("../utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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# TODO place somewhere else?
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include_directories("../build/release")
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# Get the source toegher
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file(GLOB sources *.c)
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# Do each game
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foreach(game_source ${sources})
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# Create the basename for the game
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get_filename_component(game_name ${game_source} NAME)
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string(REPLACE ".c" "" game_name ${game_name})
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# Setup the game
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add_executable(${game_name} ${game_source})
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# Link the libraries
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link_libraries_to_executable(${game_name})
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endforeach()
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# Do the games with subdirectories
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add_subdirectory(drturtle)
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add_subdirectory(just_do)
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add_subdirectory(koala_seasons)
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add_subdirectory(light_my_ritual)
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add_subdirectory(skully_escape)
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add_subdirectory(wave_collector)
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@ -0,0 +1,18 @@
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# Setup the project and settings
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project(drturtle)
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include("../../utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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include_directories("../../build/release")
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# Executable & linking
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add_executable(drturtle 06_drturtle_final.c)
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link_libraries_to_executable(drturtle)
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# Resources
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# Copy all of the resource files to the destination
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file(COPY "resources/" DESTINATION "resources/")
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@ -0,0 +1,21 @@
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# Setup the project and settings
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project(just_do)
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include("../../utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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include_directories("../../build/release")
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# Grab the screens
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file(GLOB screen_sources "screens/*.c")
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# Executable & linking
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add_executable(just_do just_do.c ${screen_sources})
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link_libraries_to_executable(just_do)
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# Resources
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# Copy all of the resource files to the destination
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file(COPY "resources/" DESTINATION "resources/")
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@ -0,0 +1,21 @@
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# Setup the project and settings
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project(koala_seasons)
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include("../../utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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include_directories("../../build/release")
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# Grab the screens
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file(GLOB screen_sources "screens/*.c")
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# Executable & linking
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add_executable(koala_seasons koala_seasons.c ${screen_sources})
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link_libraries_to_executable(koala_seasons)
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# Resources
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# Copy all of the resource files to the destination
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file(COPY "resources/" DESTINATION "resources/")
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@ -0,0 +1,21 @@
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# Setup the project and settings
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project(light_my_ritual)
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include("../../utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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include_directories("../../build/release")
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# Grab the screens
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file(GLOB screen_sources "screens/*.c")
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# Executable & linking
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add_executable(light_my_ritual light_my_ritual.c ${screen_sources})
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link_libraries_to_executable(light_my_ritual)
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# Resources
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# Copy all of the resource files to the destination
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file(COPY "resources/" DESTINATION "resources/")
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@ -0,0 +1,21 @@
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# Setup the project and settings
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project(skully_escape)
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include("../../utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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include_directories("../../build/release")
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# Grab the screens
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file(GLOB screen_sources "screens/*.c")
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# Executable & linking
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add_executable(skully_escape skully_escape.c player.c monster.c ${screen_sources})
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link_libraries_to_executable(skully_escape)
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# Resources
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# Copy all of the resource files to the destination
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file(COPY "resources/" DESTINATION "resources/")
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@ -0,0 +1,21 @@
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# Setup the project and settings
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project(wave_collector)
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include("../../utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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include_directories("../../build/release")
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# Grab the screens
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file(GLOB screen_sources "screens/*.c")
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# Executable & linking
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add_executable(wave_collector wave_collector.c ${screen_sources})
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link_libraries_to_executable(wave_collector)
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# Resources
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# Copy all of the resource files to the destination
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file(COPY "resources/" DESTINATION "resources/")
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@ -0,0 +1,132 @@
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# Setup the project and settings
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project(raylib)
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include("../utils.cmake")
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set(raylib_VERSION_MAJOR 1)
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set(raylib_VERSION_MINOR 8)
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set(RAYLIB raylib) # Name of the generated library
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### Config options ###
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# Build a static or shared raylib?
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set(SHARED_RAYLIB OFF CACHE BOOL "Build raylib as a dynamic library")
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# Platform
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set(PLATFORM "Desktop" CACHE STRING "Platform to build for.")
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set_property(CACHE PLATFORM PROPERTY STRINGS "Desktop" "Web" "Android" "Raspberry Pi")
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# OpenGL version
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set(OPENGL_VERSION "3.3" CACHE STRING "OpenGL Version to build raylib with")
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set_property(CACHE OPENGL_VERSION PROPERTY STRINGS "3.3" "2.1" "1.1" "ES 2.0")
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### Config options ###
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# Translate the config options to what raylib wants
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if(${PLATFORM} MATCHES "Desktop")
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set(PLATFORM "PLATFORM_DESKTOP")
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# OpenGL version
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if (${OPENGL_VERSION} MATCHES "3.3")
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set(GRAPHICS "GRAPHICS_API_OPENGL_33")
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elseif (${OPENGL_VERSION} MATCHES "2.1")
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set(GRAPHICS "GRAPHICS_API_OPENGL_21")
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elseif (${OPENGL_VERSION} MATCHES "1.1")
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set(GRAPHICS "GRAPHICS_API_OPENGL_11")
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elseif (${OPENGL_VERSION} MATCHES "ES 2.0")
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set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
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endif()
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# Need to force OpenGL 3.3 on OS X
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# See: https://github.com/raysan5/raylib/issues/341
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if(APPLE)
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set(GRAPHICS "GRAPHICS_API_OPENGL_33")
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endif()
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elseif(${PLATFORM} MATCHES "Web")
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set(PLATFORM "PLATFORM_WEB")
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set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
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# Need to use `emcc`
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set(CMAKE_C_COMPILER "emcc")
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set(CMAKE_CXX_COMPILER "em++")
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# Change the name of the output library
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set(RAYLIB "libraylib.bc")
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elseif(${PLATFORM} MATCHES "Android")
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set(PLATFORM "PLATFORM_ANDROID")
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set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
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elseif(${PLATFORM} MATCHES "Raspberry Pi")
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set(PLATFORM "PLATFORM_RPI")
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set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
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endif()
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# Get the sources together
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file(GLOB raylib_sources *.c)
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file(GLOB stb_vorbis external/stb_vorbis.c)
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set(sources ${raylib_sources} ${stb_vorbis})
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# Which platform?
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if(${PLATFORM} MATCHES "PLATFORM_DESKTOP")
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# Build a static or shared raylib?
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# TODO clean this up a bit?
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if(${SHARED_RAYLIB})
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# Shared library
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add_library(${RAYLIB} SHARED ${sources})
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# Will link -framework (if on OS X)
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link_os_x_frameworks(raylib)
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else()
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# Static library
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add_library(${RAYLIB} STATIC ${sources})
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if(LINUX)
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# On Linux, need to link a few extra things for static
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target_link_libraries(${RAYLIB} m pthread dl)
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target_link_libraries(${RAYLIB} X11 Xrandr Xinerama Xi Xxf86vm Xcursor) # X11 stuff
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endif()
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endif()
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# Always need to link OpenAL and OpenGL
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if(LINUX)
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# Elsewhere (such as Linux), need `-lopenal -lGL`
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target_link_libraries(${RAYLIB} openal)
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target_link_libraries(${RAYLIB} GL)
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endif()
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# Add in GLFW as a linking target
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target_link_libraries(${RAYLIB} glfw)
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# Library file & Header
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set_target_properties(${RAYLIB} PROPERTIES PUBLIC_HEADER "raylib.h")
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install(
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TARGETS ${RAYLIB}
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ARCHIVE DESTINATION lib
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LIBRARY DESTINATION lib
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PUBLIC_HEADER DESTINATION include
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)
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# Copy the header files to the build directory
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file(COPY "raylib.h" DESTINATION ".")
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file(COPY "rlgl.h" DESTINATION ".")
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file(COPY "physac.h" DESTINATION ".")
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file(COPY "raymath.h" DESTINATION ".")
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file(COPY "audio.h" DESTINATION ".")
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elseif(${PLATFORM} MATCHES "PLATFORM_WEB")
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# For the web.
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add_executable(${RAYLIB} ${sources})
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endif()
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# Set the compile flags to raylib
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target_compile_definitions(${RAYLIB}
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PUBLIC ${PLATFORM}
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PUBLIC ${GRAPHICS}
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)
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# Print the flags for the user
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message(STATUS "Compiling with the flags:")
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message(STATUS " PLATFORM=" ${PLATFORM})
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message(STATUS " GRAPHICS=" ${GRAPHICS})
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@ -332,7 +332,7 @@ else
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ifeq ($(PLATFORM_OS),LINUX)
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# compile raylib to shared library version for GNU/Linux.
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# WARNING: you should type "make clean" before doing this target
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$(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS) -lglfw3 -lGL -lopenal -lm -lpthread -ldl
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$(CC) -shared -o $(OUTPUT_PATH)/libraylib.so $(OBJS) -lglfw -lGL -lopenal -lm -lpthread -ldl
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@echo "raylib shared library generated (libraylib.so)!"
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endif
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ifeq ($(PLATFORM_OS),OSX)
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@ -0,0 +1,49 @@
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# All sorts of things that we need cross project
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cmake_minimum_required(VERSION 3.0)
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# Detect linux
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if(UNIX AND NOT APPLE)
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set(LINUX TRUE)
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endif()
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# Need GLFW 3.2.1
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find_package(glfw3 3.2.1 REQUIRED)
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# Linking for OS X -framework options
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# Will do nothing on other OSes
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function(link_os_x_frameworks binary)
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if(APPLE)
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find_library(OPENGL_LIBRARY OpenGL)
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find_library(OPENAL_LIBRARY OpenAL)
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find_library(COCOA_LIBRARY Cocoa)
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set(OSX_FRAMEWORKS ${OPENGL_LIBRARY} ${OPENAL_LIBRARY} ${COCOA_LIBRARY})
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target_link_libraries(${binary} ${OSX_FRAMEWORKS})
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endif()
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endfunction()
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# Do the linking for executables that are meant to link raylib
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function(link_libraries_to_executable executable)
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# Link the libraries
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if(APPLE)
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# OS X, we use frameworks
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link_os_x_frameworks(${executable})
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elseif(LINUX)
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# Elsewhere (such as Linux), need `-lopenal -lGL`, etc...
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target_link_libraries(${executable} m pthread dl)
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target_link_libraries(${executable} openal)
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target_link_libraries(${executable} GL)
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target_link_libraries(${executable} X11 Xrandr Xinerama Xi Xxf86vm Xcursor) # X11 stuff
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else()
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# TODO windows
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endif()
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# Add in GLFW as a linking target
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target_link_libraries(${executable} glfw)
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# And raylib
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target_link_libraries(${executable} raylib)
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endfunction()
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