78487f7521
So user code can use add_subdirectory to build it (similar to what we do with GLFW or what the projects/CMake/CMakeLists.txt can do).
38 lines
1.1 KiB
CMake
38 lines
1.1 KiB
CMake
cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
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project(example)
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find_package(raylib 2.0 QUIET) # Let CMake search for a raylib-config.cmake
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# You could change the QUIET above to REQUIRED and remove this if() clause
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# This part downloads raylib and builds it if it's not installed on your system
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if (NOT raylib_FOUND) # If there's none, fetch and build raylib
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include(FetchContent)
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FetchContent_Declare(
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raylib
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URL https://github.com/raysan5/raylib/archive/master.tar.gz
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)
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FetchContent_GetProperties(raylib)
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if (NOT raylib_POPULATED) # Have we downloaded raylib yet?
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set(FETCHCONTENT_QUIET NO)
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FetchContent_Populate(raylib)
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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) # or games
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# build raylib
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add_subdirectory(${raylib_SOURCE_DIR} ${raylib_BINARY_DIR})
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endif()
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endif()
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# This is the main part:
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add_executable(${PROJECT_NAME} core_basic_window.c)
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#set(raylib_VERBOSE 1)
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target_link_libraries(${PROJECT_NAME} raylib)
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# That's it! You should have an example executable that you can run. Have fun!
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