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CMakeLists.txt
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cmake_minimum_required (VERSION 3.15)
project (Project)
set(APP_NAME "Project")
set(APP_VERSION "1.0.0")
set(APP_IDENTIFIER "com.Username.App")
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
set(WINDOWS TRUE)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(LINUX TRUE)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin")
set(MACOS TRUE)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Android")
set(ANDROID TRUE)
elseif(CMAKE_SYSTEM_NAME STREQUAL "iOS")
set(IOS TRUE)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Emscripten")
set(EMSCRIPTEN TRUE)
endif()
#SFML SHARED LIBRARY
if (WINDOWS OR IOS OR EMSCRIPTEN)
set(SFML_STATIC_LIBRARIES TRUE)
elseif(LINUX OR ANDROID OR MACOS)
set(SFML_STATIC_LIBRARIES FALSE)
endif()
####################################################
# SET YOUR SFML DIR FOR EACH PLATFORM/ARCHITECTURE #
####################################################
if (WINDOWS)
if (${BUILD_ARCH} STREQUAL "x86")
set(SFML_ROOT "<insert>/SFML-3.0.0-x86")
elseif(${BUILD_ARCH} STREQUAL "x64")
set(SFML_ROOT "<insert>/SFML-3.0.0-x64")
elseif(${BUILD_ARCH} STREQUAL "ARM64")
set(SFML_ROOT "<insert>/SFML-3.0.0-ARM64")
endif()
elseif(LINUX)
set(SFML_ROOT "<insert>/SFML-3.0.0-Linux")
elseif(MACOS)
set(SFML_ROOT "<insert>/SFML-3.0.0-MacOS")
elseif(IOS)
set(SFML_ROOT "<insert>/SFML-3.0.0-iOS")
elseif(EMSCRIPTEN)
set(SFML_ROOT "<insert>/SFML-3.0.0-Emscripten")
endif()
#FILES
file(GLOB_RECURSE Project_SOURCES "src/*.cpp")
if (NOT EXISTS "assets/")
file(MAKE_DIRECTORY "assets/")
endif()
if (NOT EXISTS "versions/")
file(MAKE_DIRECTORY "versions/")
endif()
if (WINDOWS OR LINUX)
file(COPY "assets/" DESTINATION "${CMAKE_BINARY_DIR}")
endif()
if (WINDOWS)
#enable_language("RC") #uncoment if using icons
#set (WIN32_RESOURCES "src/icon.rc")
find_package(SFML 3 COMPONENTS Graphics Audio Window System Network REQUIRED)
add_executable (${CMAKE_PROJECT_NAME} ${Project_SOURCES} #[[${WIN32_RESOURCES}]])
set_target_properties(${CMAKE_PROJECT_NAME} PROPERTIES LINK_FLAGS_DEBUG "/SUBSYSTEM:CONSOLE")
set_target_properties(${CMAKE_PROJECT_NAME} PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
elseif(LINUX)
find_package(SFML 3 COMPONENTS Graphics Audio Window System Network REQUIRED)
add_executable (${CMAKE_PROJECT_NAME} ${Project_SOURCES})
elseif(ANDROID)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate")
set(CMAKE_MAP_IMPORTED_CONFIG_RELWITHDEBINFO RELEASE)
set(PATH_TO_SFML ${ANDROID_NDK}/sources/third_party/sfml)
set(SFML_DIR ${PATH_TO_SFML}/lib/${ANDROID_ABI}/cmake/SFML)
find_package(SFML 3 COMPONENTS Graphics Audio Window System Network REQUIRED)
add_library(${CMAKE_PROJECT_NAME} SHARED ${Project_SOURCES})
elseif(MACOS)
find_package(SFML 3 COMPONENTS Graphics Audio Window System Network REQUIRED)
set(ICON_NAME "AppLogo.icns")
set(ICON_PATH "${CMAKE_SOURCE_DIR}/src/${ICON_NAME}")
add_executable(${CMAKE_PROJECT_NAME} MACOSX_BUNDLE ${Project_SOURCES} ${ICON_PATH} ${Whereami_SOURCES})
set_source_files_properties( ${ICON_PATH} PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
set_target_properties(${CMAKE_PROJECT_NAME} PROPERTIES
BUNDLE True
MACOSX_BUNDLE_ICON_FILE ${ICON_NAME}
MACOSX_BUNDLE_GUI_IDENTIFIER ${APP_IDENTIFIER}
MACOSX_BUNDLE_BUNDLE_NAME ${APP_NAME}
MACOSX_BUNDLE_BUNDLE_VERSION ${APP_VERSION}
MACOSX_BUNDLE_SHORT_VERSION_STRING ${APP_VERSION}
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_SOURCE_DIR}/MacOSXBundleInfo.plist.in
)
add_custom_command(TARGET ${CMAKE_PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/${CMAKE_PROJECT_NAME}.app/Contents/Libs"
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${SFML_LOC}/lib/libsfml-audio.2.6.dylib" "${SFML_LOC}/lib/libsfml-audio-d.2.6.dylib"
"${SFML_LOC}/lib/libsfml-system.2.6.dylib" "${SFML_LOC}/lib/libsfml-system-d.2.6.dylib"
"${SFML_LOC}/lib/libsfml-window.2.6.dylib" "${SFML_LOC}/lib/libsfml-window-d.2.6.dylib"
"${SFML_LOC}/lib/libsfml-graphics.2.6.dylib" "${SFML_LOC}/lib/libsfml-graphics-d.2.6.dylib"
"${SFML_LOC}/lib/libsfml-network.2.6.dylib" "${SFML_LOC}/lib/libsfml-network-d.2.6.dylib"
"${CMAKE_BINARY_DIR}/${CMAKE_PROJECT_NAME}.app/Contents/Libs"
COMMENT "Copying dylibs to the app bundle..."
)
add_custom_command(TARGET ${CMAKE_PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/${CMAKE_PROJECT_NAME}.app/Contents/Frameworks"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${SFML_LOC}/Frameworks" "${CMAKE_BINARY_DIR}/${CMAKE_PROJECT_NAME}.app/Contents/Frameworks"
COMMENT "Copying frameworks to target location..."
)
add_custom_command(TARGET ${CMAKE_PROJECT_NAME} POST_BUILD
COMMAND install_name_tool -add_rpath "@loader_path/../Libs" "$<TARGET_FILE:${CMAKE_PROJECT_NAME}>"
COMMENT "Fixing dylib paths in the executable..."
)
add_custom_command(TARGET ${CMAKE_PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/assets" "${CMAKE_BINARY_DIR}/${CMAKE_PROJECT_NAME}.app/Contents/Resources"
COMMENT "Copying assets to target location..."
)
elseif(IOS)
set(Freetype_DIR ${SFML_ROOT}/lib/cmake/freetype)
set(Vorbis_DIR ${SFML_ROOT}/lib/cmake/Vorbis)
set(Ogg_DIR ${SFML_ROOT}/lib/cmake/Ogg)
set(FLAC_DIR ${SFML_ROOT}/lib/cmake/FLAC)
set(SFML_DIR ${SFML_ROOT}/lib/cmake/SFML)
find_package(SFML 3 COMPONENTS Graphics Audio Window System Network REQUIRED)
set(LAUNCH_SCREEN "${CMAKE_SOURCE_DIR}/LaunchScreen.storyboard")
set(ICON_NAME "AppLogo.icns")
set(ICON_PATH "${CMAKE_SOURCE_DIR}/src/${ICON_NAME}")
add_executable(${CMAKE_PROJECT_NAME} MACOSX_BUNDLE ${Project_SOURCES} ${ICON_PATH} ${Whereami_SOURCES} ${LAUNCH_SCREEN} ${CMAKE_SOURCE_DIR}/assets)
set_source_files_properties( ${ICON_PATH} PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
set_source_files_properties( ${LAUNCH_SCREEN} PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
set_source_files_properties("${CMAKE_SOURCE_DIR}/assets" PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
set(RESOURCES ${LAUNCH_SCREEN} "${CMAKE_SOURCE_DIR}/assets")
set_target_properties(${CMAKE_PROJECT_NAME} PROPERTIES
BUNDLE True
MACOSX_BUNDLE_ICON_FILE ${ICON_NAME}
RESOURCE "${RESOURCES}"
MACOSX_BUNDLE_GUI_IDENTIFIER ${APP_IDENTIFIER}
MACOSX_BUNDLE_BUNDLE_NAME ${APP_NAME}
MACOSX_BUNDLE_BUNDLE_VERSION ${APP_VERSION}
MACOSX_BUNDLE_SHORT_VERSION_STRING ${APP_VERSION}
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_SOURCE_DIR}/MacOSXBundleInfo.plist.in
)
set_property (TARGET ${CMAKE_PROJECT_NAME} PROPERTY XCODE_ATTRIBUTE_CLANG_CXX_LIBRARY "libc++")
elseif(EMSCRIPTEN)
set(SFML_EMSCRIPTEN_TARGET_COMPILE_OPTIONS_DEBUG -g3 -gsource-map -O0)
set(SFML_EMSCRIPTEN_TARGET_COMPILE_OPTIONS_RELEASE -O3)
set(SFML_EMSCRIPTEN_TARGET_COMPILE_OPTIONS
$<$<CONFIG:Debug>:${SFML_EMSCRIPTEN_TARGET_COMPILE_OPTIONS_DEBUG}>
$<$<CONFIG:Release>:${SFML_EMSCRIPTEN_TARGET_COMPILE_OPTIONS_RELEASE}>
#-pthread
)
set(SFML_EMSCRIPTEN_TARGET_LINK_OPTIONS_DEBUG -g3 -gsource-map -sASSERTIONS=2 -sCHECK_NULL_WRITES=1 -sSAFE_HEAP=1 -sSTACK_OVERFLOW_CHECK=1)
set(SFML_EMSCRIPTEN_TARGET_LINK_OPTIONS_RELEASE -O3)
set(SFML_EMSCRIPTEN_TARGET_LINK_OPTIONS_ASYNCIFY -sASYNCIFY=1)
set(SFML_EMSCRIPTEN_TARGET_LINK_OPTIONS
$<$<CONFIG:Debug>:${SFML_EMSCRIPTEN_TARGET_LINK_OPTIONS_DEBUG}>
$<$<CONFIG:Release>:${SFML_EMSCRIPTEN_TARGET_LINK_OPTIONS_RELEASE}>
${SFML_EMSCRIPTEN_TARGET_LINK_OPTIONS_ASYNCIFY}
-Wno-limited-postlink-optimizations # warning: running limited binaryen optimizations because DWARF info requested (or indirectly required)
-Wno-pthreads-mem-growth # warning: -pthread + ALLOW_MEMORY_GROWTH may run non-wasm code slowly, see https://github.com/WebAssembly/design/issues/1271
-sALLOW_MEMORY_GROWTH=1 # Grow the memory arrays at runtime
-sEXIT_RUNTIME=1 # Execute cleanup (e.g. `atexit`) after `main` completes
-sFETCH=1 # Enables `emscripten_fetch` API
-sFORCE_FILESYSTEM=1 # Makes full filesystem support be included
-sFULL_ES2=1 # Forces support for all GLES2 features, not just the WebGL-friendly subset
-sMAX_WEBGL_VERSION=1 # Specifies the highest WebGL version to target
-sMIN_WEBGL_VERSION=1 # Specifies the lowest WebGL version to target
-sSTACK_SIZE=4mb # Set the total stack size
#-sUSE_PTHREADS=1 # Enable threading support
-sWASM=1 # Compile code to WebAssembly
-sGL_EXPLICIT_UNIFORM_LOCATION=1 # TODO P0:
-sGL_EXPLICIT_UNIFORM_BINDING=1 # TODO P0:
--emrun # Add native support for `emrun` (I/O capture)
--embed-file ${CMAKE_SOURCE_DIR}/assets@/
-sTOTAL_MEMORY=32mb
--shell-file=${CMAKE_SOURCE_DIR}/shell.html
)
set(CMAKE_EXECUTABLE_SUFFIX ".html")
set(Freetype_DIR ${SFML_ROOT}/lib/cmake/freetype)
set(Vorbis_DIR ${SFML_ROOT}/lib/cmake/Vorbis)
set(Ogg_DIR ${SFML_ROOT}/lib/cmake/Ogg)
set(FLAC_DIR ${SFML_ROOT}/lib/cmake/FLAC)
set(SFML_DIR ${SFML_ROOT}/lib/cmake/SFML)
find_package(SFML 3 COMPONENTS Graphics Audio Window System Network REQUIRED)
add_executable (${CMAKE_PROJECT_NAME} ${Project_SOURCES})
target_compile_options(${CMAKE_PROJECT_NAME} PRIVATE ${SFML_EMSCRIPTEN_TARGET_COMPILE_OPTIONS})
target_link_options(${CMAKE_PROJECT_NAME} PRIVATE ${SFML_EMSCRIPTEN_TARGET_LINK_OPTIONS})
endif()
#C++ version
target_compile_features(${CMAKE_PROJECT_NAME} PRIVATE cxx_std_17)
if (ANDROID OR IOS)
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE SFML_MOBILE)
else()
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE SFML_DESKTOP)
endif()
if (ANDROID OR IOS OR EMSCRIPTEN)
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE SFML_OPENGL_ES)
endif()
#uncomment if you'd like to check which architecture is active on Windows from the c++ side
#[[
if (WINDOWS)
if (${BUILD_ARCH} STREQUAL "x86")
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE SFML_X86)
elseif(${BUILD_ARCH} STREQUAL "x64")
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE SFML_X64)
elseif(${BUILD_ARCH} STREQUAL "ARM64")
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE SFML_ARM64)
endif()
endif()
]]
set (LINK_SFML SFML::System SFML::Window SFML::Graphics SFML::Audio SFML::Network)
if (WINDOWS)
target_link_libraries(${CMAKE_PROJECT_NAME} ${LINK_SFML} SFML::Main)
elseif(LINUX)
target_link_libraries(${CMAKE_PROJECT_NAME} ${LINK_SFML} -lGL -lX11)
elseif(ANDROID)
target_link_libraries(${CMAKE_PROJECT_NAME}
log
android
${LINK_SFML}
SFML::Main
EGL
GLESv1_CM
)
elseif(MACOS)
target_link_libraries(${CMAKE_PROJECT_NAME} ${LINK_SFML} "-framework OpenGL")
elseif(IOS)
target_link_libraries(${CMAKE_PROJECT_NAME} ${LINK_SFML})
elseif(EMSCRIPTEN)
target_link_libraries(${CMAKE_PROJECT_NAME} ${LINK_SFML})
endif()