blah/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.14)
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project(blah)
# C++ version
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
add_library(blah
src/app.cpp
src/filesystem.cpp
src/common.cpp
src/time.cpp
src/input.cpp
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src/graphics/batch.cpp
src/graphics/blend.cpp
src/graphics/material.cpp
src/graphics/mesh.cpp
src/graphics/renderpass.cpp
src/graphics/shader.cpp
src/graphics/spritefont.cpp
src/graphics/subtexture.cpp
src/graphics/target.cpp
src/graphics/texture.cpp
src/containers/str.cpp
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src/images/aseprite.cpp
src/images/font.cpp
src/images/image.cpp
src/images/packer.cpp
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src/streams/bufferstream.cpp
src/streams/filestream.cpp
src/streams/memorystream.cpp
src/streams/stream.cpp
src/internal/renderer_opengl.cpp
src/internal/renderer_d3d11.cpp
src/internal/platform_sdl2.cpp
src/internal/platform_win32.cpp
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)
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target_include_directories(blah
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PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/include>
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PRIVATE
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/src>
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)
# Platform Variables
option(BLAH_PLATFORM_SDL2 "Use SDL2 Platform Backend" ON)
option(BLAH_PLATFORM_WIN32 "Use Win32 Platform Backend" OFF)
option(BLAH_RENDERER_OPENGL "Make OpenGL Renderer available" ON)
if (WIN32)
option(BLAH_RENDERER_D3D11 "Make D3D11 Renderer available" ON)
endif()
option(BLAH_NO_FUNCTIONAL "Don't use std::function" OFF)
option(BLAH_NO_SHARED_PTR "Don't use std::shared_ptr for Resources" OFF)
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set(LIBS "")
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# use the OpenGL Renderer Backend
if (BLAH_RENDERER_OPENGL)
add_compile_definitions(BLAH_RENDERER_OPENGL)
endif()
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# use the D3D11 Renderer Backend
if (BLAH_RENDERER_D3D11)
add_compile_definitions(BLAH_RENDERER_D3D11)
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set(LIBS ${LIBS} d3d11.lib dxguid.lib D3Dcompiler.lib)
endif()
# use the SDL2 Platform Backend
# Link and create SDL2 Definition
if (BLAH_PLATFORM_SDL2)
add_compile_definitions(BLAH_PLATFORM_SDL2)
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# Emscripten can import SDL2 directly
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if (EMSCRIPTEN)
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set_target_properties(blah PROPERTIES COMPILE_FLAGS "-s USE_SDL=2")
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# Pull SDL2 from its Github repo
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else()
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include(FetchContent)
set(FETCHCONTENT_QUIET FALSE)
FetchContent_Declare(
SDL2
GIT_REPOSITORY https://github.com/libsdl-org/SDL
GIT_TAG release-2.0.20 # grab latest stable release
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GIT_PROGRESS TRUE
)
FetchContent_MakeAvailable(SDL2)
# statically link SDL2 since we're building it ourselves
set(LIBS ${LIBS} SDL2main SDL2-static)
target_include_directories(blah PRIVATE ${sdl2_SOURCE_DIRS}/include)
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endif()
# use the Win32 Platform Backend
elseif (BLAH_PLATFORM_WIN32)
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add_compile_definitions(BLAH_PLATFORM_WIN32)
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endif()
target_link_libraries(blah PRIVATE ${LIBS})