cmake_minimum_required(VERSION 3.12) project(blah) # C++ version set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) add_library(blah src/core/app.cpp src/core/filesystem.cpp src/core/log.cpp src/core/time.cpp src/graphics/blend.cpp src/graphics/framebuffer.cpp src/graphics/material.cpp src/graphics/mesh.cpp src/graphics/renderpass.cpp src/graphics/shader.cpp src/graphics/texture.cpp src/input/input.cpp src/input/virtual_stick.cpp src/input/virtual_button.cpp src/input/virtual_axis.cpp src/containers/str.cpp src/drawing/batch.cpp src/drawing/spritefont.cpp src/drawing/subtexture.cpp src/images/aseprite.cpp src/images/font.cpp src/images/image.cpp src/images/packer.cpp src/math/calc.cpp src/math/circle.cpp src/math/color.cpp src/math/line.cpp src/math/mat3x2.cpp src/math/mat4x4.cpp src/math/point.cpp src/math/quad.cpp src/math/rect.cpp src/math/rectI.cpp src/math/stopwatch.cpp src/math/vec2.cpp src/streams/bufferstream.cpp src/streams/filestream.cpp src/streams/memorystream.cpp src/streams/stream.cpp src/internal/graphics_backend_gl.cpp src/internal/graphics_backend_d3d11.cpp src/internal/graphics_backend_dummy.cpp src/internal/platform_backend_sdl2.cpp ) target_include_directories(blah PUBLIC $ PRIVATE $ ) # Platform Variables set(SDL2_ENABLED true CACHE BOOL "Use SDL2 as the System implementation") set(OPENGL_ENABLED true CACHE BOOL "Use OpenGL graphics implementation") set(D3D11_ENABLED false CACHE BOOL "Use D3D11 graphics implementation") set(LIBS "") # add OpenGL definition if we're using it if (OPENGL_ENABLED) add_compile_definitions(BLAH_USE_OPENGL) endif() # add D3D11 definition if we're using it if (D3D11_ENABLED) add_compile_definitions(BLAH_USE_D3D11) set(LIBS ${LIBS} d3d11.lib dxguid.lib D3Dcompiler.lib) endif() # Link and create SDL2 Definition if we're using it if (SDL2_ENABLED) add_compile_definitions(BLAH_USE_SDL2) if (EMSCRIPTEN) set_target_properties(blah PROPERTIES COMPILE_FLAGS "-s USE_SDL=2") else() # Attempt to find SDL2 find_package(SDL2 QUIET) # If CMake cannot find SDL2 library, then it gets downloaded and compiled that way if (NOT ${SDL2_FOUND}) include(FetchContent) FetchContent_Declare( SDL2 GIT_REPOSITORY https://github.com/SDL-mirror/SDL GIT_TAG release-2.0.14 # grab latest stable release ) FetchContent_GetProperties(SDL2) if (NOT sdl2_POPULATED) FetchContent_Populate(SDL2) add_subdirectory(${sdl2_SOURCE_DIR} ${sdl2_BINARY_DIR}) endif() endif() # Either way we are linking to SDL2 set(LIBS ${LIBS} SDL2) endif() endif() target_link_libraries(blah PUBLIC ${LIBS})