107 lines
3.5 KiB
CMake
Executable File
107 lines
3.5 KiB
CMake
Executable File
cmake_minimum_required(VERSION 3.30)
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if (DEFINED ENV{IDF_PATH})
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include($ENV{IDF_PATH}/tools/cmake/project.cmake)
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project(system_control)
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return()
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else ()
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set(MAJOR_VERSION 0)
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set(MINOR_VERSION 0)
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set(MICRO_VERSION 1)
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project(
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SystemControl
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LANGUAGES CXX C
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VERSION "${MAJOR_VERSION}.${MINOR_VERSION}.${MICRO_VERSION}"
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)
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set(CMAKE_C_STANDARD 23)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD_REQUIRED YES)
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set(CMAKE_CXX_EXTENSIONS YES)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
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set(CMAKE_INCLUDE_PATH include)
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set(CMAKE_SOURCE_DIR src)
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set(CMAKE_MODULE_PATH cmake)
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include(FetchContent)
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function(include_dependency libName gitURL gitTag)
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FetchContent_Declare(${libName}
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GIT_REPOSITORY ${gitURL}
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GIT_TAG ${gitTag}
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GIT_SHALLOW TRUE
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GIT_PROGRESS FALSE
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)
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FetchContent_MakeAvailable(${libName})
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endfunction()
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include_dependency(SDL3 https://github.com/libsdl-org/SDL release-3.2.x)
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include_dependency(SDL_image https://github.com/libsdl-org/SDL_image release-3.2.x)
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include_dependency(SDL_ttf https://github.com/libsdl-org/SDL_ttf release-3.2.x)
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include_dependency(u8g2 https://github.com/olikraus/u8g2 master)
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add_subdirectory(components)
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configure_file(
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"${CMAKE_SOURCE_DIR}/Version.h.in"
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"${CMAKE_SOURCE_DIR}/Version.h"
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)
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include_directories(
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${CMAKE_INCLUDE_PATH}
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${CMAKE_SOURCE_DIR}
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${PROJECT_BINARY_DIR}/src
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)
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add_executable(${PROJECT_NAME}
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WIN32 MACOSX_BUNDLE
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${CMAKE_SOURCE_DIR}/main.cpp
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${CMAKE_SOURCE_DIR}/Common.cpp
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${CMAKE_SOURCE_DIR}/debug/DebugOverlay.cpp
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${CMAKE_SOURCE_DIR}/hal/u8x8_hal_sdl.cpp
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${CMAKE_SOURCE_DIR}/manager/PersistenceManager.cpp
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${CMAKE_SOURCE_DIR}/manager/ResourceManager.cpp
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${CMAKE_SOURCE_DIR}/model/AppContext.cpp
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${CMAKE_SOURCE_DIR}/model/Window.cpp
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${CMAKE_SOURCE_DIR}/ui/Device.cpp
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${CMAKE_SOURCE_DIR}/ui/Matrix.cpp
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${CMAKE_SOURCE_DIR}/ui/UIWidget.cpp
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${CMAKE_SOURCE_DIR}/ui/widgets/Button.cpp
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${CMAKE_SOURCE_DIR}/ui/widgets/D_Pad.cpp
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)
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if (APPLE)
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# copy assets to bundle directory
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set(ASSETS_SRC_DIR ${CMAKE_CURRENT_SOURCE_DIR}/assets)
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set(ASSETS_DEST_DIR $<TARGET_BUNDLE_DIR:${PROJECT_NAME}>/Contents/Resources)
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if (EXISTS ${ASSETS_SRC_DIR})
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add_custom_command(
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TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${ASSETS_SRC_DIR} ${ASSETS_DEST_DIR}
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COMMENT "Copying assets to bundle via custom command"
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VERBATIM
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)
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else ()
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message(WARNING "Assets source directory ${ASSETS_SRC_DIR} does not exist. Skipping custom command.")
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endif ()
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elseif (WINDOWS)
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add_custom_command(
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TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${PROJECT_SOURCE_DIR}/assets ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/assets
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)
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endif ()
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target_compile_definitions(${PROJECT_NAME} PRIVATE SDL_MAIN_USE_CALLBACKS)
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target_link_libraries(${PROJECT_NAME} PRIVATE
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ImGui
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insa
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SDL3::SDL3
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SDL3_image::SDL3_image
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SDL3_ttf::SDL3_ttf
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u8g2
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)
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endif ()
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