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CMakelists.txt
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CMakelists.txt
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cmake_minimum_required(VERSION 3.0)
project(my_raylib_game C)
set(CMAKE_C_STANDARD 99)
if (EMSCRIPTEN)
set(PLATFORM "Web")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s USE_PTHREADS=1 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s GL_ENABLE_GET_PROC_ADDRESS=1")
set(CMAKE_EXECUTABLE_SUFFIX ".html") # This line is used to set your executable to build with the emscripten html template so taht you can directly open it.
endif ()
# Adding Raylib
include(FetchContent)
set(FETCHCONTENT_QUIET FALSE)
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
set(BUILD_GAMES OFF CACHE BOOL "" FORCE) # don't build the supplied example games
FetchContent_Declare(
raylib
GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
GIT_TAG "master"
GIT_PROGRESS TRUE
)
FetchContent_MakeAvailable(raylib)
# Adding our source files
file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/sources/*.c") # Define PROJECT_SOURCES as a list of all source files
set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/sources/") # Define PROJECT_INCLUDE to be the path to the include directory of the project
# Declaring our executable
add_executable(${PROJECT_NAME})
target_sources(${PROJECT_NAME} PRIVATE ${PROJECT_SOURCES})
target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_INCLUDE})
target_link_libraries(${PROJECT_NAME} PRIVATE raylib)
# Setting ASSETS_PATH
target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="${CMAKE_CURRENT_SOURCE_DIR}/assets/") # Set the asset path macro to the absolute path on the dev machine
#target_compile_definitions(${PROJECT_NAME} PUBLIC ASSETS_PATH="./assets") # Set the asset path macro in release mode to a relative path that assumes the assets folder is in the same directory as the game executable