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CMake: Major cleanup to support find_package(raylib)
Remove that link_libraries_to_executable() hack and defines a proper raylib target that can be used with target_link_libraries. The same target is also available for external (user) code by using find_package(raylib). This results in: - Remove hardcoded build directories from examples and games CMakeLists.txt - Allow rlgl_standalone and other special examples to be built easily - Allow CMake projects to find_package(raylib instead of fiddling with pkg-config - Makes code a little more maintainable - Fixes #471, #606. - Makes code less confusing by removing the double use of PLATFORM (#584). Note that this is still not _The Right Way_(TM), because normally raylib-config.cmake (or its includes) would be automatically generated. I didn't manage to get that to work though, so I went the easier route of just wrapping pkg_check_modules for consumption by find_package.
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@ -1,17 +1,9 @@
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# Setup the project and settings
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project(games)
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include("../cmake/utils.cmake")
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# Make sure raylib has been built
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# TODO `build` directory should maybe be something else...
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# TODO place somewhere else?
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include_directories("../build/release")
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# Get the source toegher
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file(GLOB sources *.c)
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message("PLATFORM = ${PLATFORM}")
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set(OUTPUT_EXT)
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if(${PLATFORM} MATCHES "Web")
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@ -20,18 +12,21 @@ if(${PLATFORM} MATCHES "Web")
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set(OUTPUT_EXT ".html")
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endif()
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if (NOT TARGET raylib)
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find_package(raylib 2.0 REQUIRED)
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endif()
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# Do each game
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foreach(game_source ${sources})
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# Create the basename for the game
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get_filename_component(game_name ${game_source} NAME)
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string(REPLACE ".c" "${OUTPUT_EXT}" game_name ${game_name})
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# Setup the game
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add_executable(${game_name} ${game_source})
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# Link the libraries
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link_libraries_to_executable(${game_name})
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target_link_libraries(${game_name} raylib)
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endforeach()
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# Do the games with subdirectories
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