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.
This commit is contained in:
Ahmad Fatoum
2018-07-28 16:08:41 +02:00
parent 3e5093eab0
commit 3f09726331
17 changed files with 321 additions and 264 deletions

View File

@ -1,17 +1,9 @@
# Setup the project and settings
project(games)
include("../cmake/utils.cmake")
# Make sure raylib has been built
# TODO `build` directory should maybe be something else...
# TODO place somewhere else?
include_directories("../build/release")
# Get the source toegher
file(GLOB sources *.c)
message("PLATFORM = ${PLATFORM}")
set(OUTPUT_EXT)
if(${PLATFORM} MATCHES "Web")
@ -20,18 +12,21 @@ if(${PLATFORM} MATCHES "Web")
set(OUTPUT_EXT ".html")
endif()
if (NOT TARGET raylib)
find_package(raylib 2.0 REQUIRED)
endif()
# Do each game
foreach(game_source ${sources})
# Create the basename for the game
get_filename_component(game_name ${game_source} NAME)
string(REPLACE ".c" "${OUTPUT_EXT}" game_name ${game_name})
# Setup the game
add_executable(${game_name} ${game_source})
# Link the libraries
link_libraries_to_executable(${game_name})
target_link_libraries(${game_name} raylib)
endforeach()
# Do the games with subdirectories