cmake_minimum_required(VERSION 3.0)
project(rlgldemo)

# 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

#set raylib settings
add_compile_definitions(SUPPORT_FILEFORMAT_JPG)

FetchContent_Declare(
    raylib
    GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
    GIT_TAG "master"
    GIT_PROGRESS TRUE
)
FetchContent_MakeAvailable(raylib)

include_directories(${FILEHANDLER_INCLUDE})
include_directories(${VITABOY_INCLUDE})

# Adding our source files
file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/*.cpp") # Define PROJECT_SOURCES as a list of all source files
set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/*.h") # 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 libvitaboy_static FileHandler_static)

# 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