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