156 lines
4.6 KiB
CMake
156 lines
4.6 KiB
CMake
cmake_minimum_required(VERSION 3.20)
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# --------------------------------------------------
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# Project
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# --------------------------------------------------
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project(wolfram-engine-wrapper-client LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Default to Release if not specified
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Release)
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endif()
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# --------------------------------------------------
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# External dependency: spdlog + LLU
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# --------------------------------------------------
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add_subdirectory(external/spdlog)
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add_subdirectory(external/LibraryLinkUtilities)
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# --------------------------------------------------
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# External dependency: GLFW (cross-platform window/input)
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# --------------------------------------------------
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set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
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set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
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set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
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set(GLFW_INSTALL OFF CACHE BOOL "" FORCE)
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add_subdirectory(external/glfw)
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# --------------------------------------------------
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# External dependency: OpenGL
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# --------------------------------------------------
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find_package(OpenGL REQUIRED)
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# --------------------------------------------------
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# External dependency: Dear ImGui (no CMakeLists.txt
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# in upstream imgui — we build it manually here)
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# --------------------------------------------------
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set(IMGUI_DIR ${CMAKE_CURRENT_SOURCE_DIR}/external/imgui)
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add_library(imgui STATIC
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${IMGUI_DIR}/imgui.cpp
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${IMGUI_DIR}/imgui_demo.cpp
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${IMGUI_DIR}/imgui_draw.cpp
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${IMGUI_DIR}/imgui_tables.cpp
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${IMGUI_DIR}/imgui_widgets.cpp
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# Cross-platform backends: GLFW + OpenGL3
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${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
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${IMGUI_DIR}/backends/imgui_impl_opengl3.cpp
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)
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target_include_directories(imgui PUBLIC
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${IMGUI_DIR}
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${IMGUI_DIR}/backends
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)
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target_link_libraries(imgui PUBLIC
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glfw
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OpenGL::GL
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)
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# On macOS, GLFW needs Cocoa/IOKit/CoreVideo frameworks
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if(APPLE)
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target_link_libraries(imgui PUBLIC
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"-framework Cocoa"
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"-framework IOKit"
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"-framework CoreVideo"
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)
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endif()
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# On Linux, link against dl and X11 (GLFW pulls these in but be explicit)
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if(UNIX AND NOT APPLE)
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target_link_libraries(imgui PUBLIC
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${CMAKE_DL_LIBS}
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)
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endif()
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# --------------------------------------------------
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# Executable
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# --------------------------------------------------
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add_executable(${PROJECT_NAME} src/main.cpp)
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# --------------------------------------------------
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# Auto-discover include dirs under src/
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# --------------------------------------------------
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file(GLOB_RECURSE SRC_SUBDIRS LIST_DIRECTORIES true
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"${CMAKE_CURRENT_SOURCE_DIR}/src/*"
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)
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set(SRC_INCLUDES "")
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foreach(dir ${SRC_SUBDIRS})
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if(IS_DIRECTORY ${dir})
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list(APPEND SRC_INCLUDES ${dir})
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endif()
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endforeach()
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target_include_directories(${PROJECT_NAME} PRIVATE
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${SRC_INCLUDES}
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${CMAKE_CURRENT_SOURCE_DIR}/external/LibraryLinkUtilities/include
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)
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# --------------------------------------------------
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# Auto-discover all .cpp except main.cpp
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# --------------------------------------------------
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file(GLOB_RECURSE ALL_CPP
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"${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp"
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)
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list(REMOVE_ITEM ALL_CPP
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"${CMAKE_CURRENT_SOURCE_DIR}/src/main.cpp"
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)
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target_sources(${PROJECT_NAME} PRIVATE ${ALL_CPP})
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# --------------------------------------------------
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# Link dependencies
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# --------------------------------------------------
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target_link_libraries(${PROJECT_NAME} PRIVATE
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spdlog::spdlog
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LLU
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imgui
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OpenGL::GL
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glfw
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)
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# --------------------------------------------------
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# Compiler warnings
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# --------------------------------------------------
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if(CMAKE_CXX_COMPILER_ID MATCHES "Clang|GNU")
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target_compile_options(${PROJECT_NAME} PRIVATE
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-Wall -Wextra -Wpedantic
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-Wconversion -Wshadow
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-Wnull-dereference
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-Wdouble-promotion
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)
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endif()
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# --------------------------------------------------
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# Windows-specific: subsystem and runtime
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# --------------------------------------------------
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if(WIN32)
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# Use CONSOLE subsystem so stdout works; swap to WIN32 if you want
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# a pure GUI app with no terminal (requires WinMain entry point)
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set_target_properties(${PROJECT_NAME} PROPERTIES
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WIN32_EXECUTABLE FALSE
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)
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endif()
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# --------------------------------------------------
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# macOS-specific: bundle info (optional, comment out
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# if you don't want a .app bundle)
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# --------------------------------------------------
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if(APPLE)
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set_target_properties(${PROJECT_NAME} PROPERTIES
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MACOSX_BUNDLE FALSE # set TRUE to produce a .app
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)
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endif()
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