feat(build-system): enhance CMake configuration and introduce new utility files
- Refactored CMakeLists.txt to streamline project configuration and improve readability. - Introduced new utility functions in `utils.cmake` for setting compiler flags and managing dependencies. - Added `dependencies.cmake` to centralize third-party dependency management, enhancing modularity. - Updated CI workflows to include new build options and improved logging for better feedback during configuration. - Implemented precompiled headers in various libraries to speed up compilation times. Benefits: - Improved maintainability and clarity of the build system. - Enhanced build performance through precompiled headers. - Streamlined dependency management for easier integration of third-party libraries.
This commit is contained in:
@@ -1,288 +1,77 @@
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include(app/core/core_library.cmake)
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include(app/editor/editor_library.cmake)
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include(app/gfx/gfx_library.cmake)
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include(app/gui/gui_library.cmake)
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include(app/zelda3/zelda3_library.cmake)
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# This file defines the main `yaze` application executable.
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if (APPLE)
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add_executable(
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yaze
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MACOSX_BUNDLE
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app/main.cc
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# Bundled Resources
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${YAZE_RESOURCE_FILES}
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)
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add_executable(yaze MACOSX_BUNDLE app/main.cc ${YAZE_RESOURCE_FILES})
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# Add the app icon to the macOS bundle
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set(ICON_FILE "${CMAKE_SOURCE_DIR}/assets/yaze.icns")
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target_sources(yaze PRIVATE ${ICON_FILE})
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set_source_files_properties(${ICON_FILE} PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
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# Set macOS bundle properties
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set_target_properties(yaze PROPERTIES
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MACOSX_BUNDLE_ICON_FILE "yaze.icns"
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MACOSX_BUNDLE_BUNDLE_NAME "Yaze"
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MACOSX_BUNDLE_EXECUTABLE_NAME "yaze"
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MACOSX_BUNDLE_GUI_IDENTIFIER "com.scawful.yaze"
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MACOSX_BUNDLE_INFO_STRING "Yet Another Zelda3 Editor"
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MACOSX_BUNDLE_LONG_VERSION_STRING "${PROJECT_VERSION}"
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MACOSX_BUNDLE_SHORT_VERSION_STRING "${PROJECT_VERSION}"
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MACOSX_BUNDLE_BUNDLE_VERSION "${PROJECT_VERSION}"
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MACOSX_BUNDLE_COPYRIGHT "Copyright © 2024 scawful. All rights reserved."
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)
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else()
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# Windows/Linux builds
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add_executable(
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yaze
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app/main.cc
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)
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# Add asset files for Windows/Linux builds
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add_executable(yaze app/main.cc)
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if(WIN32 OR UNIX)
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target_sources(yaze PRIVATE ${YAZE_RESOURCE_FILES})
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# Set up asset deployment for Visual Studio
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if(WIN32)
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foreach(ASSET_FILE ${YAZE_RESOURCE_FILES})
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file(RELATIVE_PATH ASSET_REL_PATH "${CMAKE_SOURCE_DIR}/assets" ${ASSET_FILE})
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get_filename_component(ASSET_DIR ${ASSET_REL_PATH} DIRECTORY)
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set_source_files_properties(${ASSET_FILE}
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PROPERTIES
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VS_DEPLOYMENT_CONTENT 1
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VS_DEPLOYMENT_LOCATION "assets/${ASSET_DIR}"
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)
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endforeach()
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endif()
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endif()
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endif()
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target_include_directories(
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yaze PUBLIC
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${CMAKE_SOURCE_DIR}/src/lib/
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${CMAKE_SOURCE_DIR}/src/app/
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${CMAKE_SOURCE_DIR}/src/lib/asar/src
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${CMAKE_SOURCE_DIR}/src/lib/asar/src/asar
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${CMAKE_SOURCE_DIR}/src/lib/asar/src/asar-dll-bindings/c
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${CMAKE_SOURCE_DIR}/incl/
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${CMAKE_SOURCE_DIR}/src/
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${CMAKE_SOURCE_DIR}/src/lib/imgui_test_engine
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${CMAKE_SOURCE_DIR}/third_party/httplib
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${SDL2_INCLUDE_DIR}
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${CMAKE_CURRENT_BINARY_DIR}
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target_include_directories(yaze PUBLIC
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${CMAKE_SOURCE_DIR}/src
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${CMAKE_SOURCE_DIR}/incl
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${PROJECT_BINARY_DIR}
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)
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target_sources(yaze PRIVATE ${CMAKE_CURRENT_BINARY_DIR}/yaze_config.h)
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set_source_files_properties(${CMAKE_CURRENT_BINARY_DIR}/yaze_config.h PROPERTIES GENERATED TRUE)
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# 4) Tell the IDE it’s generated
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set_source_files_properties(
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${CMAKE_CURRENT_BINARY_DIR}/yaze_config.h
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PROPERTIES GENERATED TRUE
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# Link modular libraries
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target_link_libraries(yaze PRIVATE
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yaze_editor
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yaze_emulator
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yaze_agent
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absl::failure_signal_handler
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absl::flags
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absl::flags_parse
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)
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# (Optional) put it under a neat filter in VS Solution Explorer
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source_group(TREE ${CMAKE_CURRENT_BINARY_DIR}
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FILES ${CMAKE_CURRENT_BINARY_DIR}/yaze_config.h)
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# Conditionally add PNG include dirs if available
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if(PNG_FOUND)
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target_include_directories(yaze PUBLIC ${PNG_INCLUDE_DIRS})
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if(YAZE_BUILD_TESTS AND TARGET yaze_test_support)
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target_link_libraries(yaze PRIVATE yaze_test_support)
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endif()
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# Conditionally link nfd if available
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if(YAZE_HAS_NFD)
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target_link_libraries(yaze PRIVATE nfd)
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_NFD=1)
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else()
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_NFD=0)
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endif()
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if(YAZE_USE_MODULAR_BUILD)
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set(_yaze_modular_links yaze_editor)
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if(TARGET yaze_agent)
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list(APPEND _yaze_modular_links yaze_agent)
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endif()
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if(YAZE_BUILD_EMU AND TARGET yaze_emulator)
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list(APPEND _yaze_modular_links yaze_emulator)
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endif()
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# Link once against the editor library and allow its PUBLIC dependencies
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# (core, gfx, util, absl, etc.) to propagate transitively. This avoids
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# duplicate static archives on the link line while keeping absl symbols
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# available for main and other entry points.
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target_link_libraries(yaze PRIVATE ${_yaze_modular_links})
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else()
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target_link_libraries(yaze PRIVATE yaze_core)
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endif()
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# Enable policy framework in main yaze target
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_POLICY_FRAMEWORK=1)
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# Increase stack size on Windows to prevent stack overflow during asset loading
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# Windows default is 1MB, macOS/Linux is typically 8MB
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# LoadAssets() loads 223 graphics sheets and initializes multiple editors
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# Platform-specific settings
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if(WIN32)
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if(MSVC)
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# Set Windows subsystem to WINDOWS (GUI app, no console)
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# But keep main() as entry point (SDL_MAIN_HANDLED is set globally)
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target_link_options(yaze PRIVATE
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/STACK:8388608 # 8MB stack
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/SUBSYSTEM:WINDOWS # Windows GUI subsystem
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/ENTRY:mainCRTStartup # Use main() instead of WinMain()
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)
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message(STATUS "Configuring yaze as Windows GUI application with main() entry point")
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target_link_options(yaze PRIVATE /STACK:8388608 /SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup)
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elseif(MINGW OR CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
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target_link_options(yaze PRIVATE
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-Wl,--stack,8388608 # 8MB stack
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-Wl,--subsystem,windows # Windows GUI subsystem
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-Wl,-emain # Use main() as entry point
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)
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message(STATUS "Configuring yaze as Windows GUI application with main() entry point (MinGW)")
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target_link_options(yaze PRIVATE -Wl,--stack,8388608 -Wl,--subsystem,windows -Wl,-emain)
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endif()
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endif()
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# Conditionally link ImGui Test Engine
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if(YAZE_ENABLE_UI_TESTS)
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if(TARGET ImGuiTestEngine)
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target_include_directories(yaze PUBLIC ${CMAKE_SOURCE_DIR}/src/lib/imgui_test_engine)
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target_link_libraries(yaze PUBLIC ImGuiTestEngine)
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target_compile_definitions(yaze PRIVATE
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YAZE_ENABLE_IMGUI_TEST_ENGINE=1
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${IMGUI_TEST_ENGINE_DEFINITIONS})
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else()
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_IMGUI_TEST_ENGINE=0)
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endif()
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else()
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_IMGUI_TEST_ENGINE=0)
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endif()
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# Link Google Test if available for integrated testing (but NOT gtest_main to avoid main() conflicts)
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if(YAZE_BUILD_TESTS AND TARGET gtest)
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target_link_libraries(yaze PRIVATE gtest)
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_GTEST=1)
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_TESTING=1)
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else()
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_GTEST=0)
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target_compile_definitions(yaze PRIVATE YAZE_ENABLE_TESTING=0)
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endif()
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# Conditionally link PNG if available
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if(PNG_FOUND)
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target_link_libraries(yaze PUBLIC ${PNG_LIBRARIES})
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endif()
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if (APPLE)
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target_link_libraries(yaze PUBLIC ${COCOA_LIBRARY})
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endif()
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# Post-build step to copy assets to output directory
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if(APPLE)
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# macOS: Copy to bundle Resources
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target_link_libraries(yaze PUBLIC "-framework Cocoa")
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endif()
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# Post-build asset copying for non-macOS platforms
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if(NOT APPLE)
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add_custom_command(TARGET yaze POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory
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$<TARGET_FILE_DIR:yaze>/../Resources/agent
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/assets/agent
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$<TARGET_FILE_DIR:yaze>/../Resources/agent
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COMMENT "Copying agent assets to macOS bundle"
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)
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elseif(NOT APPLE)
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# Add post-build commands directly to the yaze target
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# Copy fonts
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add_custom_command(TARGET yaze POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory
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$<TARGET_FILE_DIR:yaze>/assets/font
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/assets/font
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$<TARGET_FILE_DIR:yaze>/assets/font
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/assets/font $<TARGET_FILE_DIR:yaze>/assets/font
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COMMENT "Copying font assets"
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)
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# Copy themes
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add_custom_command(TARGET yaze POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory
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$<TARGET_FILE_DIR:yaze>/assets/themes
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/assets/themes
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$<TARGET_FILE_DIR:yaze>/assets/themes
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/assets/themes $<TARGET_FILE_DIR:yaze>/assets/themes
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COMMENT "Copying theme assets"
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)
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# Copy agent assets (system prompts, etc.)
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if(EXISTS ${CMAKE_SOURCE_DIR}/assets/agent)
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add_custom_command(TARGET yaze POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory
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$<TARGET_FILE_DIR:yaze>/assets/agent
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/assets/agent
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$<TARGET_FILE_DIR:yaze>/assets/agent
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COMMENT "Copying agent assets (prompts, schemas)"
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)
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endif()
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# Copy other assets if they exist
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if(EXISTS ${CMAKE_SOURCE_DIR}/assets/layouts)
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add_custom_command(TARGET yaze POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory
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$<TARGET_FILE_DIR:yaze>/assets/layouts
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/assets/layouts
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$<TARGET_FILE_DIR:yaze>/assets/layouts
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COMMENT "Copying layout assets"
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)
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endif()
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if(EXISTS ${CMAKE_SOURCE_DIR}/assets/lib)
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add_custom_command(TARGET yaze POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory
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$<TARGET_FILE_DIR:yaze>/assets/lib
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/assets/lib
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$<TARGET_FILE_DIR:yaze>/assets/lib
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COMMENT "Copying library assets"
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/assets/agent $<TARGET_FILE_DIR:yaze>/assets/agent
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COMMENT "Copying agent assets"
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)
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endif()
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endif()
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# ============================================================================
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# Optional gRPC Support for ImGuiTestHarness
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# ============================================================================
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if(YAZE_WITH_GRPC)
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message(STATUS "Adding gRPC ImGuiTestHarness to yaze target")
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target_include_directories(yaze PRIVATE
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${CMAKE_SOURCE_DIR}/third_party/json/include)
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target_compile_definitions(yaze PRIVATE YAZE_WITH_JSON)
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if(NOT YAZE_USE_MODULAR_BUILD)
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# Generate C++ code from .proto using the helper function from cmake/grpc.cmake
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target_add_protobuf(yaze
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${CMAKE_SOURCE_DIR}/src/protos/imgui_test_harness.proto
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${CMAKE_SOURCE_DIR}/src/protos/canvas_automation.proto)
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# Add service implementation sources
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target_sources(yaze PRIVATE
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${CMAKE_SOURCE_DIR}/src/app/core/service/imgui_test_harness_service.cc
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${CMAKE_SOURCE_DIR}/src/app/core/service/imgui_test_harness_service.h
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${CMAKE_SOURCE_DIR}/src/app/core/service/screenshot_utils.cc
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${CMAKE_SOURCE_DIR}/src/app/core/service/screenshot_utils.h
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${CMAKE_SOURCE_DIR}/src/app/core/service/widget_discovery_service.cc
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${CMAKE_SOURCE_DIR}/src/app/core/service/widget_discovery_service.h
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${CMAKE_SOURCE_DIR}/src/app/core/testing/test_recorder.cc
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${CMAKE_SOURCE_DIR}/src/app/core/testing/test_recorder.h
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${CMAKE_SOURCE_DIR}/src/app/core/testing/test_script_parser.cc
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${CMAKE_SOURCE_DIR}/src/app/core/testing/test_script_parser.h)
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endif()
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# Link gRPC libraries
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target_link_libraries(yaze PRIVATE
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grpc++
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grpc++_reflection
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libprotobuf)
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message(STATUS "✓ gRPC ImGuiTestHarness integrated")
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message(STATUS "✓ AI Agent services integrated into yaze GUI")
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endif()
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