McRogueFace/CMakeLists.txt

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# Minimum version of CMake required
cmake_minimum_required(VERSION 3.14)
# Project name
project(McRogueFace)
# Specify the C++ standard
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Add include directories
#include_directories(${CMAKE_SOURCE_DIR}/deps_linux)
include_directories(${CMAKE_SOURCE_DIR}/deps)
#include_directories(${CMAKE_SOURCE_DIR}/deps_linux/Python-3.11.1)
include_directories(${CMAKE_SOURCE_DIR}/deps/libtcod)
include_directories(${CMAKE_SOURCE_DIR}/deps/cpython)
include_directories(${CMAKE_SOURCE_DIR}/deps/Python)
# Collect all the source files
file(GLOB_RECURSE SOURCES "src/*.cpp")
# Create a list of libraries to link against
set(LINK_LIBS
python3.12
sfml-graphics
sfml-window
sfml-system
sfml-audio
tcod)
# On Windows, add any additional libs and include directories
if(WIN32)
# Add the necessary Windows-specific libraries and include directories
# include_directories(path_to_additional_includes)
# link_directories(path_to_additional_libs)
# list(APPEND LINK_LIBS additional_windows_libs)
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include_directories(${CMAKE_SOURCE_DIR}/deps/platform/windows)
else()
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# Unix/Linux specific libraries
list(APPEND LINK_LIBS m dl util pthread)
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include_directories(${CMAKE_SOURCE_DIR}/deps/platform/linux)
endif()
# Add the directory where the linker should look for the libraries
#link_directories(${CMAKE_SOURCE_DIR}/deps_linux)
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
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link_directories(${CMAKE_SOURCE_DIR}/__lib)
# Define the executable target before linking libraries
add_executable(mcrogueface ${SOURCES})
# Now the linker will find the libraries in the specified directory
target_link_libraries(mcrogueface ${LINK_LIBS})
# Copy assets to build directory post-build
add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/assets $<TARGET_FILE_DIR:mcrogueface>/assets)
# Copy Python scripts to build directory post-build
add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/src/scripts $<TARGET_FILE_DIR:mcrogueface>/scripts)
# Copy Python standard library to build directory
add_custom_command(TARGET mcrogueface POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
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${CMAKE_SOURCE_DIR}/__lib $<TARGET_FILE_DIR:mcrogueface>/lib)
# rpath for including shared libraries
set_target_properties(mcrogueface PROPERTIES
Iterators, other Python C API improvements closes #72 ref #69 - this resolves the "UICollection" (not "UIEntityCollection", perhaps renamed since the issue opened) and "UIEntityCollection" portion. The Grid point based iterators were not updated. **RPATH updates** Will this RPATH setting allow McRogueFace to execute using its included "lib" subdirectory after being unzipped on a new computer? The change from "./lib" to "$ORIGIN/./lib" improves portability. The $ORIGIN token is a special Linux/Unix convention that refers to the directory containing the executable itself. This makes the path relative to the executable's location rather than the current working directory, which means McRogueFace will correctly find its libraries in the lib subdirectory regardless of where it's run from after being unzipped on a new computer. **New standard object initialization** PyColor, PyVector - Fixed all 15 PyTypeObject definitions to use proper designated initializer syntax - Replaced PyType_GenericAlloc usage in PyColor.cpp and PyVector.cpp - Updated PyObject_New usage in UIEntity.cpp - All object creation now uses module-based type lookups instead of static references - Created centralized utilities in PyObjectUtils.h **RAII Wrappers** automatic reference counting via C++ object lifecycle - Created PyRAII.h with PyObjectRef and PyTypeRef classes - These provide automatic reference counting management - Updated PyColor::from_arg() to demonstrate RAII usage - Prevents memory leaks and reference counting errors **Python object base in type defs:** `.ob_base = {.ob_base = {.ob_refcnt = 1, .ob_type = NULL}, .ob_size = 0}` PyColor, PyTexture, PyVector, UICaption, UICollection, UIEntity, UIFrame, UIGrid **convertDrawableToPython** replace crazy macro to detect the correct Python type of a UIDrawable instance - Removed the problematic macro from UIDrawable.h - Created template-based functions in PyObjectUtils.h - Updated UICollection.cpp to use local helper function - The new approach is cleaner, more debuggable, and avoids static type references **Iterator fixes** tp_iter on UICollection, UIGrid, UIGridPoint, UISprite UIGrid logic improved, standard **List vs Vector usage analysis** there are different use cases that weren't standardized: - UICollection (for Frame children) uses std::vector<std::shared_ptr<UIDrawable>> - UIEntityCollection (for Grid entities) uses std::list<std::shared_ptr<UIEntity>> The rationale is currently connected to frequency of expected changes. * A "UICollection" is likely either all visible or not; it's also likely to be created once and have a static set of contents. They should be contiguous in memory in hopes that this helps rendering speed. * A "UIEntityCollection" is expected to be rendered as a subset within the visible rectangle of the UIGrid. Scrolling the grid or gameplay logic is likely to frequently create and destroy entities. In general I expect Entity collections to have a much higher common size than UICollections. For these reasons I've made them Lists in hopes that they never have to be reallocated or moved during a frame.
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INSTALL_RPATH "$ORIGIN/./lib")