move compile_commands.json to project root directory

This commit is contained in:
veclav talica 2024-08-22 06:38:31 +03:00
parent 859ae8f91e
commit fa85fb8dd1
2 changed files with 17 additions and 10 deletions

2
.gitignore vendored
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@ -18,6 +18,8 @@
build/
out/
compile_commands.json
# this is created when using Conan
CMakeUserPresets.json

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@ -16,7 +16,7 @@ if (NOT CMAKE_BUILD_TYPE)
endif ()
set(TOWNENGINE_TARGET townengine CACHE INTERNAL "")
set(TOWNENGINE_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
set(TOWNENGINE_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
option(TOWNENGINE_HOT_RELOAD "Enable hot reloading support" TRUE)
add_compile_options($<$<BOOL:${TOWNENGINE_HOT_RELOAD}>:-fPIC>)
@ -60,7 +60,7 @@ set(TOWNENGINE_SOURCE_FILES
${SYSTEM_SOURCE_FILES})
list(TRANSFORM TOWNENGINE_SOURCE_FILES PREPEND ${TOWNENGINE_DIR}/)
list(TRANSFORM TOWNENGINE_SOURCE_FILES PREPEND ${TOWNENGINE_ROOT_DIR}/)
# base engine code, reused for games and tools
if (TOWNENGINE_HOT_RELOAD)
@ -68,7 +68,7 @@ if (TOWNENGINE_HOT_RELOAD)
else ()
add_library(${TOWNENGINE_TARGET} STATIC ${TOWNENGINE_SOURCE_FILES})
endif ()
source_group(TREE ${TOWNENGINE_DIR} FILES ${TOWNENGINE_SOURCE_FILES})
source_group(TREE ${TOWNENGINE_ROOT_DIR} FILES ${TOWNENGINE_SOURCE_FILES})
set_target_properties(${TOWNENGINE_TARGET} PROPERTIES
C_STANDARD 11
@ -176,11 +176,11 @@ function(include_deps target)
third-party/stb
third-party/x-watcher)
list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TOWNENGINE_DIR}/)
list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TOWNENGINE_ROOT_DIR}/)
target_include_directories(${target} SYSTEM PRIVATE ${THIRD_PARTY_INCLUDES})
# allow access to headers from any point in source tree
target_include_directories(${target} PRIVATE ${TOWNENGINE_DIR})
target_include_directories(${target} PRIVATE ${TOWNENGINE_ROOT_DIR})
endfunction()
@ -207,7 +207,7 @@ function(use_townengine target sources output_directory data_dir)
target_link_libraries(${target}_game PUBLIC SDL2::SDL2)
# launcher binary, loads game and engine shared library
add_executable(${target}_app ${TOWNENGINE_DIR}/townengine/null.c)
add_executable(${target}_app ${TOWNENGINE_ROOT_DIR}/townengine/null.c)
set_target_properties(${target}_app PROPERTIES
OUTPUT_NAME launcher
LIBRARY_OUTPUT_DIRECTORY ${output_directory})
@ -230,13 +230,13 @@ function(use_townengine target sources output_directory data_dir)
link_deps(${target}_app)
target_link_libraries(${target}_app PUBLIC ${TOWNENGINE_TARGET})
set_target_properties(${target}_app PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${output_directory})
RUNTIME_OUTPUT_DIRECTORY ${output_directory})
# copy dlls for baby windows
add_custom_command(TARGET ${target}_app POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy -t $<TARGET_FILE_DIR:${target}_app>
$<TARGET_RUNTIME_DLLS:${target}_app>
COMMAND_EXPAND_LISTS)
COMMAND ${CMAKE_COMMAND} -E copy -t $<TARGET_FILE_DIR:${target}_app>
$<TARGET_RUNTIME_DLLS:${target}_app>
COMMAND_EXPAND_LISTS)
if (UNIX)
# create a bootstrapping script
@ -261,6 +261,11 @@ if (${CMAKE_PROJECT_NAME} MATCHES townengine)
add_subdirectory(apps/testgame)
endif ()
# move compie_commands.json into root directory so that it plays nicer with editors
add_custom_command(TARGET ${TOWNENGINE_TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${CMAKE_BINARY_DIR}/compile_commands.json
${TOWNENGINE_ROOT_DIR})
# zip up assets
# currently, you must run cmake from the project root dir for this to work correctly
#file(ARCHIVE_CREATE OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/data.${PACKAGE_EXTENSION}