cmake_minimum_required(VERSION 4.0)
project(SnakeClone C)
set(CMAKE_C_STANDARD 99)

# 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
#
# FetchContent_Declare(
#     raylib
#     GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
#     GIT_TAG "master"
#     GIT_PROGRESS TRUE
# )
#
# FetchContent_MakeAvailable(raylib)

# Adding our source files
file(GLOB_RECURSE PROJECT_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_LIST_DIR}/src/*.c") # Define PROJECT_SOURCES as a list of all source files
set(PROJECT_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/src/") # Define PROJECT_INCLUDE to be the path to the include directory of the project

find_package(raylib REQUIRED)

# 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)

# 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
