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