mirror of
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refac: moved draw & input code out of game class
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@@ -1,101 +1,9 @@
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# CMake SFML Project Template
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# SFML Playground
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This repository template should allow for a fast and hassle-free kick start of your next SFML project using CMake.
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Thanks to [GitHub's nature of templates](https://docs.github.com/en/repositories/creating-and-managing-repositories/creating-a-repository-from-a-template), you can fork this repository without inheriting its Git history.
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Simple CMake project w/ SFML 3 to play around with.
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The template starts out very basic, but might receive additional features over time:
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## TODO
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- Basic CMake script to build your project and link SFML on any operating system
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- Basic [GitHub Actions](https://github.com/features/actions) script for all major platforms
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## How to Use
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1. Install [Git](https://git-scm.com/downloads) and [CMake](https://cmake.org/download/). Use your system's package manager if available.
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2. Follow [GitHub's instructions](https://docs.github.com/en/repositories/creating-and-managing-repositories/creating-a-repository-from-a-template) for how to use their project template feature to create your own project. If you don't want to use GitHub, see the section below.
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3. Clone your new GitHub repo and open the repo in your text editor of choice.
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4. Open [CMakeLists.txt](CMakeLists.txt). Rename the project and the target name of the executable to whatever name you want. Make sure to change all occurrences.
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5. If you want to add or remove any .cpp files, change the source files listed in the `add_executable` call in CMakeLists.txt to match the source files your project requires. If you plan on keeping the default main.cpp file then no changes are required.
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6. If your code uses the Audio or Network modules then add `SFML::Audio` or `SFML::Network` to the `target_link_libraries` call alongside the existing `SFML::Graphics` library that is being linked.
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7. If you use Linux, install SFML's dependencies using your system package manager. On Ubuntu and other Debian-based distributions you can use the following commands:
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```
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sudo apt update
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sudo apt install \
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libxrandr-dev \
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libxcursor-dev \
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libxi-dev \
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libudev-dev \
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libfreetype-dev \
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libflac-dev \
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libvorbis-dev \
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libgl1-mesa-dev \
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libegl1-mesa-dev \
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libfreetype-dev
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```
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8. Configure and build your project. Most popular IDEs support CMake projects with very little effort on your part.
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- [VS Code](https://code.visualstudio.com) via the [CMake extension](https://code.visualstudio.com/docs/cpp/cmake-linux)
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- [Visual Studio](https://docs.microsoft.com/en-us/cpp/build/cmake-projects-in-visual-studio?view=msvc-170)
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- [CLion](https://www.jetbrains.com/clion/features/cmake-support.html)
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- [Qt Creator](https://doc.qt.io/qtcreator/creator-project-cmake.html)
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Using CMake from the command line is straightforward as well.
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Be sure to run these commands in the root directory of the project you just created.
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```
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cmake -B build
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cmake --build build
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```
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9. Enjoy!
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## Upgrading SFML
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SFML is found via CMake's [FetchContent](https://cmake.org/cmake/help/latest/module/FetchContent.html) module.
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FetchContent automatically downloads SFML from GitHub and builds it alongside your own code.
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Beyond the convenience of not having to install SFML yourself, this ensures ABI compatibility and simplifies things like specifying static versus shared libraries.
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Modifying what version of SFML you want is as easy as changing the `GIT_TAG` argument.
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Currently it uses SFML 3 via the `3.0.0` tag.
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## But I want to...
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Modify CMake options by adding them as configuration parameters (with a `-D` flag) or by modifying the contents of CMakeCache.txt and rebuilding.
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### Not use GitHub
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You can use this project without a GitHub account by [downloading the contents](https://github.com/SFML/cmake-sfml-project/archive/refs/heads/master.zip) of the repository as a ZIP archive and unpacking it locally.
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This approach also avoids using Git entirely if you would prefer to not do that.
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### Change Compilers
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See the variety of [`CMAKE_<LANG>_COMPILER`](https://cmake.org/cmake/help/latest/variable/CMAKE_LANG_COMPILER.html) options.
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In particular you'll want to modify `CMAKE_CXX_COMPILER` to point to the C++ compiler you wish to use.
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### Change Compiler Optimizations
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CMake abstracts away specific optimizer flags through the [`CMAKE_BUILD_TYPE`](https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html) option.
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By default this project recommends `Release` builds which enable optimizations.
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Other build types include `Debug` builds which enable debug symbols but disable optimizations.
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If you're using a multi-configuration generator (as is often the case on Windows), you can modify the [`CMAKE_CONFIGURATION_TYPES`](https://cmake.org/cmake/help/latest/variable/CMAKE_CONFIGURATION_TYPES.html#variable:CMAKE_CONFIGURATION_TYPES) option.
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### Change Generators
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While CMake will attempt to pick a suitable default generator, some systems offer a number of generators to choose from.
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Ubuntu, for example, offers Makefiles and Ninja as two potential options.
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For a list of generators, click [here](https://cmake.org/cmake/help/latest/manual/cmake-generators.7.html).
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To modify the generator you're using you must reconfigure your project providing a `-G` flag with a value corresponding to the generator you want.
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You can't simply modify an entry in the CMakeCache.txt file unlike the above options.
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Then you may rebuild your project with this new generator.
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## More Reading
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Here are some useful resources if you want to learn more about CMake:
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- [Official CMake Tutorial](https://cmake.org/cmake/help/latest/guide/tutorial/)
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- [How to Use CMake Without the Agonizing Pain - Part 1](https://alexreinking.com/blog/how-to-use-cmake-without-the-agonizing-pain-part-1.html)
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- [How to Use CMake Without the Agonizing Pain - Part 2](https://alexreinking.com/blog/how-to-use-cmake-without-the-agonizing-pain-part-2.html)
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- [Better CMake YouTube series by Jefferon Amstutz](https://www.youtube.com/playlist?list=PL8i3OhJb4FNV10aIZ8oF0AA46HgA2ed8g)
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## License
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The source code is dual licensed under Public Domain and MIT -- choose whichever you prefer.
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- [ ] Add a toggle for debug stuff
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- [ ] Add debug text (for ball velocity, position, rest status, etc.)
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- [ ] Refactor game class to split input handling and debug stuff into their own classes
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