cmake_minimum_required(VERSION 3.20)
project(redcomp-dream C CXX)

set(CMAKE_C_STANDARD 11)

# Release pin for lobby matching. Release builds stamp the VERSION file so two
# peers can prove they are the same build; everything else stamps "dev".
file(READ "${CMAKE_CURRENT_SOURCE_DIR}/VERSION" _GAME_VER_RAW)
string(STRIP "${_GAME_VER_RAW}" GAME_RELEASE_VERSION)
set(SNESRECOMP_BUILD_VERSION "" CACHE STRING
    "Lobby release pin (empty = Release uses VERSION, else dev)")
if(SNESRECOMP_BUILD_VERSION STREQUAL "")
    get_property(_is_multi GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
    if(_is_multi)
        set(SNESRECOMP_BUILD_VERSION "$<IF:$<CONFIG:Release>,${GAME_RELEASE_VERSION},dev>")
    elseif(CMAKE_BUILD_TYPE STREQUAL "Release")
        set(SNESRECOMP_BUILD_VERSION "${GAME_RELEASE_VERSION}")
    else()
        set(SNESRECOMP_BUILD_VERSION "dev")
    endif()
endif()

set(SNESRECOMP_ROOT "${CMAKE_SOURCE_DIR}/snesrecomp" CACHE PATH
    "Path to the snesrecomp checkout used by this game")
if(NOT EXISTS "${SNESRECOMP_ROOT}/runner/runner.cmake")
    message(FATAL_ERROR
        "snesrecomp framework tree missing at ${SNESRECOMP_ROOT}.\n"
        "The framework is vendored in this repository (game/snesrecomp), not a "
        "submodule: restore that directory from the commit you checked out. "
        "Only game/recomp-ui is a submodule; if it is missing, run: "
        "git submodule update --init --recursive")
endif()
# Mod packages are part of every project, not an option. The launcher's Mods
# page, the .snesmod loader, the trusted-plugin registry and netplay's mod-set
# gate all hang off this one switch; a build without it cannot exchange mods
# with a peer that has them, and the framework says so at every lobby init.
# Must precede the include: runner.cmake reads it to add the loader sources.
set(SNESRECOMP_ENABLE_MODS ON CACHE BOOL
    "Mod package loader + trusted plugins (required for every title)" FORCE)
include(${SNESRECOMP_ROOT}/runner/runner.cmake)

add_executable(redcomp-dream
    ${SNESRECOMP_RUNNER_SOURCES}
    src/main.c
    src/host_contract.c
    src/game_rtl.c
    src/ws_frame.c
    src/ws_debug.c
    src/ws_cull.c
    src/ws_hud.c
    src/ws_oam_fix.c
    src/ws_margin.c
    src/ws_ring.c
    src/ws_source.c
    src/ws_radar.c
    src/ws_settings.c
    src/ws_menu.c
    src/uniracers_save.c
    src/gen_stubs.c
)

# ROM identity. rom_identity.txt is the one place the digests live: the build
# turns it into snesrecomp_rom_identity.h (SNESRECOMP_ROM_EXPECTED_SHA256 and
# friends) for src/main.c, and tools/regen.sh, scripts/package_release.sh and
# the release workflow read the same file. A revision bump is one edit there.
snesrecomp_rom_identity(redcomp-dream ${CMAKE_SOURCE_DIR}/rom_identity.txt)

# Generated recompiler output. Not committed: it is derived from a copyrighted
# ROM, so every developer regenerates it locally from their own copy -- and a
# release does not ship it either. With -DSNESRECOMP_SETUP_HOST=ON and an empty
# src/gen/, this builds the SETUP HOST instead: the same executable minus the
# recompiled code, whose only path is the launcher's Generate & rebuild wizard.
# That is what release zips contain; the player's machine produces the
# playable binary from their own ROM. Without the option an empty src/gen/ is
# still a hard error (the framework owns the message).
snesrecomp_target_generated_code(redcomp-dream ${CMAKE_SOURCE_DIR}/src/gen)

# The mod catalog. This names WHERE the packages are; the framework owns the
# layout they are staged into beside the executable, and stages them on every
# build OF THE EXECUTABLE -- including the launcher's own Generate & rebuild on
# a player's machine, which builds only this target and would skip a sibling
# ALL target. mods/preloaded/packages/ holds reviewed, default-disabled
# packages; players install .snesmod archives through the launcher.
# snesrecomp/docs/MOD_PACKAGES.md.
#
# It used to be `snesrecomp_target_stage_dir(... ${CMAKE_SOURCE_DIR}/mods mods)`
# -- the destination spelled per title, which is how three ports in the same
# workspace ended up shipping an empty Mods page and nothing said so. Declaring
# it is now also enforced: a project with packages that never calls this fails
# to configure.
snesrecomp_target_mod_catalog(redcomp-dream ${CMAKE_SOURCE_DIR}/mods/preloaded)
# Any other directory the game reads exe-relative (a translations/ table, ...)
# is staged with snesrecomp_target_stage_dir, never with a separate ALL target.

target_include_directories(redcomp-dream PRIVATE
    ${SNESRECOMP_RUNNER_INCLUDE_DIRS}
    # common_rtl.c includes "config.h": the desktop key-map / Config contract
    # the framework host supplies (snesrecomp_target_desktop_host below).
    ${SNESRECOMP_ROOT}/runner/src/desktop
    ${CMAKE_SOURCE_DIR}/src
    ${CMAKE_SOURCE_DIR}/recomp
)
target_link_libraries(redcomp-dream PRIVATE ${SNESRECOMP_RUNNER_LIBRARIES})
target_compile_definitions(redcomp-dream PRIVATE
    SNES_GAME_VERSION="${SNESRECOMP_BUILD_VERSION}"
    SNES_GAME_TITLE="Uniracers"
)
snesrecomp_target_sdl(redcomp-dream)

# The desktop host: launcher flow, ROM resolution, config.ini + [KeyMap],
# window + SDL/OpenGL presenters, audio, gamepads, the save-state browser and
# rewind filmstrip, the pacing clock, crash handlers and the post-mortem
# report. src/main.c is the shim that names this title and supplies its
# hooks; the host is the framework's and improves on a submodule pull.
# Add TIER2 once this port reads the interpreter-gap manifest after each run.
snesrecomp_target_desktop_host(redcomp-dream)
# rom.cfg (the ROM the wizard set this project up from; git-ignored) is
# staged beside the executable when none is there yet, so the first launch
# opens on that dump rather than asking for one.
snesrecomp_target_rom_cache(redcomp-dream)

# Shared Dear ImGui pre-boot launcher (ROM picker, verification, display /
# audio / input settings, saves, mods). Self-contained: it brings its own
# ImGui, GL link and staged assets, and defines RECOMP_LAUNCHER so the
# framework host compiles its GUI path. The in-game F10 menu is separate and
# unchanged: recomp-ui owns the boot surface, ws_menu.c owns the port options.
# recomp-ui is a submodule of the game project (game/recomp-ui), beside the
# vendored snesrecomp tree: framework_pins.txt, record_pins.sh and the setup
# packager all resolve it from this directory.
set(RECOMP_UI_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/recomp-ui" CACHE PATH
    "Root directory of the recomp-ui launcher repo" FORCE)
if(NOT EXISTS "${RECOMP_UI_ROOT}/recomp_ui.cmake")
    message(FATAL_ERROR
        "recomp-ui missing at ${RECOMP_UI_ROOT}.\n"
        "Run: git submodule update --init --recursive recomp-ui")
endif()
# Mods are part of every project; the launcher's Mods page is separately
# opt-in in recomp-ui. Set it before the include so the frontend is compiled.
set(RECOMP_UI_ENABLE_MODS ON CACHE BOOL
    "Enable the schema-driven Mods launcher view" FORCE)
include(${RECOMP_UI_ROOT}/recomp_ui.cmake)
# Optional art, generated by game/tools/launcher-art.sh. recomp-ui guards each
# path with EXISTS, so a checkout without launcher_assets/ keeps its defaults.
set(LAUNCHER_ASSETS_DIR "${CMAKE_CURRENT_SOURCE_DIR}/launcher_assets")
recomp_target_launcher_ui(redcomp-dream CONSOLE snes
    BOXART "${LAUNCHER_ASSETS_DIR}/boxart.tga"
    BRAND  "${LAUNCHER_ASSETS_DIR}/brand_mark.tga"
    PAD    "${LAUNCHER_ASSETS_DIR}/pad.tga")

# Generate & rebuild from inside the launcher: pick ROM -> recompile locally
# -> cmake --build -> relaunch. The implementation is the framework's; this
# project contributes no configuration (snesrecomp_codegen_host_autowire in
# src/main.c). recomp-ui/src is on the include path because the host speaks
# RecompLauncherCGameInfo.
target_sources(redcomp-dream PRIVATE
    ${SNESRECOMP_ROOT}/host/snesrecomp_codegen_host.c)
target_include_directories(redcomp-dream PRIVATE
    ${SNESRECOMP_ROOT}/host
    ${RECOMP_UI_ROOT}/src)

# Windows executable icon. The .ico is generated from launcher_assets/brand_mark.tga
# by tools/launcher-art.sh; the .rc is configured with an absolute path so
# windres finds it from the build directory.
if(WIN32)
    enable_language(RC)
    set(REDCOMP_ICON "${CMAKE_CURRENT_SOURCE_DIR}/resources/redcomp-dream.ico")
    if(EXISTS "${REDCOMP_ICON}")
        configure_file(
            "${CMAKE_CURRENT_SOURCE_DIR}/resources/redcomp-dream.rc.in"
            "${CMAKE_CURRENT_BINARY_DIR}/redcomp-dream.rc" @ONLY)
        set_source_files_properties("${CMAKE_CURRENT_BINARY_DIR}/redcomp-dream.rc"
            PROPERTIES OBJECT_DEPENDS "${REDCOMP_ICON}")
        target_sources(redcomp-dream PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/redcomp-dream.rc")
    endif()
endif()

# Netplay is not built into this target.
# No multitap: two seats, one controller per port.
