cmake_minimum_required(VERSION 3.20)
project(SuperMarioAllStarsRecomp 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 "${CMAKE_SOURCE_DIR}/vendor/snesrecomp" CACHE PATH
    "Path to the snesrecomp checkout used by this game")
if(NOT EXISTS "${SNESRECOMP_ROOT}/runner/runner.cmake")
    message(FATAL_ERROR
        "snesrecomp missing at ${SNESRECOMP_ROOT}.\n"
        "Run: ./setup.sh")
endif()
# Mod packages are part of every project, not an option. The launcher's Mods
# page, the .snesmod loader, the trusted-plugin registry and netplay's mod-set
# gate all hang off this one switch; a build without it cannot exchange mods
# with a peer that has them, and the framework says so at every lobby init.
# Must precede the include: runner.cmake reads it to add the loader sources.
set(SNESRECOMP_ENABLE_MODS ON CACHE BOOL
    "Mod package loader + trusted plugins (required for every title)" FORCE)
include(${SNESRECOMP_ROOT}/runner/runner.cmake)

set(SMAS_SOURCES
    ${SNESRECOMP_RUNNER_SOURCES}
    src/main.c
    src/host_contract.c
    src/game_rtl.c
    src/gen_stubs.c
    src/smas_extras.c
    src/smas_ui.c
)
if(ANDROID)
    # SDL's Android activity loads libmain.so and calls its SDL_main (src/main.c).
    add_library(SuperMarioAllStarsRecomp SHARED ${SMAS_SOURCES} src/smas_android.c)
    set_target_properties(SuperMarioAllStarsRecomp PROPERTIES OUTPUT_NAME main)
    target_link_libraries(SuperMarioAllStarsRecomp PRIVATE android log)
else()
    add_executable(SuperMarioAllStarsRecomp ${SMAS_SOURCES})
endif()

# 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(SuperMarioAllStarsRecomp ${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(SuperMarioAllStarsRecomp ${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(SuperMarioAllStarsRecomp ${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(SuperMarioAllStarsRecomp 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(SuperMarioAllStarsRecomp PRIVATE ${SNESRECOMP_RUNNER_LIBRARIES})
target_compile_definitions(SuperMarioAllStarsRecomp PRIVATE
    SNES_GAME_VERSION="${SNESRECOMP_BUILD_VERSION}"
    SNES_GAME_TITLE="Super Mario All-Stars"
)
snesrecomp_target_sdl(SuperMarioAllStarsRecomp)

# 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(SuperMarioAllStarsRecomp)
# 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(SuperMarioAllStarsRecomp)

# Shared Dear ImGui pre-boot launcher (ROM picker, verification, display /
# audio / input settings). Self-contained: it brings its own ImGui, GL link and
# staged assets, and defines RECOMP_LAUNCHER so src/main.c compiles its GUI path.
set(RECOMP_UI_ROOT "${CMAKE_SOURCE_DIR}/vendor/recomp-ui" CACHE PATH
    "Root directory of the recomp-ui launcher repo")
if(NOT EXISTS "${RECOMP_UI_ROOT}/recomp_ui.cmake")
    message(FATAL_ERROR
        "recomp-ui missing at ${RECOMP_UI_ROOT}.\n"
        "Run: ./setup.sh")
endif()
include(${RECOMP_UI_ROOT}/recomp_ui.cmake)
# shortcut: Android has no launcher, Esc menu or rebuild wizard yet (they draw with desktop OpenGL);
# it boots straight into the game. Add them when the touch UI lands.
if(NOT ANDROID)
# BOXART stages launcher_assets/img/boxart.tga beside the exe; the launcher
# shows assets/img/boxart.tga by default. EXISTS-guarded in recomp_ui.cmake,
# so this configures cleanly before any art is fetched.
# BRAND: the launcher's header mark is our own icon, not the console maker's logo.
recomp_target_launcher_ui(SuperMarioAllStarsRecomp CONSOLE snes
    BOXART "${CMAKE_SOURCE_DIR}/launcher_assets/img/boxart.tga"
    BRAND "${CMAKE_SOURCE_DIR}/assets/icon/smas-256.png")

# 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(SuperMarioAllStarsRecomp PRIVATE
    ${SNESRECOMP_ROOT}/host/snesrecomp_codegen_host.c)
endif()
target_include_directories(SuperMarioAllStarsRecomp PRIVATE
    ${SNESRECOMP_ROOT}/host
    ${RECOMP_UI_ROOT}/src)

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

# Community controller database, loaded at start (and the player's own
# gamecontrollerdb.txt in the settings folder on top of it).
add_custom_command(TARGET SuperMarioAllStarsRecomp POST_BUILD
    COMMAND ${CMAKE_COMMAND} -E make_directory $<TARGET_FILE_DIR:SuperMarioAllStarsRecomp>/assets
    COMMAND ${CMAKE_COMMAND} -E copy_if_different
        ${CMAKE_SOURCE_DIR}/assets/controllers/gamecontrollerdb.txt
        $<TARGET_FILE_DIR:SuperMarioAllStarsRecomp>/assets/gamecontrollerdb.txt)

# The in-game menu (Esc): recomp-ui's runtime menu drawn by Dear ImGui on a
# private hidden OpenGL context, then blended over the frozen game by the host.
if(NOT ANDROID)
target_sources(SuperMarioAllStarsRecomp PRIVATE
    ${SNESRECOMP_ROOT}/host/snes_runtime_menu_gl.cpp)
target_compile_definitions(SuperMarioAllStarsRecomp PRIVATE SNESRECOMP_RUNTIME_MENU=1)
endif()

# Maddie's signature for the launcher's About page (assets/img beside the program).
add_custom_command(TARGET SuperMarioAllStarsRecomp POST_BUILD
    COMMAND ${CMAKE_COMMAND} -E make_directory $<TARGET_FILE_DIR:SuperMarioAllStarsRecomp>/assets/img
    COMMAND ${CMAKE_COMMAND} -E copy_if_different ${CMAKE_SOURCE_DIR}/assets/signature.png
            $<TARGET_FILE_DIR:SuperMarioAllStarsRecomp>/assets/img/maddie-signature.png)

# --- Windows release: GUI program with the icon built in (tools/make_windows_zip.sh) ---
# GUI subsystem, so no console window opens behind the game, and the program
# icon (assets/icon/smas.ico) is embedded in the .exe. The Mac app
# gets its icon from tools/make_app.sh instead.
if(WIN32)
    enable_language(RC)
    set_target_properties(SuperMarioAllStarsRecomp PROPERTIES WIN32_EXECUTABLE TRUE)
    target_sources(SuperMarioAllStarsRecomp PRIVATE
        ${CMAKE_SOURCE_DIR}/assets/icon/smas.rc)
endif()
# --- end Windows release ---
