# ---------------------------------------------------------------------------
# demo-scene-switching-extra — scene switching demo with a CellGrid interior
# ---------------------------------------------------------------------------
# Same actuator-driven scene switching setup as demos/demo-scene-switching,
# but scene A additionally holds an "interrior" entity with a
# CellGridComponent (a room with a floor, ceiling, interior walls and an
# exit door) that carries its own ProceduralMaterial + ProceduralTexture.
# The grid's texture rectangle names reference the texture's named rects
# ("floor" / "ceiling"), demonstrating material/UV pickup from a grid entity
# without a Lot/District/Town parent.
#
# The executable is self-contained in this build directory: a POST_BUILD
# step (stage_runtime.cmake) copies resources.cfg, the
# character prefab (prefabs/char_2.json, written by a previous editor/game
# run) and any runtime config JSONs here, and symlinks both demo scenes
# (demo_scene_a.json / demo_scene_b.json, so scene edits in the source tree
# are visible without a rebuild) plus the big pre-staged
# runtime directories (resources/, characters/, lua-scripts/) from the
# editScene binary directory.  Run it from here:
#   cd <build>/src/features/editScene/demos/demo-scene-switching-extra
#   ./demoSceneSwitchingExtra
# Controls: mouse = look, W/A/S/D = move, Shift = run, E = use portal,
# Escape = pause menu (frees the cursor).

get_filename_component(EDITSCENE_SOURCE_DIR
	"${CMAKE_CURRENT_SOURCE_DIR}/../.." ABSOLUTE)
get_filename_component(EDITSCENE_BINARY_DIR
	"${CMAKE_CURRENT_BINARY_DIR}/../.." ABSOLUTE)

# Reuse the editScene sources, swapping main.cpp for demo_main.cpp.
set(DEMO_SOURCES ${EDITSCENE_SOURCES})
list(REMOVE_ITEM DEMO_SOURCES main.cpp)
list(TRANSFORM DEMO_SOURCES PREPEND "${EDITSCENE_SOURCE_DIR}/")

# --- Embedded project configuration (F8 release binary) ---------------
# Read project.json at configure time and embed its parameters into the
# binary via a generated project.h, so the release binary is attached to
# its project directory without needing --project.  Editing project.json
# re-triggers the CMake configure step (CMAKE_CONFIGURE_DEPENDS).
set(PROJECT_JSON_PATH "${CMAKE_CURRENT_SOURCE_DIR}/project.json")
set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS
	"${PROJECT_JSON_PATH}")
file(READ "${PROJECT_JSON_PATH}" PROJECT_JSON_TEXT)
string(JSON PROJECT_APP_NAME GET "${PROJECT_JSON_TEXT}" appName)
string(JSON PROJECT_START_SCENE GET "${PROJECT_JSON_TEXT}" startScene)
string(JSON PROJECT_GAME_MODE GET "${PROJECT_JSON_TEXT}" gameMode)
if(PROJECT_GAME_MODE)
	set(PROJECT_GAME_MODE_VALUE 1)
else()
	set(PROJECT_GAME_MODE_VALUE 0)
endif()
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/project.h.in"
	"${CMAKE_CURRENT_BINARY_DIR}/generated/project.h" @ONLY)

add_executable(demoSceneSwitchingExtra
	demo_main.cpp
	${DEMO_SOURCES}
)

target_compile_definitions(demoSceneSwitchingExtra
	PRIVATE EDITSCENE_HAS_EMBEDDED_PROJECT)

add_dependencies(demoSceneSwitchingExtra morph)

# Define JPH_DEBUG_RENDERER for physics debug drawing (same as editor)
target_compile_definitions(demoSceneSwitchingExtra PRIVATE JPH_DEBUG_RENDERER)

target_link_libraries(demoSceneSwitchingExtra
	OgreMain
	OgreBites
	OgreOverlay
	OgreMeshLodGenerator
	OgrePaging
	OgreTerrain
	flecs::flecs_static
	nlohmann_json::nlohmann_json
	Jolt::Jolt
	OgreProcedural::OgreProcedural
	RecastNavigation::Recast
	RecastNavigation::Detour
	RecastNavigation::DetourTileCache
	RecastNavigation::DetourCrowd
	RecastNavigation::DebugUtils
	PackageArchive
	RoadGeometryLib
	lua
	SDL2::SDL2
)

target_include_directories(demoSceneSwitchingExtra PRIVATE
	${CMAKE_CURRENT_BINARY_DIR}/generated
	${EDITSCENE_SOURCE_DIR}
	${EDITSCENE_SOURCE_DIR}/recastnavigation/Recast/Include
	${EDITSCENE_SOURCE_DIR}/recastnavigation/Detour/Include
	${EDITSCENE_SOURCE_DIR}/recastnavigation/DetourTileCache/Include
	${EDITSCENE_SOURCE_DIR}/recastnavigation/DetourCrowd/Include
	${EDITSCENE_SOURCE_DIR}/recastnavigation/DebugUtils/Include
	${CMAKE_SOURCE_DIR}/src/FastNoiseLite
	${CMAKE_SOURCE_DIR}/src/lua/lua-5.4.8/src
	${CMAKE_SOURCE_DIR}/src/lua/lpeg-1.1.0
)

# Stage the standalone runtime next to the executable (see header comment).
add_custom_command(TARGET demoSceneSwitchingExtra POST_BUILD
	COMMAND ${CMAKE_COMMAND}
		-DDEMO_DIR=${CMAKE_CURRENT_BINARY_DIR}
		-DEDITSCENE_BIN=${EDITSCENE_BINARY_DIR}
		-DEDITSCENE_SRC=${EDITSCENE_SOURCE_DIR}
		-DSRC_DIR=${CMAKE_CURRENT_SOURCE_DIR}
		-P "${CMAKE_CURRENT_SOURCE_DIR}/stage_runtime.cmake"
	COMMENT "Staging demo-scene-switching-extra standalone runtime"
)
