cmake_minimum_required(VERSION 3.21)

project(CoopAllTheThings
	VERSION 0.0.1
	DESCRIPTION "Steam Remote Play Together for any XInput game"
	LANGUAGES CXX)

if(NOT WIN32)
	message(FATAL_ERROR "CoopAllTheThings targets Windows only.")
endif()

set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)

# Emit compile_commands.json so clangd resolves includes/flags. Ignored by the
# Visual Studio generator, so configure the Ninja build (build-clangd/) for this;
# .clangd points clangd at that compilation database.
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)

# Single output dir keeps the donor-launch / inject workflow simple: host exe and
# hook dll land next to each other under /bin (already in .gitignore).
set(COOP_OUTPUT_DIR "${CMAKE_SOURCE_DIR}/bin/$<CONFIG>")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}")

# Only the deployable artifacts (host, hook DLLs, injector helper, Steam files) live
# in the bin/<config>/ root, so it can be copied wholesale into a donor game folder.
# Tests and dev tools are staged into subfolders via this helper instead.
# Usage: coop_output_subdir(<subdir> target1 [target2 ...]).
function(coop_output_subdir subdir)
	foreach(tgt IN LISTS ARGN)
		set_target_properties(${tgt} PROPERTIES
			RUNTIME_OUTPUT_DIRECTORY "${COOP_OUTPUT_DIR}/${subdir}")
	endforeach()
endfunction()

# Fail with a clear message if a git submodule wasn't checked out, instead of a confusing
# "file not found" deep in a build. `sentinel` is a path (relative to the source root) that
# only exists when the submodule is populated. We deliberately do NOT auto-clone -- explicit
# is better than a surprise network fetch during configure.
# Usage: coop_require_submodule(<name> <sentinel-path>).
function(coop_require_submodule name sentinel)
	if(NOT EXISTS "${CMAKE_SOURCE_DIR}/${sentinel}")
		message(FATAL_ERROR
			"Submodule '${name}' is not checked out (missing ${sentinel}).\n"
			"Run:  git submodule update --init --recursive")
	endif()
endfunction()

if(MSVC)
	add_compile_options(/W4 /permissive- /Zc:__cplusplus /utf-8 /MP)
	add_compile_definitions(UNICODE _UNICODE WIN32_LEAN_AND_MEAN NOMINMAX)
endif()

# --- x86 sub-build (internal, re-entrant) ----------------------------------
# When the ExternalProject below reconfigures this same tree with -A Win32 and
# -DCOOP_X86_HELPER_BUILD=ON, build ONLY the 32-bit hook DLL + injector helper
# (staged alongside the x64 binaries) and stop -- no host, tests, or imgui, and
# crucially no recursive ExternalProject.
option(COOP_X86_HELPER_BUILD "Internal: x86 sub-build (hook DLL + injector helper only)" OFF)
if(COOP_X86_HELPER_BUILD)
	add_subdirectory(common)
	set(SAFETYHOOK_BUILD_TEST OFF CACHE BOOL "" FORCE)
	set(SAFETYHOOK_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
	set(SAFETYHOOK_BUILD_DOCS OFF CACHE BOOL "" FORCE)
	add_subdirectory(third_party/safetyhook)
	add_subdirectory(hook)
	add_subdirectory(tools/inject_helper)

	# x86 reproduction of the XInput self-test. The x64 hook_selftest passes, so an
	# x86 build of the same logic is how we reproduce (and then guard against) the
	# 32-bit input-forwarding crash on real games like Slaps and Beans.
	enable_testing()
	add_executable(hook_selftest_x86
		tests/hook_selftest.cpp
		hook/src/xinput_hook.cpp
		hook/src/hook_registry.cpp)
	target_include_directories(hook_selftest_x86 PRIVATE hook/src)
	target_link_libraries(hook_selftest_x86 PRIVATE coop_common safetyhook::safetyhook xinput)
	add_test(NAME hook_selftest_x86 COMMAND hook_selftest_x86)

	# x86 build of the Present-hook test. It drives a real swapchain through the
	# SafetyHook trampoline, so it catches the x86-only calling-convention bug that
	# froze 32-bit games (SafetyHook's call() is __cdecl; Present is __stdcall ->
	# ESP imbalance / Run-Time Check Failure #0). The x64 present_hook_test can't see
	# it (one calling convention), so this 32-bit build is the regression guard.
	add_executable(present_hook_test_x86
		tests/present_hook_test.cpp
		hook/src/present_hook.cpp
		hook/src/debug_log.cpp
		hook/src/hook_registry.cpp)
	target_include_directories(present_hook_test_x86 PRIVATE hook/src)
	target_link_libraries(present_hook_test_x86 PRIVATE coop_common safetyhook::safetyhook d3d11 dxgi)
	add_test(NAME present_hook_test_x86 COMMAND present_hook_test_x86)

	# x86 build of the audio render-hook test. It installs the WASAPI hooks and then
	# creates a *fresh* IAudioClient/IAudioRenderClient that calls Initialize /
	# GetService / GetBuffer / ReleaseBuffer back through the SafetyHook trampolines
	# -- the exact ordering that crashed 32-bit Slaps & Beans (FMOD) when audio hooks
	# were live as the game initialized its output. The x64 audio_hook_test passes,
	# so this 32-bit build is the regression guard for any x86-only fault in the
	# audio setup detours / trampoline relocation of AudioSes.dll prologues.
	add_executable(audio_hook_test_x86
		tests/audio_hook_test.cpp
		hook/src/audio_hook.cpp
		hook/src/debug_log.cpp
		hook/src/hook_registry.cpp)
	target_include_directories(audio_hook_test_x86 PRIVATE hook/src tools/audio_tone)
	target_compile_definitions(audio_hook_test_x86 PRIVATE NTDDI_VERSION=0x0A00000B)
	target_link_libraries(audio_hook_test_x86 PRIVATE coop_common safetyhook::safetyhook ole32 mmdevapi)
	add_test(NAME audio_hook_test_x86 COMMAND audio_hook_test_x86)

	# x86 test exes go in tests/; the x86 hook DLL + injector helper stay in the
	# deployable root (set via CMAKE_RUNTIME_OUTPUT_DIRECTORY above).
	coop_output_subdir(tests hook_selftest_x86 present_hook_test_x86 audio_hook_test_x86)
	return()
endif()

add_subdirectory(third_party)
add_subdirectory(common)
add_subdirectory(host)

# The injected hook DLL pulls in SafetyHook, which fetches Zydis via FetchContent
# at configure time (allowed for transitive deps).
option(COOP_BUILD_HOOK "Build the injected game-side hook DLL" ON)
if(COOP_BUILD_HOOK)
	# SafetyHook's own tests/examples/docs are noise for us.
	set(SAFETYHOOK_BUILD_TEST OFF CACHE BOOL "" FORCE)
	set(SAFETYHOOK_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
	set(SAFETYHOOK_BUILD_DOCS OFF CACHE BOOL "" FORCE)
	add_subdirectory(third_party/safetyhook)
	add_subdirectory(hook)
	add_subdirectory(vk_layer) # coop_vk_layer: implicit Vulkan capture layer (early-presence path)
	enable_testing()
	add_subdirectory(tools/audio_tone)  # coop_tone: audio source for the loopback test
	add_subdirectory(tools/mock_game)   # coop_mock_game: A/V test game for the capture/hook tests
	add_subdirectory(tools/audio_probe) # coop_audio_probe: inject + diagnose the render-hook
	add_subdirectory(tools/audio_validate) # coop_audio_validate: quantify capture fidelity (pitch/SNR/clicks)
	add_subdirectory(tools/input_probe) # coop_input_probe: inject + forward synthetic input
	add_subdirectory(tools/vk_validate) # coop_vk_validate: validate the Vulkan backend vs a real game
	add_subdirectory(tools/sh_concurrency_repro) # coop_sh_concurrency_repro: upstream SafetyHook repro (see docs/)
	add_subdirectory(tests)
endif()

# --- x86 helper artifacts for 32-bit (WOW64) games -------------------------
# A 64-bit process can't cleanly inject a 32-bit one, so build the x86 hook DLL
# (coop_hook_x86.dll) + a 32-bit injector helper (coop_inject_x86.exe) via a
# nested Win32 configure of this same tree, staged next to the x64 binaries. Only
# the multi-config Visual Studio generator is supported here (the Ninja
# build-clangd/ tree is just for compile_commands and skips this).
option(COOP_BUILD_X86_HELPER "Build the x86 hook DLL + injector helper for 32-bit games" ON)
if(COOP_BUILD_HOOK AND COOP_BUILD_X86_HELPER AND CMAKE_GENERATOR MATCHES "Visual Studio")
	include(ExternalProject)
	ExternalProject_Add(coop_x86
		SOURCE_DIR "${CMAKE_SOURCE_DIR}"
		BINARY_DIR "${CMAKE_BINARY_DIR}/x86"
		CMAKE_GENERATOR "${CMAKE_GENERATOR}"
		CMAKE_GENERATOR_PLATFORM "Win32"
		CMAKE_ARGS "-DCOOP_X86_HELPER_BUILD=ON"
		BUILD_COMMAND "${CMAKE_COMMAND}" --build <BINARY_DIR> --config $<CONFIG>
		INSTALL_COMMAND ""
		BUILD_ALWAYS ON
		USES_TERMINAL_CONFIGURE ON
		USES_TERMINAL_BUILD ON)
endif()
