2019-11-23 20:27:39 +08:00
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cmake_minimum_required(VERSION 3.6)
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set(APP_NAME lua-tests)
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project(${APP_NAME})
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if(XCODE)
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if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
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SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
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endif()
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endif()
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if(NOT DEFINED BUILD_ENGINE_DONE)
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2020-10-18 01:01:36 +08:00
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if(NOT ("$ENV{COCOS2DX_ROOT}" STREQUAL ""))
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message(STATUS "Using system env var COCOS2DX_ROOT=$ENV{COCOS2DX_ROOT}")
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set(COCOS2DX_ROOT_PATH "$ENV{COCOS2DX_ROOT}")
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2020-10-19 23:21:40 +08:00
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string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
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2020-10-18 01:05:36 +08:00
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else()
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2020-10-18 01:01:36 +08:00
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set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..)
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endif()
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2019-11-23 20:27:39 +08:00
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set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
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include(CocosBuildSet)
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set(BUILD_LUA_LIBS ON)
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
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endif()
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set(GAME_HEADER
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Classes/AppDelegate.h
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Classes/lua_test_bindings.h
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Classes/lua_assetsmanager_test_sample.h
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)
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set(GAME_SOURCE
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Classes/AppDelegate.cpp
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Classes/lua_assetsmanager_test_sample.cpp
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Classes/lua_test_bindings.cpp
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)
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set(res_res_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/../res"
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"${COCOS2DX_ROOT_PATH}/tests/cpp-tests/Resources"
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)
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set(res_src_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/../src"
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)
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set(res_script_folders
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2020-10-19 18:33:10 +08:00
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"${COCOS2DX_ROOT_PATH}/extensions/scripting/lua-bindings/script"
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2019-11-23 20:27:39 +08:00
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)
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if(APPLE OR VS)
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cocos_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders})
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cocos_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders})
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cocos_mark_multi_resources(res_script RES_TO "Resources/src/cocos" FOLDERS ${res_script_folders})
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set(cc_common_res ${res_res} ${res_src} ${res_script})
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endif()
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if(ANDROID)
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# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
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set(APP_NAME lua_tests)
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list(APPEND GAME_SOURCE proj.android/app/jni/main.cpp)
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elseif(LINUX)
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list(APPEND GAME_SOURCE proj.linux/main.cpp)
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elseif(WINDOWS)
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list(APPEND GAME_HEADER
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proj.win32/main.h
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proj.win32/resource.h
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)
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list(APPEND GAME_SOURCE proj.win32/main.cpp ${cc_common_res})
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elseif(APPLE)
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if(IOS)
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list(APPEND GAME_HEADER
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proj.ios_mac/ios/AppController.h
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proj.ios_mac/ios/LuaObjectCBridgeTest.h
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proj.ios_mac/ios/RootViewController.h
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)
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set(APP_UI_RES
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proj.ios_mac/ios/LaunchScreen.storyboard
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proj.ios_mac/ios/LaunchScreenBackground.png
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proj.ios_mac/ios/Images.xcassets
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)
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list(APPEND GAME_SOURCE
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proj.ios_mac/ios/main.m
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proj.ios_mac/ios/LuaObjectCBridgeTest.mm
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proj.ios_mac/ios/AppController.mm
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proj.ios_mac/ios/RootViewController.mm
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${APP_UI_RES}
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)
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elseif(MACOSX)
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list(APPEND GAME_HEADER
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proj.ios_mac/mac/LuaObjectCBridgeTest.h
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)
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set(APP_UI_RES
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proj.ios_mac/mac/Icon.icns
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proj.ios_mac/mac/Info.plist
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)
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list(APPEND GAME_SOURCE
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proj.ios_mac/mac/main.cpp
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proj.ios_mac/mac/LuaObjectCBridgeTest.mm
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${APP_UI_RES}
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)
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endif()
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list(APPEND GAME_SOURCE ${cc_common_res})
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endif()
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set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
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if(NOT ANDROID)
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add_executable(${APP_NAME} ${APP_SRC})
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else()
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add_library(${APP_NAME} SHARED ${APP_SRC})
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/cpp-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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2020-10-19 18:33:10 +08:00
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add_subdirectory(${COCOS2DX_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/lua-android)
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2019-11-23 20:27:39 +08:00
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if(${CMAKE_ANDROID_ARCH_ABI} STREQUAL "x86")
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#add `-Wl,--no-warn-shared-textrel` to fix warning "shared library text segment is not shareable clang"
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target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive -Wl,--no-warn-shared-textrel)
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else()
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target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
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endif()
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2020-02-03 21:18:23 +08:00
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2020-10-19 19:19:17 +08:00
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config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
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2019-11-23 20:27:39 +08:00
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endif()
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target_link_libraries(${APP_NAME} luacocos2d)
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target_include_directories(${APP_NAME} PRIVATE Classes)
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# mark app resources
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setup_cocos_app_config(${APP_NAME})
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if(APPLE)
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set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
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2020-01-06 09:36:58 +08:00
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set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
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2019-11-23 20:27:39 +08:00
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if(MACOSX)
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2019-12-10 13:41:44 +08:00
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
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2019-11-23 20:27:39 +08:00
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set_target_properties(${APP_NAME} PROPERTIES
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LINK_FLAGS "-pagezero_size 10000 -image_base 100000000"
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)
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elseif(IOS)
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2019-12-10 13:41:44 +08:00
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
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2019-11-23 20:27:39 +08:00
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
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endif()
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# For code-signing, set the DEVELOPMENT_TEAM:
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#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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if(LINUX OR WINDOWS)
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cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
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cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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cocos_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src )
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cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/cocos)
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endif()
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