axmol/templates/cpp-template-default/CMakeLists.txt

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#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2021-2022 Bytedance Inc.
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#
# https://adxeproject.github.io
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#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# ****************************************************************************/
cmake_minimum_required(VERSION 3.10)
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set(APP_NAME HelloCpp)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloCpp into root project
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
# config quick starter batch script run.bat for windows
if(WIN32)
file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}")
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY)
endif()
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set(ADXE_ROOT "$ENV{ADXE_ROOT}")
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if(NOT (ADXE_ROOT STREQUAL ""))
set(ADXE_ROOT_PATH "${ADXE_ROOT}")
file(TO_CMAKE_PATH ${ADXE_ROOT_PATH} ADXE_ROOT_PATH) # string(REPLACE "\\" "/" ADXE_ROOT_PATH ${ADXE_ROOT_PATH})
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message(STATUS "Using system env var ADXE_ROOT=${ADXE_ROOT}")
else()
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message(FATAL_ERROR "Please run setup.py add system env var 'ADXE_ROOT' to specific the engine root")
endif()
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set(CMAKE_MODULE_PATH ${ADXE_ROOT_PATH}/cmake/Modules/)
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include(CocosBuildSet)
set(_AX_USE_PREBUILT FALSE)
if (WIN32 AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR})
set(_AX_USE_PREBUILT TRUE)
endif()
if (NOT _AX_USE_PREBUILT)
add_subdirectory(${ADXE_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/adxe/core)
endif()
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endif()
# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)
set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
)
if(APPLE OR WINDOWS)
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()
# add cross-platforms source files and header files
list(APPEND GAME_SOURCE
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
list(APPEND GAME_HEADER
Classes/AppDelegate.h
Classes/HelloWorldScene.h
)
if(ANDROID)
# the APP_NAME should match on AndroidManifest.xml
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list(APPEND GAME_SOURCE
proj.android/app/jni/hellocpp/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
elseif(WINDOWS)
list(APPEND GAME_HEADER
proj.win32/main.h
proj.win32/resource.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
proj.win32/game.rc
${common_res_files}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreen.storyboard
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/Images.xcassets
)
list(APPEND GAME_SOURCE
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
proj.ios_mac/ios/Prefix.pch
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
proj.ios_mac/mac/main.cpp
proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_res_files})
endif()
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
# whole archive for jni
add_subdirectory(${ADXE_ROOT_PATH}/core/platform/android ${ENGINE_BINARY_PATH}/core/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
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endif()
target_link_libraries(${APP_NAME} ${ADXE_CORE_LIB})
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target_include_directories(${APP_NAME}
PRIVATE Classes
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PRIVATE ${ADXE_ROOT_PATH}/core/audio
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)
# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
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set_xcode_property(${APP_NAME} PRODUCT_BUNDLE_IDENTIFIER "org.adxe.hellocpp")
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if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
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elseif(IOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
if(NOT _AX_USE_PREBUILT)
cocos_copy_target_dll(${APP_NAME})
endif()
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endif()
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if((WINDOWS AND (CMAKE_GENERATOR STREQUAL "Ninja")) OR LINUX)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
elseif(WINDOWS)
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set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${GAME_RES_FOLDER}")
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if(NOT DEFINED BUILD_ENGINE_DONE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
endif()
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endif()
# The optional thirdparties(not dependent by engine)
if (AX_WITH_YAML_CPP)
target_include_directories(${APP_NAME} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/yaml-cpp/include)
target_link_libraries(${APP_NAME} yaml-cpp)
endif()
if (_AX_USE_PREBUILT) # support windows only
option(AX_ENABLE_MSEDGE_WEBVIEW2 "Enable msedge webview2" TRUE)
if(NOT ("${CMAKE_GENERATOR_PLATFORM}" STREQUAL "Win32"))
set(WIN64 TRUE)
set(ARCH_ALIAS "x64")
else()
set(WIN32 TRUE)
set(ARCH_ALIAS "x86")
endif()
if (NOT AX_USE_SHARED_PREBUILT)
target_compile_definitions(${APP_NAME}
PRIVATE CC_STATIC=1
)
endif()
target_include_directories(${APP_NAME}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua
PRIVATE ${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/manual
PRIVATE ${ADXE_ROOT_PATH}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty
PRIVATE ${ADXE_ROOT_PATH}/extensions
PRIVATE ${ADXE_ROOT_PATH}/core
PRIVATE ${ADXE_ROOT_PATH}/core/platform
PRIVATE ${ADXE_ROOT_PATH}/core/base
PRIVATE ${ADXE_ROOT_PATH}/core/audio
PRIVATE ${ADXE_ROOT_PATH}/core/platform/win32
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/fmt/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/robin-map/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/freetype/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glfw/include/GLFW
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/box2d/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/chipmunk/include
PRIVATE ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/engine/thirdparty/freetype/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/recast/..
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/bullet/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/webp/src/webp
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/pugixml
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/xxhash/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lz4/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/clipper/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/ConvertUTF/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/poly2tri/..
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/astc/..
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openal/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/ogg/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glad/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glfw/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/png
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/unzip/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/llhttp/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/plainlua
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/tolua/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/lua-cjson/.
PRIVATE ${ADXE_ROOT_PATH}/extensions/cocostudio
PRIVATE ${ADXE_ROOT_PATH}/extensions/spine/runtime/include
PRIVATE ${ADXE_ROOT_PATH}/extensions/fairygui
PRIVATE ${ADXE_ROOT_PATH}/extensions/GUI
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/zlib/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/jpeg/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openssl/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/curl/include
)
target_link_directories(${APP_NAME}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/zlib/prebuilt/windows/${ARCH_ALIAS}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/jpeg/prebuilt/windows/${ARCH_ALIAS}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/curl/prebuilt/windows/${ARCH_ALIAS}
PRIVATE ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/lib/Debug
)
# Linking OS libs
target_link_libraries(${APP_NAME} winmm Version)
# Linking engine and thirdparty libs
target_link_libraries(${APP_NAME}
spine.lib
particle3d.lib
assets-manager.lib
cocostudio.lib
DragonBones.lib
adxe.lib
box2d.lib
chipmunk.lib
freetype.lib
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zlib.lib
recast.lib
bullet.lib
jpeg-static.lib
libcrypto.lib
libssl.lib
webp.lib
pugixml.lib
xxhash.lib
lz4.lib
clipper.lib
ConvertUTF.lib
poly2tri.lib
astc.lib
libcurl_imp.lib
OpenAL32.lib
ogg.lib
glad.lib
glfw.lib
png.lib
unzip.lib
llhttp.lib
physics-nodes.lib
)
# Copy dlls to app bin dir
# copy thirdparty dlls to target bin dir
# copy_thirdparty_dlls(${APP_NAME} $<TARGET_FILE_DIR:${APP_NAME}>)
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set(ssl_dll_suffix "")
if(WIN64)
set(ssl_dll_suffix "-${ARCH_ALIAS}")
endif()
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if(NOT CMAKE_GENERATOR STREQUAL "Ninja")
set(THIRD_PARTY_ARCH "\$\(Configuration\)/")
endif()
add_custom_command(TARGET ${APP_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}/libcrypto-3${ssl_dll_suffix}.dll"
"${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}/libssl-3${ssl_dll_suffix}.dll"
"${ADXE_ROOT_PATH}/thirdparty/curl/prebuilt/windows/${ARCH_ALIAS}/libcurl.dll"
"${ADXE_ROOT_PATH}/thirdparty/zlib/prebuilt/windows/${ARCH_ALIAS}/zlib1.dll"
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"${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/bin/${THIRD_PARTY_ARCH}OpenAL32.dll"
$<TARGET_FILE_DIR:${APP_NAME}>)
# Copy windows angle binaries
if (AX_USE_COMPAT_GL)
add_custom_command(TARGET ${APP_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/libGLESv2.dll
${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/libEGL.dll
${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/d3dcompiler_47.dll
$<TARGET_FILE_DIR:${APP_NAME}>
)
endif()
if (AX_ENABLE_MSEDGE_WEBVIEW2)
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if(CMAKE_GENERATOR STREQUAL "Ninja")
target_link_libraries(${ADXE_CORE_LIB} ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/${ARCH_ALIAS}/WebView2Loader.dll.lib)
target_include_directories(${ADXE_CORE_LIB} PUBLIC ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/include)
else()
target_link_libraries(${ADXE_CORE_LIB} ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/Microsoft.Web.WebView2.targets)
endif()
endif()
endif()