axmol/cocos/CMakeLists.txt

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CMake
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#/****************************************************************************
# Copyright (c) 2013 cocos2d-x.org
# Copyright (c) 2014 martell malone
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
# 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.
# ****************************************************************************/
# this CMakeLists is to generate Cocos2d-x Engine Library
# build libcocos2d
# build luacocos2d if BUILD_LUA_LIBS=ON
# The workaround for solve try_compile failed with code sign
# since cmake-3.18.2, not required
# everyting for cmake toolchain config before project(xxx) is better
set(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES
"CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED"
"CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED")
set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED NO)
set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED NO)
# Fix compile failed with armv7 deployment target >= 11.0, xcode clang will report follow error
# clang: error: invalid iOS deployment version '--target=armv7-apple-ios13.6',
# iOS 10 is the maximum deployment target for 32-bit targets
# If not defined CMAKE_OSX_DEPLOYMENT_TARGET, cmake will choose latest deployment target
if(CMAKE_SYSTEM_NAME STREQUAL "iOS")
if("${CMAKE_OSX_ARCHITECTURES}" MATCHES ".*armv7.*")
if(NOT DEFINED CMAKE_OSX_DEPLOYMENT_TARGET
OR "${CMAKE_OSX_DEPLOYMENT_TARGET}" VERSION_GREATER "11.0"
OR "${CMAKE_OSX_DEPLOYMENT_TARGET}" VERSION_EQUAL "11.0")
message(STATUS "Sets iOS minimum deployment target to 10.0 for armv7")
# a. armv7 maximum deployment 10.x
# b. armv7 TLS require deployment 10.x
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.0" CACHE STRING "Minimum OS X deployment version")
endif()
else()
if(NOT DEFINED CMAKE_OSX_DEPLOYMENT_TARGET)
set(CMAKE_OSX_DEPLOYMENT_TARGET "9.0" CACHE STRING "Minimum OS X deployment version")
endif()
endif()
endif()
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# The version number
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set(ENGINEX_VERSION 1.0)
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if(NOT DEFINED ENGINEX_CORE_LIB)
set(ENGINEX_CORE_LIB cocos2d CACHE INTERNAL "The engine-x core lib name" )
endif()
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if (NOT DEFINED CC_FORCE_USE_GLES)
set(CC_FORCE_USE_GLES FALSE CACHE INTERNAL "Force use GLES" )
endif()
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set(LUA_ENGINE "plainlua" CACHE INTERNAL "The lua core lib, luajit or plainlua")
set(LUA_VERSION "5.3.6" CACHE INTERNAL "The plainlua version")
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project(cocos2d_libs)
include(2d/CMakeLists.txt)
include(3d/CMakeLists.txt)
include(platform/CMakeLists.txt)
include(physics/CMakeLists.txt)
include(physics3d/CMakeLists.txt)
include(math/CMakeLists.txt)
include(navmesh/CMakeLists.txt)
include(renderer/CMakeLists.txt)
include(base/CMakeLists.txt)
include(ui/CMakeLists.txt)
include(network/CMakeLists.txt)
include(audio/CMakeLists.txt)
set(COCOS_HEADER cocos2d.h
${COCOS_2D_HEADER}
${COCOS_3D_HEADER}
${COCOS_PLATFORM_HEADER}
${COCOS_PHYSICS_HEADER}
${COCOS_PHYSICS3D_HEADER}
${COCOS_MATH_HEADER}
${COCOS_NAVMESH_HEADER}
${COCOS_RENDERER_HEADER}
${COCOS_BASE_HEADER}
${COCOS_AUDIO_HEADER}
${COCOS_UI_HEADER}
${COCOS_NETWORK_HEADER}
)
set(COCOS_SRC cocos2d.cpp
${COCOS_2D_SRC}
${COCOS_3D_SRC}
${COCOS_PLATFORM_SRC}
${COCOS_PHYSICS_SRC}
${COCOS_PHYSICS3D_SRC}
${COCOS_MATH_SRC}
${COCOS_NAVMESH_SRC}
${COCOS_RENDERER_SRC}
${COCOS_BASE_SRC}
${COCOS_AUDIO_SRC}
${COCOS_UI_SRC}
${COCOS_NETWORK_SRC}
)
list(APPEND COCOS_SRC ${COCOS_HEADER})
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add_library(${ENGINEX_CORE_LIB} ${COCOS_SRC})
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# if (NOT APPLE)
# set_source_files_properties("audio/src/AudioEngineImpl.mm" PROPERTIES LANGUAGE CXX)
# endif()
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# use external libs
add_subdirectory(${COCOS2DX_ROOT_PATH}/external ${ENGINE_BINARY_PATH}/external)
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target_link_libraries(${ENGINEX_CORE_LIB} external)
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# add base macro define and compile options
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use_cocos2dx_compile_define(${ENGINEX_CORE_LIB})
use_cocos2dx_compile_options(${ENGINEX_CORE_LIB})
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# use all platform related system libs
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use_cocos2dx_libs_depend(${ENGINEX_CORE_LIB})
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target_include_directories(${ENGINEX_CORE_LIB}
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PUBLIC ${COCOS2DX_ROOT_PATH}
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PUBLIC ${COCOS2DX_ROOT_PATH}/external
PUBLIC ${COCOS2DX_ROOT_PATH}/extensions
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PUBLIC ${COCOS2DX_ROOT_PATH}/cocos
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PUBLIC ${COCOS2DX_ROOT_PATH}/cocos/platform
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INTERFACE ${COCOS2DX_ROOT_PATH}/external
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INTERFACE ${COCOS2DX_ROOT_PATH}/extensions
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INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/base
INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/audio/include
INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/platform/${PLATFORM_FOLDER}
)
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set_target_properties(${ENGINEX_CORE_LIB}
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PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
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RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
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VERSION "${ENGINEX_VERSION}"
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FOLDER "Internal"
)
## Lua bindings lib
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# if(BUILD_LUA_LIBS)
# add_subdirectory(${COCOS2DX_ROOT_PATH}/extensions/scripting/lua-bindings ${ENGINE_BINARY_PATH}/cocos/lua-bindings)
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# endif()
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if(XCODE OR VS)
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cocos_mark_code_files("${ENGINEX_CORE_LIB}")
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endif()
if(WINDOWS)
# precompiled header. Compilation time speedup ~4x.
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target_sources(${ENGINEX_CORE_LIB} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp")
set_target_properties(${ENGINEX_CORE_LIB} PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h")
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set_source_files_properties("${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp" PROPERTIES COMPILE_FLAGS "/Ycprecheader.h")
# compile c as c++. needed for precompiled header
set_source_files_properties(${COCOS_SPINE_SRC} base/ccFPSImages.c PROPERTIES LANGUAGE CXX)
endif()
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# engine extensions
add_subdirectory(${COCOS2DX_ROOT_PATH}/extensions ${ENGINE_BINARY_PATH}/extensions)
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# copy all external libraries to ${CMAKE_BINARY_DIR}/lib/$<CONFIG>
# if (WINDOWS)
# copy_thirdparty_dlls(libcocos2d ${CMAKE_BINARY_DIR}/lib/$<CONFIG>)
# endif()
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#if(XCODE)
# # Later versions of Xcode clang want to compile C++17 with aligned allocation turned on and this is only supported on iOS 11.0+
# # TODO: Only turn this off if ${CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET} < 11.0
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# target_compile_options(${ENGINEX_CORE_LIB} PUBLIC $<$<COMPILE_LANGUAGE:CXX>:-fno-aligned-allocation>)
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#endif()