axmol/tests/unit-tests/CMakeLists.txt

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cmake_minimum_required(VERSION 3.20)
set(APP_NAME unit-tests)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(AX_EXT_HINT OFF CACHE BOOL "" FORCE)
# "too large PDB" error often occurs in unit-tests when using default "/Zi"
if (MSVC)
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}")
string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO}")
endif()
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
set(_AX_ROOT "$ENV{AX_ROOT}")
if(NOT (_AX_ROOT STREQUAL ""))
file(TO_CMAKE_PATH ${_AX_ROOT} _AX_ROOT)
message(STATUS "Using system env var _AX_ROOT=${_AX_ROOT}")
else()
set(_AX_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/../..)
endif()
set(CMAKE_MODULE_PATH ${_AX_ROOT}/cmake/Modules/)
include(AXBuildSet)
add_subdirectory(${_AX_ROOT}/core ${ENGINE_BINARY_PATH}/axmol/core)
endif()
_1kfetch(sample-assets)
_1klink("${sample-assets_SOURCE_DIR}/unit-tests/Content" "${CMAKE_CURRENT_LIST_DIR}/Content")
set(GAME_SOURCE
Source/AppDelegate.cpp
Source/doctest.cpp
Source/core/base/MapTests.cpp
Source/core/base/UTF8Tests.cpp
Source/core/base/UtilsTests.cpp
Source/core/base/ValueTests.cpp
Source/core/base/VectorTests.cpp
Source/core/math/MathUtilTests.cpp
Source/core/network/UriTests.cpp
Source/core/platform/FileUtilsTests.cpp
Source/core/ui/UIHelperTests.cpp
)
set(GAME_INC_DIRS
"${CMAKE_CURRENT_SOURCE_DIR}/Source"
)
set(content_folder
"${CMAKE_CURRENT_SOURCE_DIR}/Content"
)
if(APPLE)
ax_mark_multi_resources(common_content_files RES_TO "Resources" FOLDERS ${content_folder})
elseif(WINDOWS)
ax_mark_multi_resources(common_content_files RES_TO "Content" FOLDERS ${content_folder})
endif()
if(ANDROID)
list(APPEND GAME_HEADER
Source/JNITest/JNITest.h
)
list(APPEND GAME_SOURCE
Source/JNITest/JNITest.cpp
proj.android/app/jni/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
list(APPEND GAME_SOURCE ${common_content_files})
elseif(WASM)
list(APPEND GAME_SOURCE
proj.wasm/main.cpp
)
list(APPEND GAME_SOURCE ${common_content_files})
elseif(WINDOWS)
if(NOT WINRT)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
${common_content_files}
)
else()
ax_setup_winrt_sources()
endif()
list(APPEND GAME_SOURCE ${common_content_files})
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios/Source/testsAppDelegate.h
proj.ios/Source/RootViewController.h
)
if (TVOS)
set(APP_UI_RES
proj.ios/LaunchScreenBackground.png
proj.ios/targets/tvos/LaunchScreen.storyboard
proj.ios/targets/tvos/Images.xcassets
)
else()
set(APP_UI_RES
proj.ios/LaunchScreenBackground.png
proj.ios/targets/ios/LaunchScreen.storyboard
proj.ios/targets/ios/Images.xcassets
)
endif()
list(APPEND GAME_SOURCE
proj.ios/main.m
proj.ios/Source/testsAppDelegate.mm
proj.ios/Source/RootViewController.mm
proj.ios/Prefix.pch
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.mac/Icon.icns
proj.mac/Info.plist
proj.mac/Prefix.pch
proj.mac/en.lproj/InfoPlist.strings
)
list(APPEND GAME_SOURCE
proj.mac/main.cpp
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_content_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 ${all_code_files})
# whole archive for jni
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
target_link_libraries(${APP_NAME} ${_AX_CORE_LIB})
target_include_directories(${APP_NAME} PRIVATE ${GAME_INC_DIRS})
if (AX_ENABLE_EXT_EFFEKSEER)
target_compile_definitions(${APP_NAME} PRIVATE AX_ENABLE_EXT_EFFEKSEER=1)
endif()
if (AX_ENABLE_EXT_DRAWNODEEX)
target_compile_definitions(${APP_NAME} PRIVATE AX_ENABLE_EXT_DRAWNODE=1)
endif()
# mark app resources
ax_setup_app_config(${APP_NAME} CONSOLE)
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
set_xcode_property(${APP_NAME} PRODUCT_BUNDLE_IDENTIFIER "org.axmol.${APP_NAME}")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist")
elseif(TVOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios/targets/tvos/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "Brand Assets")
elseif(IOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios/targets/ios/Info.plist")
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 AND NOT WINRT)
if(NOT _AX_USE_PREBUILT)
ax_sync_target_dlls(${APP_NAME})
endif()
endif()
if ((NOT APPLE) AND (NOT WINRT))
ax_get_resource_path(APP_RES_DIR ${APP_NAME})
ax_sync_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${content_folder} SYM_LINK 1)
if(WINDOWS)
set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${content_folder}")
endif()
elseif(WINRT)
if(NOT DEFINED BUILD_ENGINE_DONE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
endif()
endif()
if((NOT IOS) AND (NOT WINRT))
message("CMake ${APP_NAME} target_precompile_headers")
target_precompile_headers(${APP_NAME} PRIVATE
"$<$<COMPILE_LANGUAGE:CXX>:axmol.h>"
)
endif()
ax_setup_app_props(${APP_NAME})