axmol/templates/lua-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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#
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# https://axmolengine.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 HelloLua)
project(${APP_NAME})
set(_AX_TOP_LEVEL_APP FALSE)
if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloLua into root project
set(_AX_TOP_LEVEL_APP TRUE)
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
# config quick starter batch script run.bat for windows
if(WIN32)
file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}")
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY)
endif()
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set(_AX_ROOT "$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()
message(FATAL_ERROR "Please run setup.ps1 add system env var 'AX_ROOT' to specific the engine root")
endif()
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set(CMAKE_MODULE_PATH ${_AX_ROOT}/cmake/)
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include(AXBuildSet)
set(AX_ENABLE_EXT_LUA ON)
set(_AX_USE_PREBUILT FALSE)
if ((WIN32 OR LINUX) AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${_AX_ROOT}/${AX_PREBUILT_DIR})
set(_AX_USE_PREBUILT TRUE)
endif()
if (NOT _AX_USE_PREBUILT)
add_subdirectory(${_AX_ROOT}/core ${ENGINE_BINARY_PATH}/axmol/core)
endif()
endif()
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# The common cross-platforms source files and header files
file(GLOB_RECURSE GAME_HEADER
Source/*.h
)
file(GLOB_RECURSE GAME_SOURCE
Source/*.cpp
)
set(GAME_INC_DIRS
"${CMAKE_CURRENT_SOURCE_DIR}/Source"
)
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set(content_folder "${CMAKE_CURRENT_SOURCE_DIR}/Content")
set(engine_script_folder "${_AX_ROOT}/extensions/scripting/lua-bindings/script")
if(APPLE)
ax_mark_multi_resources(content_files RES_TO "Resources" FOLDERS ${content_folder})
set(common_content_files ${content_files})
if (NOT _AX_TOP_LEVEL_APP)
ax_mark_multi_resources(engine_script_files RES_TO "Resources/src/axmol" FOLDERS ${engine_script_folder})
set(common_content_files ${common_content_files} ${engine_script_files})
endif()
elseif(WINDOWS)
ax_mark_multi_resources(content_files RES_TO "Content" FOLDERS ${content_folder})
set(common_content_files ${content_files})
if (NOT _AX_TOP_LEVEL_APP)
ax_mark_multi_resources(engine_script_files RES_TO "Content/src/axmol" FOLDERS ${engine_script_folder})
set(common_content_files ${common_content_files} ${engine_script_files})
endif()
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endif()
if(ANDROID)
# the APP_NAME should match on AndroidManifest.xml
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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)
list(APPEND GAME_SOURCE ${common_content_files})
elseif(WINDOWS)
if(NOT WINRT)
list(APPEND GAME_HEADER
proj.win32/main.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
)
else()
ax_setup_winrt_sources()
endif()
list(APPEND GAME_SOURCE ${common_content_files})
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elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
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)
if (TVOS)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/targets/tvos/LaunchScreen.storyboard
proj.ios_mac/ios/targets/tvos/Images.xcassets
)
else()
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/targets/ios/LaunchScreen.storyboard
proj.ios_mac/ios/targets/ios/Images.xcassets
)
endif()
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list(APPEND GAME_SOURCE
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
proj.ios_mac/ios/Prefix.pch
proj.ios_mac/ios/build-cfg.json
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${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
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)
list(APPEND GAME_SOURCE
proj.ios_mac/mac/main.cpp
proj.ios_mac/mac/Prefix.pch
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${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_content_files})
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endif()
# mark app complie info and libs info
set(APP_SOURCES
${GAME_HEADER}
${GAME_SOURCE}
)
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if(NOT ANDROID)
add_executable(${APP_NAME} ${APP_SOURCES})
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else()
add_library(${APP_NAME} SHARED ${APP_SOURCES})
# whole archive for jni
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
add_subdirectory(${_AX_ROOT}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/extensions/lua-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
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config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
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endif()
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if (NOT _AX_USE_PREBUILT)
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target_link_libraries(${APP_NAME} ${_AX_LUA_LIB})
endif()
# The optional thirdparties(not dependent by engine)
if (AX_WITH_YAML_CPP)
list(APPEND GAME_INC_DIRS "${_AX_ROOT}/thirdparty/yaml-cpp/include")
endif()
target_include_directories(${APP_NAME} PRIVATE ${GAME_INC_DIRS})
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# mark app resources, resource will be copy auto after mark
ax_setup_app_config(${APP_NAME})
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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.axmol.hellolua")
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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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)
set_target_properties(${APP_NAME} PROPERTIES
LINK_FLAGS "-pagezero_size 10000 -image_base 100000000"
)
elseif(TVOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/targets/tvos/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "Brand Assets")
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
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elseif(IOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/targets/ios/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
endif()
elseif(WINDOWS)
if((NOT _AX_USE_PREBUILT) AND (NOT WINRT))
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ax_copy_target_dll(${APP_NAME})
ax_copy_lua_dlls(${APP_NAME})
endif()
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endif()
if ((NOT APPLE) AND (NOT WINRT))
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ax_get_resource_path(APP_RES_DIR ${APP_NAME})
if (NOT _AX_TOP_LEVEL_APP)
ax_sync_lua_scripts(${APP_NAME} ${engine_script_folder} "${content_folder}/src/axmol")
endif()
ax_sync_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${content_folder} SYM_LINK 1)
if((WINDOWS AND (NOT (CMAKE_GENERATOR MATCHES "Ninja"))))
set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${content_folder}")
if(NOT DEFINED BUILD_ENGINE_DONE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
endif()
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endif()
elseif(WINRT)
if(NOT DEFINED BUILD_ENGINE_DONE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
endif()
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endif()
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if (_AX_USE_PREBUILT) # support windows and linux
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use_ax_compile_define(${APP_NAME})
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include(${_AX_ROOT}/cmake/AXLinkHelpers.cmake)
ax_link_lua_prebuilt(${APP_NAME} ${_AX_ROOT} ${AX_PREBUILT_DIR})
endif()
if (NOT DEFINED BUILD_ENGINE_DONE)
ax_uwp_set_all_targets_deploy_min_version()
endif()