axmol/tests/live2d-tests/CMakeLists.txt

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#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
#
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# https://axmolengine.github.io/
#
# 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 live2d-tests)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
set(AX_ENABLE_EXT_LIVE2D ON CACHE BOOL "Build extension Live2D" FORCE)
set(AX_ENABLE_EXT_FAIRYGUI OFF CACHE BOOL "Build extension FairyGUI" FORCE)
set(AX_ENABLE_EXT_SPINE OFF CACHE BOOL "Build extension spine" FORCE)
set(AX_ENABLE_EXT_DRAGONBONES OFF CACHE BOOL "Build extension DragonBones" FORCE)
set(AX_ENABLE_EXT_COCOSTUDIO OFF CACHE BOOL "Build extension cocostudio" FORCE)
set(AX_ENABLE_EXT_ASSETMANAGER OFF CACHE BOOL "Build extension asset-manager" FORCE)
set(AX_ENABLE_EXT_PARTICLE3D OFF CACHE BOOL "Build extension Particle3D" FORCE)
set(AX_ENABLE_EXT_LUA OFF CACHE BOOL "Build lua libraries" FORCE)
set(AX_ENABLE_EXT_GUI OFF CACHE BOOL "Build extension GUI" FORCE)
set(AX_ENABLE_EXT_JSONDEFAULT OFF CACHE BOOL "Build extension JSONDefault" FORCE)
set(AX_ENABLE_EXT_PHYSICS_NODE OFF CACHE BOOL "Build extension physics-nodes" FORCE)
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
set(_AX_ROOT "$ENV{AX_ROOT}")
if(NOT (_AX_ROOT STREQUAL ""))
file(TO_CMAKE_PATH ${_AX_ROOT} _AX_ROOT) # string(REPLACE "\\" "/" _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 ${_AX_ROOT}/cmake/Modules/)
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include(AXBuildSet)
add_subdirectory(${_AX_ROOT}/core ${ENGINE_BINARY_PATH}/axmol/core)
endif()
_1kfetch(sample-assets)
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_1klink("${sample-assets_SOURCE_DIR}/live2d-tests/Content" "${CMAKE_CURRENT_LIST_DIR}/Content")
# record sources, headers, resources...
file(GLOB GAME_SOURCE Source/*.cpp)
file(GLOB GAME_HEADER Source/*.h)
set(GAME_INC_DIRS
"${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_SOURCE
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proj.android/app/jni/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
list(APPEND GAME_SOURCE ${common_content_files})
elseif(EMSCRIPTEN)
list(APPEND GAME_SOURCE
proj.wasm/main.cpp
)
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
${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/AppController.h
proj.ios/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/AppController.mm
proj.ios/RootViewController.mm
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.mac/Icon.icns
proj.mac/Info.plist
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)
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config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
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target_link_libraries(${APP_NAME} ${_AX_CORE_LIB})
target_include_directories(${APP_NAME} PRIVATE ${GAME_INC_DIRS})
# mark app resources
ax_setup_app_config(${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.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)
if(NOT _AX_USE_PREBUILT)
ax_sync_target_dlls(${APP_NAME})
endif()
endif()
if ((NOT APPLE) AND (NOT WINRT))
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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()
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})