axmol/tests/lua-tests/project/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.6)
set(APP_NAME lua-tests)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
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set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(ENGINEX_ROOT STREQUAL "")
set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
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endif()
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if(NOT (ENGINEX_ROOT STREQUAL ""))
set(COCOS2DX_ROOT_PATH "$ENV{COCOS2DX_ROOT}")
file(TO_CMAKE_PATH ${COCOS2DX_ROOT_PATH} COCOS2DX_ROOT_PATH) # string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
else()
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..)
endif()
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set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
set(BUILD_LUA_LIBS ON)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()
set(GAME_HEADER
Classes/AppDelegate.h
Classes/lua_test_bindings.h
Classes/lua_assetsmanager_test_sample.h
)
set(GAME_SOURCE
Classes/AppDelegate.cpp
Classes/lua_assetsmanager_test_sample.cpp
Classes/lua_test_bindings.cpp
)
set(res_res_folders
"${CMAKE_CURRENT_SOURCE_DIR}/../res"
"${COCOS2DX_ROOT_PATH}/tests/cpp-tests/Resources"
)
set(res_src_folders
"${CMAKE_CURRENT_SOURCE_DIR}/../src"
)
set(res_script_folders
"${COCOS2DX_ROOT_PATH}/extensions/scripting/lua-bindings/script"
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)
if(APPLE OR VS)
cocos_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders})
cocos_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders})
cocos_mark_multi_resources(res_script RES_TO "Resources/src/cocos" FOLDERS ${res_script_folders})
set(cc_common_res ${res_res} ${res_src} ${res_script})
endif()
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME lua_tests)
list(APPEND GAME_SOURCE proj.android/app/jni/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 ${cc_common_res})
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/LuaObjectCBridgeTest.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/LuaObjectCBridgeTest.mm
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
${APP_UI_RES}
)
elseif(MACOSX)
list(APPEND GAME_HEADER
proj.ios_mac/mac/LuaObjectCBridgeTest.h
)
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/LuaObjectCBridgeTest.mm
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${cc_common_res})
endif()
set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
if(NOT ANDROID)
add_executable(${APP_NAME} ${APP_SRC})
else()
add_library(${APP_NAME} SHARED ${APP_SRC})
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/cpp-android)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
add_subdirectory(${COCOS2DX_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/lua-android)
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if(${CMAKE_ANDROID_ARCH_ABI} STREQUAL "x86")
#add `-Wl,--no-warn-shared-textrel` to fix warning "shared library text segment is not shareable clang"
target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive -Wl,--no-warn-shared-textrel)
else()
target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
endif()
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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} luacocos2d)
target_include_directories(${APP_NAME} PRIVATE Classes)
# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
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if(MACOSX)
set_target_properties(${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(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(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
cocos_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src )
cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/cocos)
endif()