mirror of https://github.com/axmolengine/axmol.git
sync cmake changes into metal-support (#19335)
* sync #19327 * sync #19329
This commit is contained in:
parent
5c3a6d0ddb
commit
4f0ef25c6f
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@ -1,14 +1,17 @@
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include(CMakeParseArguments)
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# copy resource `FILES` and `FOLDERS` to `COPY_TO` folder
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function(cocos_copy_res)
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# copy resource `FILES` and `FOLDERS` to TARGET_FILE_DIR/Resources
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function(cocos_copy_target_res cocos_target)
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set(oneValueArgs COPY_TO)
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set(multiValueArgs FILES FOLDERS)
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cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
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# copy files
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foreach(cc_file ${opt_FILES})
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get_filename_component(file_name ${cc_file} NAME)
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configure_file(${cc_file} "${opt_COPY_TO}/${file_name}" COPYONLY)
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add_custom_command(TARGET ${cocos_target} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E echo "copy file into Resources: ${file_name} ..."
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COMMAND ${CMAKE_COMMAND} -E copy_if_different ${cc_file} "${opt_COPY_TO}/${file_name}"
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)
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endforeach()
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# copy folders files
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foreach(cc_folder ${opt_FOLDERS})
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@ -17,7 +20,10 @@ function(cocos_copy_res)
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foreach(res_file ${folder_files})
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get_filename_component(res_file_abs_path ${res_file} ABSOLUTE)
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file(RELATIVE_PATH res_file_relat_path ${folder_abs_path} ${res_file_abs_path})
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configure_file(${res_file} "${opt_COPY_TO}/${res_file_relat_path}" COPYONLY)
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add_custom_command(TARGET ${cocos_target} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E echo "copy file into Resources: ${res_file_relat_path} ..."
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COMMAND ${CMAKE_COMMAND} -E copy_if_different ${res_file} "${opt_COPY_TO}/${res_file_relat_path}"
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)
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endforeach()
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endforeach()
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endfunction()
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@ -79,8 +85,9 @@ function(get_target_depends_ext_dlls cocos_target all_depend_dlls_out)
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search_depend_libs_recursive(${cocos_target} depend_libs)
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foreach(depend_lib ${depend_libs})
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if(TARGET ${depend_lib})
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get_target_property(tmp_dlls ${depend_lib} CC_DEPEND_DLLS)
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if(tmp_dlls)
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get_target_property(found_shared_lib ${depend_lib} IMPORTED_IMPLIB)
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if(found_shared_lib)
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get_target_property(tmp_dlls ${depend_lib} IMPORTED_LOCATION)
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list(APPEND all_depend_ext_dlls ${tmp_dlls})
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endif()
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endif()
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@ -89,20 +96,19 @@ function(get_target_depends_ext_dlls cocos_target all_depend_dlls_out)
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set(${all_depend_dlls_out} ${all_depend_ext_dlls} PARENT_SCOPE)
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endfunction()
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# copy the `cocos_target` needed dlls into `COPY_TO` folder
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# copy the `cocos_target` needed dlls into TARGET_FILE_DIR
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function(cocos_copy_target_dll cocos_target)
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set(oneValueArgs COPY_TO)
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cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
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get_target_depends_ext_dlls(${cocos_target} all_depend_dlls)
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# remove repeat items
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if(all_depend_dlls)
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list(REMOVE_DUPLICATES all_depend_dlls)
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endif()
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# todo, add a option to enable/disable debug print
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message(STATUS "prepare to copy external dlls for ${cocos_target}:${all_depend_dlls}")
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foreach(cc_dll_file ${all_depend_dlls})
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get_filename_component(cc_dll_name ${cc_dll_file} NAME)
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configure_file(${cc_dll_file} "${opt_COPY_TO}/${cc_dll_name}" COPYONLY)
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add_custom_command(TARGET ${cocos_target} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E echo "copy dll into target file dir: ${cc_dll_name} ..."
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COMMAND ${CMAKE_COMMAND} -E copy_if_different ${cc_dll_file} "$<TARGET_FILE_DIR:${cocos_target}>/${cc_dll_name}"
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)
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endforeach()
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endfunction()
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@ -168,31 +174,21 @@ function(source_group_single_file single_file)
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source_group("${ide_file_group}" FILES ${single_file})
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endfunction()
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# setup a cocos application, include "APP_BIN_DIR", "APP_RES_DIR" config
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# setup a cocos application
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function(setup_cocos_app_config app_name)
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# set target PROPERTIES, depend different platforms
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# put all output app into bin/${app_name}
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set_target_properties(${app_name} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/${app_name}")
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if(APPLE)
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set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")
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set_target_properties(${app_name} PROPERTIES MACOSX_BUNDLE 1
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)
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# output macOS/iOS .app
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set_target_properties(${app_name} PROPERTIES MACOSX_BUNDLE 1)
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elseif(MSVC)
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# only Debug and Release mode was supported when using MSVC.
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set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${APP_NAME}/$<CONFIG>")
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set(APP_RES_DIR "${CMAKE_BINARY_DIR}/bin/${APP_NAME}/${CMAKE_BUILD_TYPE}/Resources")
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#Visual Studio Defaults to wrong type
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set_target_properties(${app_name} PROPERTIES LINK_FLAGS "/SUBSYSTEM:WINDOWS")
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else(LINUX)
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set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${CMAKE_BUILD_TYPE}/${APP_NAME}")
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set(APP_RES_DIR "${APP_BIN_DIR}/Resources")
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# visual studio default is Console app, but we need Windows app
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set_property(TARGET ${app_name} APPEND PROPERTY LINK_FLAGS "/SUBSYSTEM:WINDOWS")
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endif()
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set_target_properties(${app_name} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
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# auto mark code files for IDE when mark app
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if(XCODE OR VS)
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cocos_mark_code_files(${APP_NAME})
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cocos_mark_code_files(${app_name})
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endif()
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set(APP_RES_DIR ${APP_RES_DIR} PARENT_SCOPE)
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endfunction()
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# if cc_variable not set, then set it cc_value
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@ -25,41 +25,35 @@
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set(MACOSX TRUE)
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set(PLATFORM_FOLDER mac)
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endif()
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else()
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else()
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message(FATAL_ERROR "Unsupported platform, CMake will exit")
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return()
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endif()
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# build mode, Debug is default value
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if(NOT CMAKE_BUILD_TYPE)
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if(DEBUG_MODE)
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set(CMAKE_BUILD_TYPE Debug)
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else()
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set(CMAKE_BUILD_TYPE Release)
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endif()
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endif()
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# generators that are capable of organizing into a hierarchy of folders
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set_property(GLOBAL PROPERTY USE_FOLDERS ON)
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# simplify generator condition, please use them everywhere
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if(CMAKE_GENERATOR STREQUAL Xcode)
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set(XCODE TRUE)
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elseif(CMAKE_GENERATOR MATCHES Visual)
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set(VS TRUE)
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endif()
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message(STATUS "CMAKE_GENERATOR: ${CMAKE_GENERATOR}")
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if(CMAKE_GENERATOR)
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# generators that are capable of organizing into a hierarchy of folders
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set_property(GLOBAL PROPERTY USE_FOLDERS ON)
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# simplify generator condition judgement
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if(CMAKE_GENERATOR STREQUAL Xcode)
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set(XCODE TRUE)
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elseif(CMAKE_GENERATOR MATCHES Visual)
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set(VS TRUE)
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if(CMAKE_CONFIGURATION_TYPES)
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set(CMAKE_CONFIGURATION_TYPES "Debug;Release" CACHE STRING "Reset the configurations to what we need" FORCE)
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message(STATUS "CMAKE_CONFIGURATION_TYPES: ${CMAKE_CONFIGURATION_TYPES}")
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else()
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if(NOT CMAKE_BUILD_TYPE)
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if(DEBUG_MODE) # build mode, Debug is default value
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set(CMAKE_BUILD_TYPE Debug)
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else()
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set(CMAKE_BUILD_TYPE Release)
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endif()
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endif()
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# make configurations type keep same to cmake build type.
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set(CMAKE_CONFIGURATION_TYPES "${CMAKE_BUILD_TYPE}" CACHE STRING "Reset the configurations to what we need" FORCE)
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endif()
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message(STATUS "CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE}")
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message(STATUS "CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE}")
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endif()
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# custom target property for dll collect
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define_property(TARGET
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PROPERTY CC_DEPEND_DLLS
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BRIEF_DOCS "depend dlls of a target"
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FULL_DOCS "use to save depend dlls of a target"
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)
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# custom target property for lua/js link
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define_property(TARGET
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PROPERTY CC_JS_DEPEND
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@ -38,8 +38,8 @@
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<string>LaunchScreen</string>
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<key>UISupportedInterfaceOrientations</key>
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<array>
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<string>UIInterfaceOrientationLandscapeLeft</string>
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<string>UIInterfaceOrientationLandscapeRight</string>
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<string>UIInterfaceOrientationLandscapeLeft</string>
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</array>
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<key>NSHumanReadableCopyright</key>
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<string>${MACOSX_BUNDLE_COPYRIGHT}</string>
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@ -8,7 +8,7 @@ CMake is an open-source, cross-platform family of tools designed to build, test
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```sh
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cmake --version
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```
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if the CMake version is lower than 3.1, please upgrade.
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if the CMake version is lower than 3.6, please upgrade.
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2. You should use __out-of-source__ builds, this means you need to create a different directory than __cocos2d-x__ to execute the `cmake` command.
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@ -33,7 +33,14 @@ mkdir win32-build && cd win32-build
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cmake .. -G"Visual Studio 15 2017" -Tv141
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```
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Execute `cmake --build .` to compile, or open __Cocos2d-x.sln__ in Explorer to use the generated project.
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Execute `cmake --build .` to compile,
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```
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cmake --build . --config Debug
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cmake --build . --config Release
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```
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or open __Cocos2d-x.sln__ in Explorer to use the generated project.
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If can't found `MSVCR110.dll` issue occurs to you, please install this [Visual C++ Runtime Libraries](https://www.microsoft.com/en-us/download/details.aspx?id=30679), when runing the cpp-tests project
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### Generate macOS Project
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@ -53,7 +60,9 @@ cmake .. -GXcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake
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open Cocos2d-x.xcodeproj
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```
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The default build is for running on actual iOS hardware, if you want to run in the simulator, please add `-DIOS_PLATFORM=SIMULATOR` for architecture i386 or `-DIOS_PLATFORM=SIMULATOR64` for x86_64.
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The default build is for running on iOS device, if you want to run in the simulator, please add `-DIOS_PLATFORM=SIMULATOR` for architecture i386 or `-DIOS_PLATFORM=SIMULATOR64` for x86_64, but remember you can't run metal-support app in simulator because Apple limitation.
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if you want to sign iOS app in CMake, you will need to fill development team ID into `set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")`, or select to sign in Xcode after project files generated.
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### Android Studio
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@ -91,6 +100,11 @@ If you want to add cmake build arguments, please add it at [external Native Buil
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* `cmake --build ./msvc_build`, cmake will sellect corresponding build tools.
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## Tips
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1. Use `cmake ..` to refersh resources and code files, after you modify `Resources` or `CMakeLists.txt`.
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1. Don't need `CMAKE_BUILD_TYPE` options when `-G` Xcode or Visual Studio, CMake scripts will generate both configurations, so you can switch `Debug` and `Release` in IDE.
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## Useful Links
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* CMake Official website: [cmake.org](https://cmake.org/)
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@ -150,7 +150,7 @@ if(XCODE OR VS)
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cocos_mark_code_files("cocos2d")
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endif()
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if(WIN32)
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if(WINDOWS)
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# precompiled header. Compilation time speedup ~4x.
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target_sources(cocos2d PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp")
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set_target_properties(cocos2d PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h")
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@ -180,7 +180,7 @@ if(XCODE OR VS)
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cocos_mark_code_files("jscocos2d")
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endif()
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if(WIN32)
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if(WINDOWS)
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# precompiled header
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target_sources(jscocos2d PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp")
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set_target_properties(jscocos2d PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h")
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@ -1,5 +1,5 @@
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{
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"version": "metal-support-4",
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"version": "metal-support-5",
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"zip_file_size": "146254799",
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"repo_name": "cocos2d-x-3rd-party-libs-bin",
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"repo_parent": "https://github.com/cocos2d/",
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@ -140,11 +140,14 @@ if(APPLE)
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elseif(IOS)
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cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
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set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
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endif()
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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if(LINUX OR WINDOWS)
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cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
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set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
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endif()
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@ -137,15 +137,18 @@ if(APPLE)
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elseif(IOS)
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cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
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set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
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endif()
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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# copy resource on linux or WINDOWS
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if(LINUX OR WINDOWS)
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cocos_copy_res(COPY_TO ${APP_RES_DIR} FILES ${res_main_files})
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders})
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set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FILES ${res_main_files})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders})
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endif()
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@ -153,13 +153,16 @@ if(APPLE)
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elseif(IOS)
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cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
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set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
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endif()
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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# copy resource on linux or WINDOWS
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if(LINUX OR WINDOWS)
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
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set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
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endif()
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@ -135,11 +135,15 @@ if(APPLE)
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elseif(IOS)
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cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
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set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
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set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
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set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
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endif()
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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if(LINUX OR WINDOWS)
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cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
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set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
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endif()
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@ -471,20 +471,21 @@ if(APPLE)
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elseif(IOS)
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cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
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set_xcode_property(${APP_NAME} IPHONEOS_DEPLOYMENT_TARGET "8.0")
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message(STATUS "set ios delopyment target 8.0")
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set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
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set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
|
||||
endif()
|
||||
elseif(WINDOWS)
|
||||
# "too large PDB" error often occurs in cpp-tests when using default "/Zi"
|
||||
target_compile_options(${APP_NAME} PRIVATE /Z7)
|
||||
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
|
||||
cocos_copy_target_dll(${APP_NAME})
|
||||
endif()
|
||||
|
||||
if(LINUX OR WINDOWS)
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
|
||||
set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
|
||||
endif()
|
||||
|
||||
if(WIN32)
|
||||
if(WINDOWS)
|
||||
# precompiled header. Compilation time speedup ~4x.
|
||||
target_sources(${APP_NAME} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/Classes/precheader.cpp")
|
||||
set_target_properties(${APP_NAME} PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h")
|
||||
|
|
|
@ -156,15 +156,18 @@ if(APPLE)
|
|||
elseif(IOS)
|
||||
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
|
||||
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
|
||||
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
|
||||
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
|
||||
endif()
|
||||
elseif(WINDOWS)
|
||||
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
|
||||
cocos_copy_target_dll(${APP_NAME})
|
||||
endif()
|
||||
|
||||
if(LINUX OR WINDOWS)
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR} FILES ${res_main_files})
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders})
|
||||
set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FILES ${res_main_files})
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders})
|
||||
endif()
|
||||
|
||||
|
|
|
@ -107,13 +107,16 @@ if(APPLE)
|
|||
elseif(IOS)
|
||||
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
|
||||
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
|
||||
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
|
||||
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
|
||||
endif()
|
||||
elseif(WINDOWS)
|
||||
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
|
||||
cocos_copy_target_dll(${APP_NAME})
|
||||
endif()
|
||||
|
||||
if(LINUX OR WINDOWS)
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
|
||||
set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
|
||||
endif()
|
|
@ -115,13 +115,16 @@ if(APPLE)
|
|||
elseif(IOS)
|
||||
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
|
||||
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
|
||||
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
|
||||
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
|
||||
endif()
|
||||
elseif(WINDOWS)
|
||||
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
|
||||
cocos_copy_target_dll(${APP_NAME})
|
||||
endif()
|
||||
|
||||
if(LINUX OR WINDOWS)
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
|
||||
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
|
||||
set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
|
||||
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
|
||||
endif()
|
||||
|
|
Loading…
Reference in New Issue