diff --git a/cmake/Modules/CocosBuildHelpers.cmake b/cmake/Modules/CocosBuildHelpers.cmake index 389648d38f..3758b49f1f 100644 --- a/cmake/Modules/CocosBuildHelpers.cmake +++ b/cmake/Modules/CocosBuildHelpers.cmake @@ -1,14 +1,17 @@ include(CMakeParseArguments) -# copy resource `FILES` and `FOLDERS` to `COPY_TO` folder -function(cocos_copy_res) +# copy resource `FILES` and `FOLDERS` to TARGET_FILE_DIR/Resources +function(cocos_copy_target_res cocos_target) set(oneValueArgs COPY_TO) set(multiValueArgs FILES FOLDERS) cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN}) # copy files foreach(cc_file ${opt_FILES}) get_filename_component(file_name ${cc_file} NAME) - configure_file(${cc_file} "${opt_COPY_TO}/${file_name}" COPYONLY) + add_custom_command(TARGET ${cocos_target} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E echo "copy file into Resources: ${file_name} ..." + COMMAND ${CMAKE_COMMAND} -E copy_if_different ${cc_file} "${opt_COPY_TO}/${file_name}" + ) endforeach() # copy folders files foreach(cc_folder ${opt_FOLDERS}) @@ -17,7 +20,10 @@ function(cocos_copy_res) foreach(res_file ${folder_files}) get_filename_component(res_file_abs_path ${res_file} ABSOLUTE) file(RELATIVE_PATH res_file_relat_path ${folder_abs_path} ${res_file_abs_path}) - configure_file(${res_file} "${opt_COPY_TO}/${res_file_relat_path}" COPYONLY) + add_custom_command(TARGET ${cocos_target} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E echo "copy file into Resources: ${res_file_relat_path} ..." + COMMAND ${CMAKE_COMMAND} -E copy_if_different ${res_file} "${opt_COPY_TO}/${res_file_relat_path}" + ) endforeach() endforeach() endfunction() @@ -79,8 +85,9 @@ function(get_target_depends_ext_dlls cocos_target all_depend_dlls_out) search_depend_libs_recursive(${cocos_target} depend_libs) foreach(depend_lib ${depend_libs}) if(TARGET ${depend_lib}) - get_target_property(tmp_dlls ${depend_lib} CC_DEPEND_DLLS) - if(tmp_dlls) + get_target_property(found_shared_lib ${depend_lib} IMPORTED_IMPLIB) + if(found_shared_lib) + get_target_property(tmp_dlls ${depend_lib} IMPORTED_LOCATION) list(APPEND all_depend_ext_dlls ${tmp_dlls}) endif() endif() @@ -89,20 +96,19 @@ function(get_target_depends_ext_dlls cocos_target all_depend_dlls_out) set(${all_depend_dlls_out} ${all_depend_ext_dlls} PARENT_SCOPE) endfunction() -# copy the `cocos_target` needed dlls into `COPY_TO` folder +# copy the `cocos_target` needed dlls into TARGET_FILE_DIR function(cocos_copy_target_dll cocos_target) - set(oneValueArgs COPY_TO) - cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN}) get_target_depends_ext_dlls(${cocos_target} all_depend_dlls) # remove repeat items if(all_depend_dlls) list(REMOVE_DUPLICATES all_depend_dlls) endif() - # todo, add a option to enable/disable debug print - message(STATUS "prepare to copy external dlls for ${cocos_target}:${all_depend_dlls}") foreach(cc_dll_file ${all_depend_dlls}) get_filename_component(cc_dll_name ${cc_dll_file} NAME) - configure_file(${cc_dll_file} "${opt_COPY_TO}/${cc_dll_name}" COPYONLY) + add_custom_command(TARGET ${cocos_target} POST_BUILD + COMMAND ${CMAKE_COMMAND} -E echo "copy dll into target file dir: ${cc_dll_name} ..." + COMMAND ${CMAKE_COMMAND} -E copy_if_different ${cc_dll_file} "$/${cc_dll_name}" + ) endforeach() endfunction() @@ -168,31 +174,21 @@ function(source_group_single_file single_file) source_group("${ide_file_group}" FILES ${single_file}) endfunction() -# setup a cocos application, include "APP_BIN_DIR", "APP_RES_DIR" config +# setup a cocos application function(setup_cocos_app_config app_name) - # set target PROPERTIES, depend different platforms + # put all output app into bin/${app_name} + set_target_properties(${app_name} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/${app_name}") if(APPLE) - set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin") - set_target_properties(${app_name} PROPERTIES MACOSX_BUNDLE 1 - ) + # output macOS/iOS .app + set_target_properties(${app_name} PROPERTIES MACOSX_BUNDLE 1) elseif(MSVC) - # only Debug and Release mode was supported when using MSVC. - set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${APP_NAME}/$") - set(APP_RES_DIR "${CMAKE_BINARY_DIR}/bin/${APP_NAME}/${CMAKE_BUILD_TYPE}/Resources") - #Visual Studio Defaults to wrong type - set_target_properties(${app_name} PROPERTIES LINK_FLAGS "/SUBSYSTEM:WINDOWS") - else(LINUX) - set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${CMAKE_BUILD_TYPE}/${APP_NAME}") - set(APP_RES_DIR "${APP_BIN_DIR}/Resources") + # visual studio default is Console app, but we need Windows app + set_property(TARGET ${app_name} APPEND PROPERTY LINK_FLAGS "/SUBSYSTEM:WINDOWS") endif() - set_target_properties(${app_name} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}") - # auto mark code files for IDE when mark app if(XCODE OR VS) - cocos_mark_code_files(${APP_NAME}) + cocos_mark_code_files(${app_name}) endif() - - set(APP_RES_DIR ${APP_RES_DIR} PARENT_SCOPE) endfunction() # if cc_variable not set, then set it cc_value diff --git a/cmake/Modules/CocosConfigDefine.cmake b/cmake/Modules/CocosConfigDefine.cmake index 7b6d2c846f..45250835d2 100644 --- a/cmake/Modules/CocosConfigDefine.cmake +++ b/cmake/Modules/CocosConfigDefine.cmake @@ -25,41 +25,35 @@ set(MACOSX TRUE) set(PLATFORM_FOLDER mac) endif() -else() + else() message(FATAL_ERROR "Unsupported platform, CMake will exit") return() endif() - # build mode, Debug is default value - if(NOT CMAKE_BUILD_TYPE) - if(DEBUG_MODE) - set(CMAKE_BUILD_TYPE Debug) - else() - set(CMAKE_BUILD_TYPE Release) - endif() - endif() +# generators that are capable of organizing into a hierarchy of folders +set_property(GLOBAL PROPERTY USE_FOLDERS ON) +# simplify generator condition, please use them everywhere +if(CMAKE_GENERATOR STREQUAL Xcode) + set(XCODE TRUE) +elseif(CMAKE_GENERATOR MATCHES Visual) + set(VS TRUE) +endif() +message(STATUS "CMAKE_GENERATOR: ${CMAKE_GENERATOR}") - if(CMAKE_GENERATOR) - # generators that are capable of organizing into a hierarchy of folders - set_property(GLOBAL PROPERTY USE_FOLDERS ON) - # simplify generator condition judgement - if(CMAKE_GENERATOR STREQUAL Xcode) - set(XCODE TRUE) - elseif(CMAKE_GENERATOR MATCHES Visual) - set(VS TRUE) +if(CMAKE_CONFIGURATION_TYPES) + set(CMAKE_CONFIGURATION_TYPES "Debug;Release" CACHE STRING "Reset the configurations to what we need" FORCE) + message(STATUS "CMAKE_CONFIGURATION_TYPES: ${CMAKE_CONFIGURATION_TYPES}") +else() + if(NOT CMAKE_BUILD_TYPE) + if(DEBUG_MODE) # build mode, Debug is default value + set(CMAKE_BUILD_TYPE Debug) + else() + set(CMAKE_BUILD_TYPE Release) + endif() endif() - # make configurations type keep same to cmake build type. - set(CMAKE_CONFIGURATION_TYPES "${CMAKE_BUILD_TYPE}" CACHE STRING "Reset the configurations to what we need" FORCE) - endif() - message(STATUS "CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE}") + message(STATUS "CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE}") +endif() - -# custom target property for dll collect -define_property(TARGET - PROPERTY CC_DEPEND_DLLS - BRIEF_DOCS "depend dlls of a target" - FULL_DOCS "use to save depend dlls of a target" -) # custom target property for lua/js link define_property(TARGET PROPERTY CC_JS_DEPEND diff --git a/cmake/Modules/iOSBundleInfo.plist.in b/cmake/Modules/iOSBundleInfo.plist.in index f6b35ef1da..fa2a779a2d 100644 --- a/cmake/Modules/iOSBundleInfo.plist.in +++ b/cmake/Modules/iOSBundleInfo.plist.in @@ -38,8 +38,8 @@ LaunchScreen UISupportedInterfaceOrientations - UIInterfaceOrientationLandscapeLeft UIInterfaceOrientationLandscapeRight + UIInterfaceOrientationLandscapeLeft NSHumanReadableCopyright ${MACOSX_BUNDLE_COPYRIGHT} diff --git a/cmake/README.md b/cmake/README.md index c5c1c33b18..8bf6e8c2d8 100644 --- a/cmake/README.md +++ b/cmake/README.md @@ -8,7 +8,7 @@ CMake is an open-source, cross-platform family of tools designed to build, test ```sh cmake --version ``` -if the CMake version is lower than 3.1, please upgrade. +if the CMake version is lower than 3.6, please upgrade. 2. You should use __out-of-source__ builds, this means you need to create a different directory than __cocos2d-x__ to execute the `cmake` command. @@ -33,7 +33,14 @@ mkdir win32-build && cd win32-build cmake .. -G"Visual Studio 15 2017" -Tv141 ``` -Execute `cmake --build .` to compile, or open __Cocos2d-x.sln__ in Explorer to use the generated project. +Execute `cmake --build .` to compile, +``` +cmake --build . --config Debug +cmake --build . --config Release +``` +or open __Cocos2d-x.sln__ in Explorer to use the generated project. + +If can't found `MSVCR110.dll` issue occurs to you, please install this [Visual C++ Runtime Libraries](https://www.microsoft.com/en-us/download/details.aspx?id=30679), when runing the cpp-tests project ### Generate macOS Project @@ -53,7 +60,9 @@ cmake .. -GXcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake open Cocos2d-x.xcodeproj ``` -The default build is for running on actual iOS hardware, if you want to run in the simulator, please add `-DIOS_PLATFORM=SIMULATOR` for architecture i386 or `-DIOS_PLATFORM=SIMULATOR64` for x86_64. +The default build is for running on iOS device, if you want to run in the simulator, please add `-DIOS_PLATFORM=SIMULATOR` for architecture i386 or `-DIOS_PLATFORM=SIMULATOR64` for x86_64, but remember you can't run metal-support app in simulator because Apple limitation. + +if you want to sign iOS app in CMake, you will need to fill development team ID into `set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")`, or select to sign in Xcode after project files generated. ### Android Studio @@ -91,6 +100,11 @@ If you want to add cmake build arguments, please add it at [external Native Buil * `cmake --build ./msvc_build`, cmake will sellect corresponding build tools. +## Tips + +1. Use `cmake ..` to refersh resources and code files, after you modify `Resources` or `CMakeLists.txt`. +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. + ## Useful Links * CMake Official website: [cmake.org](https://cmake.org/) diff --git a/cocos/CMakeLists.txt b/cocos/CMakeLists.txt index f2f6588858..8e70332251 100644 --- a/cocos/CMakeLists.txt +++ b/cocos/CMakeLists.txt @@ -150,7 +150,7 @@ if(XCODE OR VS) cocos_mark_code_files("cocos2d") endif() -if(WIN32) +if(WINDOWS) # precompiled header. Compilation time speedup ~4x. target_sources(cocos2d PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp") set_target_properties(cocos2d PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h") diff --git a/cocos/scripting/js-bindings/CMakeLists.txt b/cocos/scripting/js-bindings/CMakeLists.txt index 204e59a3b8..93ffbedbe4 100644 --- a/cocos/scripting/js-bindings/CMakeLists.txt +++ b/cocos/scripting/js-bindings/CMakeLists.txt @@ -180,7 +180,7 @@ if(XCODE OR VS) cocos_mark_code_files("jscocos2d") endif() -if(WIN32) +if(WINDOWS) # precompiled header target_sources(jscocos2d PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp") set_target_properties(jscocos2d PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h") diff --git a/external/config.json b/external/config.json index 8c01ee2aa5..0633c3a7e4 100644 --- a/external/config.json +++ b/external/config.json @@ -1,5 +1,5 @@ { - "version": "metal-support-4", + "version": "metal-support-5", "zip_file_size": "146254799", "repo_name": "cocos2d-x-3rd-party-libs-bin", "repo_parent": "https://github.com/cocos2d/", diff --git a/templates/cpp-template-default/CMakeLists.txt b/templates/cpp-template-default/CMakeLists.txt index 7f878e638b..056be0dd23 100644 --- a/templates/cpp-template-default/CMakeLists.txt +++ b/templates/cpp-template-default/CMakeLists.txt @@ -140,11 +140,14 @@ if(APPLE) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") set_xcode_property(${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) - 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 ${GAME_RES_FOLDER}) + set(APP_RES_DIR "$/Resources") + cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER}) endif() diff --git a/templates/js-template-default/CMakeLists.txt b/templates/js-template-default/CMakeLists.txt index b8a982bd32..6210b1a97e 100644 --- a/templates/js-template-default/CMakeLists.txt +++ b/templates/js-template-default/CMakeLists.txt @@ -137,15 +137,18 @@ if(APPLE) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") + set_xcode_property(${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() # copy resource on linux or WINDOWS 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 ${res_script_folders}) + set(APP_RES_DIR "$/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 ${res_script_folders}) endif() diff --git a/templates/lua-template-default/CMakeLists.txt b/templates/lua-template-default/CMakeLists.txt index 53ccac511b..6f154e770d 100644 --- a/templates/lua-template-default/CMakeLists.txt +++ b/templates/lua-template-default/CMakeLists.txt @@ -153,13 +153,16 @@ if(APPLE) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") + set_xcode_property(${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() # copy resource on linux or WINDOWS 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 ${res_script_folders}) + set(APP_RES_DIR "$/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 ${res_script_folders}) endif() diff --git a/tests/cpp-empty-test/CMakeLists.txt b/tests/cpp-empty-test/CMakeLists.txt index e8a7a1645f..73e203a539 100644 --- a/tests/cpp-empty-test/CMakeLists.txt +++ b/tests/cpp-empty-test/CMakeLists.txt @@ -135,11 +135,15 @@ if(APPLE) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}") + set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer") + set_xcode_property(${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} FOLDERS ${GAME_RES_FOLDER}) + set(APP_RES_DIR "$/Resources") + cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER}) endif() diff --git a/tests/cpp-tests/CMakeLists.txt b/tests/cpp-tests/CMakeLists.txt index 321016942e..1041b3f307 100644 --- a/tests/cpp-tests/CMakeLists.txt +++ b/tests/cpp-tests/CMakeLists.txt @@ -471,20 +471,21 @@ if(APPLE) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}") - set_xcode_property(${APP_NAME} IPHONEOS_DEPLOYMENT_TARGET "8.0") - message(STATUS "set ios delopyment target 8.0") + set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "") + 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 ${GAME_RES_FOLDER}) + set(APP_RES_DIR "$/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") diff --git a/tests/js-tests/project/CMakeLists.txt b/tests/js-tests/project/CMakeLists.txt index 91a2f9b2f7..05eb44a9c1 100644 --- a/tests/js-tests/project/CMakeLists.txt +++ b/tests/js-tests/project/CMakeLists.txt @@ -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 ${res_script_folders}) + set(APP_RES_DIR "$/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 ${res_script_folders}) endif() diff --git a/tests/lua-empty-test/project/CMakeLists.txt b/tests/lua-empty-test/project/CMakeLists.txt index 61f067123c..d499caddf5 100644 --- a/tests/lua-empty-test/project/CMakeLists.txt +++ b/tests/lua-empty-test/project/CMakeLists.txt @@ -107,13 +107,16 @@ if(APPLE) elseif(IOS) cocos_pak_xcode(${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 ${res_script_folders}) + set(APP_RES_DIR "$/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 ${res_script_folders}) endif() \ No newline at end of file diff --git a/tests/lua-tests/project/CMakeLists.txt b/tests/lua-tests/project/CMakeLists.txt index 4ee00ceb89..54b334d3d1 100644 --- a/tests/lua-tests/project/CMakeLists.txt +++ b/tests/lua-tests/project/CMakeLists.txt @@ -115,13 +115,16 @@ if(APPLE) elseif(IOS) cocos_pak_xcode(${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 ${res_script_folders}) + set(APP_RES_DIR "$/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()