#Please use them everywhere #WINDOWS = Windows Desktop #ANDROID = Android #IOS = iOS #MACOSX = MacOS X #LINUX = Linux if(${CMAKE_SYSTEM_NAME} MATCHES "Windows") set(WINDOWS TRUE) set(PLATFORM_FOLDER win32) elseif(${CMAKE_SYSTEM_NAME} MATCHES "Android") set(PLATFORM_FOLDER android) elseif(${CMAKE_SYSTEM_NAME} MATCHES "Linux") if(ANDROID) set(PLATFORM_FOLDER android) else() set(LINUX TRUE) set(PLATFORM_FOLDER linux) endif() elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin") if(IOS) set(APPLE TRUE) set(PLATFORM_FOLDER ios) else() set(APPLE TRUE) set(MACOSX TRUE) set(PLATFORM_FOLDER mac) endif() else() message(FATAL_ERROR "Unsupported platform, CMake will exit") return() 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_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() message(STATUS "CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE}") endif() # custom target property for lua/js link define_property(TARGET PROPERTY CC_JS_DEPEND BRIEF_DOCS "cocos2d js depend libs" FULL_DOCS "use to save depend libs of cocos2d js project" ) define_property(TARGET PROPERTY CC_LUA_DEPEND BRIEF_DOCS "cocos2d lua depend libs" FULL_DOCS "use to save depend libs of cocos2d lua project" ) # check c++ standard set(CMAKE_C_STANDARD 99) set(CMAKE_C_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD 11) set(CMAKE_CXX_STANDARD_REQUIRED ON) # check visual studio version if(WINDOWS) # not support other compile tools except MSVC for now if(MSVC) # Visual Studio 2015, MSVC_VERSION 1900 (v140 toolset) # Visual Studio 2017, MSVC_VERSION 1910-1919 (v141 toolset) if(${MSVC_VERSION} EQUAL 1900 OR ${MSVC_VERSION} GREATER 1900) message(STATUS "using Windows MSVC generate cocos2d-x project, MSVC_VERSION:${MSVC_VERSION}") else() message(FATAL_ERROR "using Windows MSVC generate cocos2d-x project, MSVC_VERSION:${MSVC_VERSION} lower than needed") endif() else() message(FATAL_ERROR "please using Windows MSVC compile cocos2d-x project, support other compile tools not yet") endif() endif() # Set macro definitions for special platforms function(use_cocos2dx_compile_define target) target_compile_definitions(${target} PUBLIC $<$:COCOS2D_DEBUG=1>) if(APPLE) target_compile_definitions(${target} PUBLIC __APPLE__) target_compile_definitions(${target} PUBLIC USE_FILE32API) elseif(LINUX) target_compile_definitions(${target} PUBLIC LINUX) target_compile_definitions(${target} PUBLIC _GNU_SOURCE) elseif(ANDROID) target_compile_definitions(${target} PUBLIC ANDROID) target_compile_definitions(${target} PUBLIC USE_FILE32API) elseif(WINDOWS) target_compile_definitions(${target} PUBLIC WIN32 PUBLIC _WIN32 PUBLIC _WINDOWS PUBLIC UNICODE PUBLIC _UNICODE PUBLIC _CRT_SECURE_NO_WARNINGS PUBLIC _SCL_SECURE_NO_WARNINGS ) if(BUILD_SHARED_LIBS) target_compile_definitions(${target} PUBLIC _USRDLL PUBLIC _EXPORT_DLL_ PUBLIC _USEGUIDLL PUBLIC _USREXDLL PUBLIC _USRSTUDIODLL PUBLIC _USE3DDLL ) else() target_compile_definitions(${target} PUBLIC CC_STATIC) endif() endif() endfunction() # Set compiler options function(use_cocos2dx_compile_options target) if(MSVC) target_compile_options(${target} PUBLIC /MP ) endif() endfunction()