#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
#
# http://www.cocos2d-x.org
#
# 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_policy(SET CMP0017 NEW)

cmake_minimum_required(VERSION 2.8)

set(APP_NAME HelloLua)
project (${APP_NAME})

set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d-x)

set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
include(CocosBuildHelpers)

option(DEBUG_MODE "Debug or release?" ON)
option(USE_BULLET "Use bullet for physics3d library" ON)

if(DEBUG_MODE)
  set(CMAKE_BUILD_TYPE DEBUG)
else(DEBUG_MODE)
  set(CMAKE_BUILD_TYPE RELEASE)
endif(DEBUG_MODE)

if(USE_BULLET)
  add_definitions(-DCC_ENABLE_BULLET_INTEGRATION=1)
  add_definitions(-DCC_USE_PHYSICS=1)
endif(USE_BULLET)


# libcocos2d
set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
set(BUILD_LUA_TESTS OFF CACHE BOOL "turn off build lua-tests")
set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js releated targets")
add_subdirectory(${COCOS2D_ROOT})


# Some macro definitions
if(WINDOWS)
  if(BUILD_SHARED_LIBS)
    ADD_DEFINITIONS (-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
  else()
    ADD_DEFINITIONS (-DCC_STATIC)
  endif()

  ADD_DEFINITIONS (-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
  set(PLATFORM_FOLDER win32)
elseif(MACOSX OR APPLE)
  ADD_DEFINITIONS (-DCC_TARGET_OS_MAC)
  ADD_DEFINITIONS (-DUSE_FILE32API)
  set(PLATFORM_FOLDER mac)
elseif(LINUX)
  ADD_DEFINITIONS(-DLINUX)
  set(PLATFORM_FOLDER linux)
elseif(ANDROID)
  ADD_DEFINITIONS (-DUSE_FILE32API)
  set(PLATFORM_FOLDER android)
else()
  message( FATAL_ERROR "Unsupported platform, CMake will exit" )
endif()


# Compiler options
if(MSVC)
  ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
                  -wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
                  -wd4514 -wd4056 -wd4996 -wd4099)
else()
  set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1")
  set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
  set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99")
  set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
  if(CLANG)
    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
  endif()
endif(MSVC)

set(GAME_SRC
  runtime-src/proj.linux/main.cpp
  runtime-src/Classes/AppDelegate.cpp
)


include_directories(
  /usr/include
  /usr/include/GLFW
  /usr/local/include/GLFW
  runtime-src/Classes
  ${COCOS2D_ROOT}/cocos
  ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/manual
  ${COCOS2D_ROOT}/external/lua/lua
  ${COCOS2D_ROOT}/external/
  ${COCOS2D_ROOT}/external/lua/tolua
  ${COCOS2D_ROOT}/cocos/audio/include
)

# add the executable
add_executable(${APP_NAME} ${GAME_SRC})

target_link_libraries(${APP_NAME} cocos2d luacocos2d)

set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")

set_target_properties(${APP_NAME} PROPERTIES
     RUNTIME_OUTPUT_DIRECTORY  "${APP_BIN_DIR}")

pre_build(${APP_NAME}
  COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/../res ${APP_BIN_DIR}/Resources/res
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/../src ${APP_BIN_DIR}/Resources/src
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/cocos2d ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/cocosdenshion ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/cocosbuilder ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/cocostudio ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/extension ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/network ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/ui ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/3d ${APP_BIN_DIR}/Resources
  COMMAND ${CMAKE_COMMAND} -E copy_directory ${COCOS2D_ROOT}/cocos/scripting/lua-bindings/script/physics3d ${APP_BIN_DIR}/Resources
  )