#/**************************************************************************** # 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 MyGame) project (${APP_NAME}) set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/") include(CocosBuildHelpers) # libcocos2d set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests") set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets") set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related 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(PLATFORM_SPECIFIC_SRC) set(PLATFORM_SPECIFIC_HEADERS) if(MACOSX OR APPLE) set(PLATFORM_SPECIFIC_SRC proj.ios_mac/ios/main.m proj.ios_mac/ios/RootViewController.mm proj.ios_mac/ios/AppController.mm ) set(PLATFORM_SPECIFIC_HEADERS proj.ios_mac/ios/RootViewController.h proj.ios_mac/ios/AppController.h ) elseif(LINUX) #assume linux set(PLATFORM_SPECIFIC_SRC proj.linux/main.cpp ) elseif ( WIN32 ) set(PLATFORM_SPECIFIC_SRC proj.win32/main.cpp ) set(PLATFORM_SPECIFIC_HEADERS proj.win32/main.h proj.win32/resource.h ) endif() include_directories( /usr/local/include/GLFW /usr/include/GLFW ${COCOS2D_ROOT}/cocos ${COCOS2D_ROOT}/cocos/platform ${COCOS2D_ROOT}/cocos/audio/include/ Classes ) if ( WIN32 ) include_directories( ${COCOS2D_ROOT}/external/glfw3/include/win32 ${COCOS2D_ROOT}/external/win32-specific/gles/include/OGLES ) endif( WIN32 ) set(GAME_SRC Classes/AppDelegate.cpp Classes/HelloWorldScene.cpp ${PLATFORM_SPECIFIC_SRC} ) set(GAME_HEADERS Classes/AppDelegate.h Classes/HelloWorldScene.h ${PLATFORM_SPECIFIC_HEADERS} ) if(GAME_HEADERS) if ( WIN32 ) add_executable(${APP_NAME} WIN32 ${GAME_SRC} ${GAME_HEADERS}) else() add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS}) endif ( WIN32 ) else() if ( WIN32 ) add_executable(${APP_NAME} WIN32 ${GAME_SRC}) else() add_executable(${APP_NAME} ${GAME_SRC}) endif ( WIN32 ) endif() target_link_libraries(${APP_NAME} cocos2d) set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin") set_target_properties(${APP_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}") if ( WIN32 ) #also copying dlls to binary directory for the executable to run pre_build(${APP_NAME} COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE} COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE} ) else() pre_build(${APP_NAME} COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources ) endif()