#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # Copyright (c) 2021-2022 Bytedance Inc. # # https://axmolengine.github.io/ # # 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_minimum_required(VERSION 3.10) set(APP_NAME HelloCpp) project(${APP_NAME}) if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloCpp into root project if(XCODE) set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE) endif() # config quick starter batch script run.bat for windows if(WIN32) file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}") configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY) endif() set(_AX_ROOT "$ENV{AX_ROOT}") if(NOT (_AX_ROOT STREQUAL "")) file(TO_CMAKE_PATH ${_AX_ROOT} _AX_ROOT) message(STATUS "Using system env var _AX_ROOT=${_AX_ROOT}") else() message(FATAL_ERROR "Please run setup.ps1 add system env var 'AX_ROOT' to specific the engine root") endif() set(CMAKE_MODULE_PATH ${_AX_ROOT}/cmake/Modules/) include(AXBuildSet) set(_AX_USE_PREBUILT FALSE) if ((WIN32 OR LINUX) AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${_AX_ROOT}/${AX_PREBUILT_DIR}) set(_AX_USE_PREBUILT TRUE) endif() if (NOT _AX_USE_PREBUILT) add_subdirectory(${_AX_ROOT}/core ${ENGINE_BINARY_PATH}/axmol/core) endif() endif() # The common cross-platforms source files and header files file(GLOB_RECURSE GAME_HEADER Source/*.h ) file(GLOB_RECURSE GAME_SOURCE Source/*.cpp ) set(GAME_INC_DIRS "${CMAKE_CURRENT_SOURCE_DIR}/Source" ) set(content_folder "${CMAKE_CURRENT_SOURCE_DIR}/Content" ) if(APPLE) ax_mark_multi_resources(common_content_files RES_TO "Resources" FOLDERS ${content_folder}) elseif(WINDOWS) ax_mark_multi_resources(common_content_files RES_TO "Content" FOLDERS ${content_folder}) endif() if(ANDROID) # the APP_NAME should match on AndroidManifest.xml list(APPEND GAME_SOURCE proj.android/app/jni/main.cpp ) elseif(LINUX) list(APPEND GAME_SOURCE proj.linux/main.cpp ) list(APPEND GAME_SOURCE ${common_content_files}) elseif(EMSCRIPTEN) list(APPEND GAME_SOURCE proj.emscripten/main.cpp ) list(APPEND GAME_SOURCE ${common_content_files}) elseif(WINDOWS) if(NOT WINRT) list(APPEND GAME_HEADER proj.win32/main.h proj.win32/resource.h ) list(APPEND GAME_SOURCE proj.win32/main.cpp proj.win32/game.rc ) else() ax_setup_winrt_sources() endif() list(APPEND GAME_SOURCE ${common_content_files}) elseif(APPLE) if(IOS) list(APPEND GAME_HEADER proj.ios_mac/ios/AppController.h proj.ios_mac/ios/RootViewController.h ) if (TVOS) set(APP_UI_RES proj.ios_mac/ios/LaunchScreenBackground.png proj.ios_mac/ios/targets/tvos/LaunchScreen.storyboard proj.ios_mac/ios/targets/tvos/Images.xcassets ) else() set(APP_UI_RES proj.ios_mac/ios/LaunchScreenBackground.png proj.ios_mac/ios/targets/ios/LaunchScreen.storyboard proj.ios_mac/ios/targets/ios/Images.xcassets ) endif() list(APPEND GAME_SOURCE proj.ios_mac/ios/main.m proj.ios_mac/ios/AppController.mm proj.ios_mac/ios/RootViewController.mm proj.ios_mac/ios/Prefix.pch ${APP_UI_RES} ) elseif(MACOSX) set(APP_UI_RES proj.ios_mac/mac/Icon.icns proj.ios_mac/mac/Info.plist ) list(APPEND GAME_SOURCE proj.ios_mac/mac/main.cpp proj.ios_mac/mac/Prefix.pch ${APP_UI_RES} ) endif() list(APPEND GAME_SOURCE ${common_content_files}) endif() # mark app complie info and libs info set(APP_SOURCES ${GAME_HEADER} ${GAME_SOURCE} ) if(NOT ANDROID) add_executable(${APP_NAME} ${APP_SOURCES}) else() add_library(${APP_NAME} SHARED ${APP_SOURCES}) # whole archive for jni target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src") endif() if (NOT _AX_USE_PREBUILT) target_link_libraries(${APP_NAME} ${_AX_CORE_LIB}) endif() # The optional thirdparties(not dependent by engine) if (AX_WITH_YAML_CPP) list(APPEND GAME_INC_DIRS "${_AX_ROOT}/thirdparty/yaml-cpp/include") endif() target_include_directories(${APP_NAME} PRIVATE ${GAME_INC_DIRS}) # mark app resources, resource will be copy auto after mark ax_setup_app_config(${APP_NAME}) if(APPLE) set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}") set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)") set_xcode_property(${APP_NAME} PRODUCT_BUNDLE_IDENTIFIER "org.axmol.hellocpp") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist") elseif(TVOS) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/targets/tvos/Info.plist") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "Brand Assets") elseif(IOS) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/targets/ios/Info.plist") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") endif() # For code-signing, set the DEVELOPMENT_TEAM: #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9") elseif(WINDOWS) if((NOT _AX_USE_PREBUILT) AND (NOT WINRT)) ax_copy_target_dll(${APP_NAME}) endif() endif() if ((NOT APPLE) AND (NOT WINRT)) ax_get_resource_path(APP_RES_DIR ${APP_NAME}) ax_sync_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${content_folder} SYM_LINK 1) if((WINDOWS AND (NOT (CMAKE_GENERATOR MATCHES "Ninja")))) set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${content_folder}") if(NOT DEFINED BUILD_ENGINE_DONE) set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME}) endif() endif() elseif(WINRT) if(NOT DEFINED BUILD_ENGINE_DONE) set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME}) endif() endif() if (_AX_USE_PREBUILT) # support windows and linux use_ax_compile_define(${APP_NAME}) include(${_AX_ROOT}/cmake/Modules/AXLinkHelpers.cmake) ax_link_cxx_prebuilt(${APP_NAME} ${_AX_ROOT} ${AX_PREBUILT_DIR}) endif() if (NOT DEFINED BUILD_ENGINE_DONE) ax_uwp_set_all_targets_deploy_min_version() endif() set(GAME_RES_FOLDER "${CMAKE_CURRENT_SOURCE_DIR}/Content") if(EMSCRIPTEN) set(CMAKE_C_FLAGS "-s FORCE_FILESYSTEM=1 -s FETCH=1 -s USE_GLFW=3 -s VERBOSE=1 -s USE_LIBJPEG=1 -s USE_LIBPNG=1 -s USE_ZLIB=1 -s USE_FREETYPE=1") set(CMAKE_CXX_FLAGS "-s FORCE_FILESYSTEM=1 -s FETCH=1 -s USE_GLFW=3 -s VERBOSE=1 -s USE_LIBJPEG=1 -s USE_LIBPNG=1 -s USE_ZLIB=1 -s USE_FREETYPE=1") endif() if(EMSCRIPTEN) set(CMAKE_EXECUTABLE_SUFFIX ".html") target_link_options(${APP_NAME} PRIVATE "-sEXPORTED_FUNCTIONS=[_main]" "-sEXPORTED_RUNTIME_METHODS=[ccall,cwrap]" ) set(EMSCRIPTEN_LINK_FLAGS "-lidbfs.js -s MIN_WEBGL_VERSION=2 -s MAX_WEBGL_VERSION=2 -s INITIAL_MEMORY=512MB --shell-file ${CMAKE_CURRENT_SOURCE_DIR}/index.html --use-preload-cache") # Disable wasm, generate js build # string(APPEND EMSCRIPTEN_LINK_FLAGS " -s WASM=0") # string(APPEND EMSCRIPTEN_LINK_FLAGS " -s SEPARATE_DWARF_URL=https://xxx:8080/axmolwasm/axmolwasm/build/HelloLua.debug.wasm") # string(APPEND EMSCRIPTEN_LINK_FLAGS " -gseparate-dwarf=HelloLua.debug.wasm") foreach(FOLDER IN LISTS GAME_RES_FOLDER) string(APPEND EMSCRIPTEN_LINK_FLAGS " --preload-file ${FOLDER}/@/") endforeach() set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS "${EMSCRIPTEN_LINK_FLAGS}") endif()