#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # Copyright (c) 2015-2017 Chukong Technologies Inc. # # 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 3.1) 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) # 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) if(CMAKE_BUILD_TYPE STREQUAL "Debug") set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:msvcrt /NODEFAULTLIB:libcmt") else() set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:libcmt") endif() ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS -wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710 -wd4514 -wd4056 -wd4996 -wd4099) else() if(CMAKE_BUILD_TYPE STREQUAL "Debug") ADD_DEFINITIONS(-DCOCOS2D_DEBUG=1) endif() set(CMAKE_C_FLAGS_DEBUG "-g -Wall") 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) # libcocos2d set(BUILD_CPP_EMPTY_TEST OFF CACHE BOOL "turn off build cpp-empty-test") 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}) if(ANDROID) set(PLATFORM_SPECIFIC_SRC proj.android/jni/main.cpp) set(RES_PREFIX "/Resources") elseif(WINDOWS) set(PLATFORM_SPECIFIC_SRC proj.win32/main.cpp) set(PLATFORM_SPECIFIC_HEADERS proj.win32/main.h proj.win32/resource.h ) set(RES_PREFIX "") elseif(IOS) set(PLATFORM_SPECIFIC_SRC proj.ios_mac/ios/main.m proj.ios_mac/ios/AppController.mm proj.ios_mac/ios/RootViewController.mm ) elseif(MACOSX OR APPLE) set(PLATFORM_SPECIFIC_SRC proj.ios_mac/mac/main.cpp) set(MACOSX_BUNDLE_BUNDLE_NAME "\${PRODUCT_NAME}") set(MACOSX_BUNDLE_INFO_PLIST proj.ios_mac/mac/Info.plist) set(MACOSX_BUNDLE_ICON_FILE Icon) set(MACOSX_BUNDLE_GUI_IDENTIFIER org.cocos2dx.hellocpp) set(MACOSX_BUNDLE_SHORT_VERSION_STRING 1.0) set(MACOSX_BUNDLE_BUNDLE_VERSION 1) set(MACOSX_BUNDLE_COPYRIGHT "Copyright © 2017. All rights reserved.") file(GLOB_RECURSE RES_FILES Resources/*) cocos_mark_resources(FILES ${RES_FILES} BASEDIR Resources) file(GLOB_RECURSE RES_ICON proj.ios_mac/mac/Icon.icns) cocos_mark_resources(FILES ${RES_ICON} BASEDIR proj.ios_mac/mac) list(APPEND PLATFORM_SPECIFIC_SRC ${RES_FILES} ${RES_ICON}) elseif(LINUX) set(PLATFORM_SPECIFIC_SRC proj.linux/main.cpp) set(RES_PREFIX "/Resources") else() message( FATAL_ERROR "Unsupported platform, CMake will exit" ) endif() include_directories( /usr/local/include/GLFW /usr/include/GLFW ${COCOS2D_ROOT} ${COCOS2D_ROOT}/cocos ${COCOS2D_ROOT}/external ${COCOS2D_ROOT}/cocos/platform ${COCOS2D_ROOT}/cocos/audio/include/ Classes ) if ( WINDOWS ) include_directories( ${COCOS2D_ROOT}/external/glfw3/include/${PLATFORM_FOLDER} ${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/gles/include/OGLES ) elseif ( MACOSX OR APPLE ) include_directories( ${COCOS2D_ROOT}/external/glfw3/include/mac ) endif () set(GAME_SRC ${PLATFORM_SPECIFIC_SRC} Classes/AppDelegate.cpp Classes/HelloWorldScene.cpp ) set(GAME_HEADERS ${PLATFORM_SPECIFIC_HEADERS} Classes/AppDelegate.h Classes/HelloWorldScene.h ) # add the executable if(ANDROID) add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS}) IF(CMAKE_BUILD_TYPE STREQUAL "Release") ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so) ENDIF() elseif(MSVC) add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS} proj.win32/game.rc) else() add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS}) endif() target_link_libraries(${APP_NAME} cocos2d) if(MSVC) set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${PLATFORM_FOLDER}/$") #get our resources add_custom_command(TARGET ${APP_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}) # create a list of dlls to copy file(GLOB THIRD_PARTY_DLLS "${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/gles/prebuilt/glew32.dll" "${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/zlib/prebuilt/zlib1.dll" "${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libogg.dll" "${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libvorbis.dll" "${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libvorbisfile.dll" "${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/MP3Decoder/prebuilt/libmpg123.dll" "${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OpenalSoft/prebuilt/OpenAL32.dll" "${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/icon/prebuilt/iconv.dll" "${COCOS2D_ROOT}/external/tiff/prebuilt/${PLATFORM_FOLDER}/libtiff.dll" ) list(SORT THIRD_PARTY_DLLS) # do the copying foreach( file_i ${THIRD_PARTY_DLLS}) add_custom_command(TARGET ${APP_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${file_i} ${APP_BIN_DIR} ) endforeach( file_i ) #Visual Studio Defaults to wrong type set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS "/SUBSYSTEM:WINDOWS" RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}") elseif(MACOSX OR APPLE) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE 1 LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib/$" ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib/$" RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/$" ) else() set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/$") set_target_properties(${APP_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}") add_custom_command(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources $${RES_PREFIX} ) endif()