#/**************************************************************************** # Copyright (c) 2014 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_minimum_required(VERSION 2.8) set(APP_NAME MyGame) project (${APP_NAME}) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cmake/Modules/") include(CocosBuildHelpers) option(USE_CHIPMUNK "Use chipmunk for physics library" ON) option(DEBUG_MODE "Debug or release?" ON) option(BUILD_EXTENSIONS "Build extension library" ON) option(BUILD_EDITOR_SPINE "Build editor support for spine" ON) option(BUILD_EDITOR_COCOSTUDIO "Build editor support for cocostudio" ON) option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON) option(USE_BULLET "Use bullet for physics3d library" ON) option(USE_PREBUILT_LIBS "Use prebuilt libraries in external directory" 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) set(CMAKE_C_FLAGS_DEBUG "-DCOCOS2D_DEBUG=1") set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG}) if(WIN32) ADD_DEFINITIONS (-D_USRDLL -DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32) 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(MSVC)#MINGW endif(MSVC) elseif(APPLE) else()#Linux ADD_DEFINITIONS(-DLINUX -DCC_RESOURCE_FOLDER_LINUX="/") endif() if(NOT MSVC)# all gcc 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") endif() if(MINGW) add_definitions(-DGLEW_STATIC) endif() if(USE_CHIPMUNK) message("Using chipmunk ...") add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1) elseif(USE_BOX2D) message("Using box2d ...") add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=1) else(USE_CHIPMUNK) message(FATAL_ERROR "Must choose a physics library.") endif(USE_CHIPMUNK) # architecture if ( CMAKE_SIZEOF_VOID_P EQUAL 8 ) set(ARCH_DIR "64-bit") else() set(ARCH_DIR "32-bit") endif() if(WIN32) # Win32 set(PLATFORM_FOLDER win32) elseif(APPLE)# osx or ios set(PLATFORM_FOLDER mac) else() # Assume Linux set(PLATFORM_FOLDER linux) endif() set(COCOS_EXTERNAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external) include_directories( ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/ ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/base ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/2d ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/ui ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/audio/include ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/storage ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/network ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/platform ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/spine ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/cocosbuilder ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/cocostudio ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/deprecated ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/platform ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/extensions ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/chipmunk/include/chipmunk ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/spidermonkey/include/${PLATFORM_FOLDER} ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/auto ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/manual ) link_directories( ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/spidermonkey/prebuilt/${PLATFORM_FOLDER}/${ARCH_DIR} ) if(USE_PREBUILT_LIBS) include(CocosUsePrebuiltLibs) endif() # GLFW3 used on Mac, Windows and Linux desktop platforms if(LINUX OR MACOSX OR WINDOWS) cocos_find_package(OpenGL OPENGL REQUIRED) if(LINUX OR WINDOWS) cocos_find_package(GLEW GLEW REQUIRED) endif() cocos_find_package(GLFW3 GLFW3 REQUIRED) include_directories(${GLFW3_INCLUDE_DIRS}) if(LINUX) set(CMAKE_THREAD_PREFER_PTHREAD TRUE) find_package(Threads REQUIRED) set(THREADS_LIBRARIES ${CMAKE_THREAD_LIBS_INIT}) #cocos_find_package(FMODEX FMODEX REQUIRED) cocos_find_package(Fontconfig FONTCONFIG REQUIRED) cocos_find_package(GTK3 GTK3 REQUIRED) endif() if(WINDOWS) cocos_find_package(Vorbis VORBIS REQUIRED) cocos_find_package(MPG123 MPG123 REQUIRED) cocos_find_package(OpenAL OPENAL REQUIRED) # because FindOpenAL.cmake set include dir for '#include ' for portability (not for '#include ' set(OPENAL_DEFINITIONS "-DOPENAL_PLAIN_INCLUDES") endif() endif(LINUX OR MACOSX OR WINDOWS) # Freetype required on all platforms cocos_find_package(Freetype FREETYPE REQUIRED) # WebP required if used if(USE_WEBP) cocos_find_package(WebP WEBP REQUIRED) endif(USE_WEBP) # Chipmunk if(USE_CHIPMUNK) cocos_find_package(Chipmunk CHIPMUNK REQUIRED) add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1) if(IOS OR MACOSX) # without this chipmunk will try to use apple defined geometry types, that conflicts with cocos add_definitions(-DCP_USE_CGPOINTS=0) endif() else(USE_CHIPMUNK) add_definitions(-DCC_USE_PHYSICS=0) endif(USE_CHIPMUNK) # Box2d (not prebuilded, exists as source) if(USE_BOX2D) if(USE_PREBUILT_LIBS) add_subdirectory(frameworks/cocos2d-x/external/Box2D) set(Box2D_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/js-bindings/cocos2d-x/external/box2d/include) set(Box2D_LIBRARIES box2d) else() find_package(Box2D REQUIRED CONFIG) # actually Box2D in next line is not a library, it is target exported from Box2DConfig.cmake set(Box2D_LIBRARIES Box2D) endif() message(STATUS "Box2D include dirs: ${Box2D_INCLUDE_DIRS}") add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=1) else() add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=0) endif(USE_BOX2D) # Tinyxml2 (not prebuilded, exists as source) if(USE_PREBUILT_LIBS) add_subdirectory(frameworks/cocos2d-x/external/tinyxml2) set(TinyXML2_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/tinyxml2) set(TinyXML2_LIBRARIES tinyxml2) else() cocos_find_package(TinyXML2 TinyXML2 REQUIRED) endif() message(STATUS "TinyXML2 include dirs: ${TinyXML2_INCLUDE_DIRS}") # libjpeg cocos_find_package(JPEG JPEG REQUIRED) cocos_find_package(ZLIB ZLIB REQUIRED) # minizip (we try to migrate to minizip from https://github.com/nmoinvaz/minizip) # only msys2 currently provides package for this variant, all other # dists have packages from zlib, thats very old for us. # moreover our embedded version modified to quick provide # functionality needed by cocos. if(USE_PREBUILT_LIBS OR NOT MINGW) add_subdirectory(frameworks/cocos2d-x/external/unzip) set(MINIZIP_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/unzip) set(MINIZIP_LIBRARIES unzip) message(STATUS "MINIZIP include dirs: ${MINIZIP_INCLUDE_DIRS}") else() cocos_find_package(MINIZIP MINIZIP REQUIRED) # double check that we have needed functions include(CheckLibraryExists) check_library_exists(${MINIZIP_LIBRARIES} "unzGoToFirstFile2" "" MINIZIP_HAS_GOTOFIRSTFILE2) if(NOT MINIZIP_HAS_GOTOFIRSTFILE2) message(FATAL_ERROR "Minizip library on you system very old. Please use recent version from https://github.com/nmoinvaz/minizip or enable USE_PREBUILT_LIBS") endif() add_definitions(-DMINIZIP_FROM_SYSTEM) endif() cocos_find_package(PNG PNG REQUIRED) cocos_find_package(TIFF TIFF REQUIRED) cocos_find_package(WEBSOCKETS WEBSOCKETS REQUIRED) cocos_find_package(CURL CURL REQUIRED) add_subdirectory(frameworks/cocos2d-x/external/flatbuffers) set(FLATBUFFERS_INCLUDE_DIRS frameworks/cocos2d-x/external) message(STATUS "Flatbuffers include dirs: ${FLATBUFFERS_INCLUDE_DIRS}") # build xxhash add_subdirectory(frameworks/cocos2d-x/external/xxhash) include_directories(frameworks/cocos2d-x/external/xxhash) #buid recast add_subdirectory(frameworks/cocos2d-x/external/recast) set(GAME_SRC frameworks/runtime-src/proj.linux/main.cpp frameworks/runtime-src/Classes/AppDelegate.cpp ) # cocos2d add_subdirectory(frameworks/cocos2d-x/cocos) #jsbindings library add_subdirectory(frameworks/cocos2d-x/cocos/scripting/js-bindings) # add the executable add_executable(${APP_NAME} ${GAME_SRC} ) target_link_libraries(${APP_NAME} jscocos2d cocos2d recast ) if(USE_BULLET) add_subdirectory(frameworks/cocos2d-x/external/bullet) target_link_libraries(${APP_NAME} bullet) endif() set(APP_BIN_DIR "${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}/script COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/res COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/src COMMAND ${CMAKE_COMMAND} -E remove ${APP_BIN_DIR}/*.js COMMAND ${CMAKE_COMMAND} -E remove ${APP_BIN_DIR}/*.json COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/res ${APP_BIN_DIR}/res COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/src ${APP_BIN_DIR}/src COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/script ${APP_BIN_DIR}/script COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/main.js ${APP_BIN_DIR}/main.js COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/project.json ${APP_BIN_DIR}/project.json )