cmake_minimum_required(VERSION 3.10) set(APP_NAME lua-tests) project(${APP_NAME}) set(_AX_TOP_LEVEL_APP FALSE) if(NOT DEFINED BUILD_ENGINE_DONE) set(_AX_TOP_LEVEL_APP TRUE) if(XCODE) set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE) endif() set(ADXE_ROOT "$ENV{ADXE_ROOT}") if(NOT (ADXE_ROOT STREQUAL "")) set(ADXE_ROOT_PATH "${ADXE_ROOT}") file(TO_CMAKE_PATH ${ADXE_ROOT_PATH} ADXE_ROOT_PATH) # string(REPLACE "\\" "/" ADXE_ROOT_PATH ${ADXE_ROOT_PATH}) message(STATUS "Using system env var ADXE_ROOT=${ADXE_ROOT}") else() message(FATAL_ERROR "Please run setup.py add system env var 'ADXE_ROOT' to specific the engine root") endif() set(CMAKE_MODULE_PATH ${ADXE_ROOT_PATH}/cmake/Modules/) include(CocosBuildSet) set(AX_ENABLE_EXT_LUA ON) set(_AX_USE_PREBUILT FALSE) if (WIN32 AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}) set(_AX_USE_PREBUILT TRUE) endif() if (NOT _AX_USE_PREBUILT) add_subdirectory(${ADXE_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/adxe/core) endif() endif() set(GAME_HEADER Classes/AppDelegate.h Classes/lua_test_bindings.h Classes/lua_assetsmanager_test_sample.h ) set(GAME_SOURCE Classes/AppDelegate.cpp Classes/lua_assetsmanager_test_sample.cpp Classes/lua_test_bindings.cpp ) set(res_res_folders "${CMAKE_CURRENT_SOURCE_DIR}/../res" "${ADXE_ROOT_PATH}/tests/cpp-tests/Resources" ) set(res_src_folders "${CMAKE_CURRENT_SOURCE_DIR}/../src" ) set(res_script_folders "${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/script" ) if(APPLE OR VS) cocos_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders}) cocos_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders}) set(cc_common_res ${res_res} ${res_src}) if (NOT _AX_TOP_LEVEL_APP) cocos_mark_multi_resources(res_script RES_TO "Resources/src/cocos" FOLDERS ${res_script_folders}) set(cc_common_res ${cc_common_res} ${res_script}) endif() endif() if(ANDROID) # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml set(APP_NAME lua_tests) list(APPEND GAME_SOURCE proj.android/app/jni/main.cpp) elseif(LINUX) list(APPEND GAME_SOURCE proj.linux/main.cpp) elseif(WINDOWS) list(APPEND GAME_HEADER proj.win32/main.h proj.win32/resource.h ) list(APPEND GAME_SOURCE proj.win32/main.cpp ${cc_common_res}) elseif(APPLE) if(IOS) list(APPEND GAME_HEADER proj.ios_mac/ios/AppController.h proj.ios_mac/ios/LuaObjectCBridgeTest.h proj.ios_mac/ios/RootViewController.h ) set(APP_UI_RES proj.ios_mac/ios/LaunchScreen.storyboard proj.ios_mac/ios/LaunchScreenBackground.png proj.ios_mac/ios/Images.xcassets ) list(APPEND GAME_SOURCE proj.ios_mac/ios/main.m proj.ios_mac/ios/LuaObjectCBridgeTest.mm proj.ios_mac/ios/AppController.mm proj.ios_mac/ios/RootViewController.mm ${APP_UI_RES} ) elseif(MACOSX) list(APPEND GAME_HEADER proj.ios_mac/mac/LuaObjectCBridgeTest.h ) 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/LuaObjectCBridgeTest.mm ${APP_UI_RES} ) endif() list(APPEND GAME_SOURCE ${cc_common_res}) endif() set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE}) if(NOT ANDROID) add_executable(${APP_NAME} ${APP_SRC}) else() add_library(${APP_NAME} SHARED ${APP_SRC}) # whole-archive for jni add_subdirectory(${ADXE_ROOT_PATH}/core/platform/android ${ENGINE_BINARY_PATH}/core/cpp-android) target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) add_subdirectory(${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/core/lua-android) if(${CMAKE_ANDROID_ARCH_ABI} STREQUAL "x86") #add `-Wl,--no-warn-shared-textrel` to fix warning "shared library text segment is not shareable clang" target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive -Wl,--no-warn-shared-textrel) else() target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive) endif() config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src") endif() if (NOT _AX_USE_PREBUILT) target_link_libraries(${APP_NAME} ${ADXE_LUA_LIB}) endif() target_include_directories(${APP_NAME} PRIVATE Classes) if(WIN64) target_link_options(${APP_NAME} PRIVATE "/STACK:4194304") endif() # mark app resources setup_cocos_app_config(${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.adxe.lua-tests") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist") set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS "-pagezero_size 10000 -image_base 100000000" ) elseif(IOS) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}") endif() # For code-signing, set the DEVELOPMENT_TEAM: #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9") elseif(WINDOWS) if(NOT _AX_USE_PREBUILT) cocos_copy_target_dll(${APP_NAME}) cocos_copy_lua_dlls(${APP_NAME}) endif() endif() if((WINDOWS AND (CMAKE_GENERATOR STREQUAL "Ninja")) OR LINUX) cocos_get_resource_path(APP_RES_DIR ${APP_NAME}) cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders}) cocos_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src ) cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/cocos) elseif(WINDOWS) set(my_res_folder "${CMAKE_CURRENT_SOURCE_DIR}/..") cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} "${my_res_folder}/src/cocos") cocos_copy_target_res(${APP_NAME} LINK_TO "${my_res_folder}/res" FOLDERS "${ADXE_ROOT_PATH}/tests/cpp-tests/Resources") set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${my_res_folder}") if(NOT DEFINED BUILD_ENGINE_DONE) set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME}) endif() endif() # The optional thirdparties(not dependent by engine) if (AX_WITH_YAML_CPP) target_include_directories(${APP_NAME} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/yaml-cpp/include) target_link_libraries(${APP_NAME} yaml-cpp) endif() if (_AX_USE_PREBUILT) # support windows only include(${ADXE_ROOT_PATH}/cmake/Modules/AdxeLinkHelpers.cmake) adxe_link_lua_prebuilt(${APP_NAME} ${ADXE_ROOT_PATH} ${AX_PREBUILT_DIR}) endif()