#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # Copyright (c) 2021-2023 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 live2d_tests) project(${APP_NAME}) set(AX_ENABLE_EXT_LIVE2D ON CACHE BOOL "Build extension Live2D" FORCE) if(NOT DEFINED BUILD_ENGINE_DONE) if(XCODE) set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE) endif() set(_AX_ROOT "$ENV{AX_ROOT}") if(NOT (_AX_ROOT STREQUAL "")) file(TO_CMAKE_PATH ${_AX_ROOT} _AX_ROOT) # string(REPLACE "\\" "/" _AX_ROOT ${_AX_ROOT}) message(STATUS "Using system env var _AX_ROOT=${_AX_ROOT}") else() set(_AX_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/../..) endif() set(CMAKE_MODULE_PATH ${_AX_ROOT}/cmake/Modules/) include(AXBuildSet) add_subdirectory(${_AX_ROOT}/core ${ENGINE_BINARY_PATH}/axmol/core) endif() # record sources, headers, resources... file(GLOB GAME_SOURCE Source/*.cpp) file(GLOB GAME_HEADER Source/*.h) set(GAME_INC_DIRS "${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) 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.wasm/main.cpp ) list(APPEND GAME_SOURCE ${common_content_files}) elseif(WINDOWS) if(NOT WINRT) list(APPEND GAME_HEADER proj.win32/main.h ) list(APPEND GAME_SOURCE proj.win32/main.cpp ${common_content_files} ) else() ax_setup_winrt_sources() endif() list(APPEND GAME_SOURCE ${common_content_files}) elseif(APPLE) if(IOS) list(APPEND GAME_HEADER proj.ios/AppController.h proj.ios/RootViewController.h ) if (TVOS) set(APP_UI_RES proj.ios/LaunchScreenBackground.png proj.ios/targets/tvos/LaunchScreen.storyboard proj.ios/targets/tvos/Images.xcassets ) else() set(APP_UI_RES proj.ios/LaunchScreenBackground.png proj.ios/targets/ios/LaunchScreen.storyboard proj.ios/targets/ios/Images.xcassets ) endif() list(APPEND GAME_SOURCE proj.ios/main.m proj.ios/AppController.mm proj.ios/RootViewController.mm ${APP_UI_RES} ) elseif(MACOSX) set(APP_UI_RES proj.mac/Icon.icns proj.mac/Info.plist proj.mac/en.lproj/InfoPlist.strings ) list(APPEND GAME_SOURCE proj.mac/main.cpp ${APP_UI_RES} ) endif() list(APPEND GAME_SOURCE ${common_content_files}) endif() # mark app complie info and libs info set(all_code_files ${GAME_HEADER} ${GAME_SOURCE} ) if(NOT ANDROID) add_executable(${APP_NAME} ${all_code_files}) else() add_library(${APP_NAME} SHARED ${all_code_files}) # whole archive for jni target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src") endif() target_link_libraries(${APP_NAME} ${_AX_CORE_LIB}) target_include_directories(${APP_NAME} PRIVATE ${GAME_INC_DIRS}) # mark app resources ax_setup_app_config(${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.live2d-tests") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist") elseif(TVOS) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.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 "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios/targets/ios/Info.plist") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") endif() # For code-signing, set the DEVELOPMENT_TEAM: #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9") elseif(WINDOWS) if(NOT _AX_USE_PREBUILT) ax_sync_target_dlls(${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) set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${content_folder}") endif() endif() if((NOT IOS) AND (NOT WINRT)) message("CMake ${APP_NAME} target_precompile_headers") target_precompile_headers(${APP_NAME} PRIVATE "$<$:axmol.h>" ) endif() if (NOT DEFINED BUILD_ENGINE_DONE) ax_uwp_set_all_targets_deploy_min_version() endif() ax_setup_app_props(${APP_NAME})