cmake_minimum_required(VERSION 3.10) set(APP_NAME lua_tests) project(${APP_NAME}) if(NOT DEFINED BUILD_ENGINE_DONE) if(XCODE) set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE) endif() set(_AX_ROOT "$ENV{AX_ROOT}") if(NOT (_AX_ROOT STREQUAL "")) set(_AX_ROOT_PATH "${_AX_ROOT}") file(TO_CMAKE_PATH ${_AX_ROOT_PATH} _AX_ROOT_PATH) # string(REPLACE "\\" "/" _AX_ROOT_PATH ${_AX_ROOT_PATH}) message(STATUS "Using system env var _AX_ROOT=${_AX_ROOT}") else() message(FATAL_ERROR "Please run setup.py add system env var 'AX_ROOT' to specific the engine root") endif() set(CMAKE_MODULE_PATH ${_AX_ROOT_PATH}/cmake/Modules/) include(AXBuildSet) set(AX_ENABLE_EXT_LUA ON) set(_AX_USE_PREBUILT FALSE) if (WIN32 AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${_AX_ROOT_PATH}/${AX_PREBUILT_DIR}) set(_AX_USE_PREBUILT TRUE) endif() if (NOT _AX_USE_PREBUILT) add_subdirectory(${_AX_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/axys/core) endif() endif() set(GAME_HEADER Classes/AppDelegate.h Classes/lua_test_bindings.h Classes/lua_assetsmanager_test_sample.h ) set(GAME_SOURCE Classes/AppDelegate.cpp Classes/lua_assetsmanager_test_sample.cpp Classes/lua_test_bindings.cpp ) set(res_res_folders "${CMAKE_CURRENT_SOURCE_DIR}/../res" "${_AX_ROOT_PATH}/tests/cpp-tests/Resources" ) set(res_src_folders "${CMAKE_CURRENT_SOURCE_DIR}/../src" ) set(res_script_folders "${_AX_ROOT_PATH}/extensions/scripting/lua-bindings/script" ) if(APPLE OR VS) ax_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders}) ax_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders}) set(cc_common_res ${res_res} ${res_src}) ax_mark_multi_resources(res_script RES_TO "Resources/src/axys" FOLDERS ${res_script_folders}) set(cc_common_res ${cc_common_res} ${res_script}) endif() if(ANDROID) 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 ${APP_SRC}) # whole-archive for jni add_subdirectory(${_AX_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(${_AX_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/extensions/lua-android) if(${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.axys1.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src") endif() if (NOT _AX_USE_PREBUILT) target_link_libraries(${APP_NAME} ${_AX_LUA_LIB}) endif() target_include_directories(${APP_NAME} PRIVATE Classes) if(WIN64) target_link_options(${APP_NAME} PRIVATE "/STACK:4194304") endif() # mark app resources setup_ax_app_config(${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.axys1.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") set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "") set_xcode_property(${APP_NAME} CODE_SIGN_IDENTIFY "iPhone Developer") endif() # For code-signing, set the DEVELOPMENT_TEAM: #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9") elseif(WINDOWS) if(NOT _AX_USE_PREBUILT) ax_copy_target_dll(${APP_NAME}) ax_copy_lua_dlls(${APP_NAME}) endif() endif() if((WINDOWS AND (CMAKE_GENERATOR STREQUAL "Ninja")) OR LINUX) ax_get_resource_path(APP_RES_DIR ${APP_NAME}) ax_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders}) ax_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src ) ax_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/axys) elseif(WINDOWS) set(my_res_folder "${CMAKE_CURRENT_SOURCE_DIR}/..") ax_copy_lua_scripts(${APP_NAME} ${res_script_folders} "${my_res_folder}/src/axys") ax_copy_target_res(${APP_NAME} LINK_TO "${my_res_folder}/res" FOLDERS "${_AX_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 ${_AX_ROOT_PATH}/thirdparty/yaml-cpp/include) target_link_libraries(${APP_NAME} yaml-cpp) endif() if (_AX_USE_PREBUILT) # support windows only include(${_AX_ROOT_PATH}/cmake/Modules/AXLinkHelpers.cmake) ax_link_lua_prebuilt(${APP_NAME} ${_AX_ROOT_PATH} ${AX_PREBUILT_DIR}) endif()