#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # Copyright (c) 2021-2022 Bytedance Inc. # # https://adxeproject.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 HelloCpp) project(${APP_NAME}) if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloCpp into root project if(XCODE) set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE) endif() # config quick starter batch script run.bat for windows if(WIN32) file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}") configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY) endif() set(ADXE_ROOT "$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_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 ${ENGINE_BINARY_PATH}/adxe/core) endif() endif() # record sources, headers, resources... set(GAME_SOURCE) set(GAME_HEADER) set(GAME_RES_FOLDER "${CMAKE_CURRENT_SOURCE_DIR}/Resources" ) if(APPLE OR WINDOWS) cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER}) endif() # add cross-platforms source files and header files list(APPEND GAME_SOURCE Classes/AppDelegate.cpp Classes/HelloWorldScene.cpp ) list(APPEND GAME_HEADER Classes/AppDelegate.h Classes/HelloWorldScene.h ) if(ANDROID) # the APP_NAME should match on AndroidManifest.xml list(APPEND GAME_SOURCE proj.android/app/jni/hellocpp/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 proj.win32/game.rc ${common_res_files} ) elseif(APPLE) if(IOS) list(APPEND GAME_HEADER proj.ios_mac/ios/AppController.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/AppController.mm proj.ios_mac/ios/RootViewController.mm proj.ios_mac/ios/Prefix.pch ${APP_UI_RES} ) elseif(MACOSX) 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/Prefix.pch ${APP_UI_RES} ) endif() list(APPEND GAME_SOURCE ${common_res_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 ${all_code_files}) # whole archive for jni add_subdirectory(${ADXE_ROOT_PATH}/core/platform/android ${ENGINE_BINARY_PATH}/core/platform) target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src") endif() target_link_libraries(${APP_NAME} ${ADXE_CORE_LIB}) target_include_directories(${APP_NAME} PRIVATE Classes PRIVATE ${ADXE_ROOT_PATH}/core/audio ) # mark app resources setup_cocos_app_config(${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.hellocpp") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist") 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(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") endif() # For code-signing, set the DEVELOPMENT_TEAM: #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9") elseif(WINDOWS) if(NOT _AX_USE_PREBUILT) cocos_copy_target_dll(${APP_NAME}) endif() endif() if(WINDOWS) set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${GAME_RES_FOLDER}") if(NOT DEFINED BUILD_ENGINE_DONE) set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME}) endif() elseif(LINUX) cocos_get_resource_path(APP_RES_DIR ${APP_NAME}) cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER}) endif() # The optional thirdparties(not dependent by engine) if (AX_WITH_YAML_CPP) target_include_directories(${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 option(AX_ENABLE_MSEDGE_WEBVIEW2 "Enable msedge webview2" TRUE) if(NOT ("${CMAKE_GENERATOR_PLATFORM}" STREQUAL "Win32")) set(WIN64 TRUE) set(ARCH_ALIAS "x64") else() set(WIN32 TRUE) set(ARCH_ALIAS "x86") endif() if (NOT AX_USE_SHARED_PREBUILT) target_compile_definitions(${APP_NAME} PRIVATE CC_STATIC=1 ) endif() target_include_directories(${APP_NAME} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua PRIVATE ${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/manual PRIVATE ${ADXE_ROOT_PATH} PRIVATE ${ADXE_ROOT_PATH}/thirdparty PRIVATE ${ADXE_ROOT_PATH}/extensions PRIVATE ${ADXE_ROOT_PATH}/core PRIVATE ${ADXE_ROOT_PATH}/core/platform PRIVATE ${ADXE_ROOT_PATH}/core/base PRIVATE ${ADXE_ROOT_PATH}/core/audio PRIVATE ${ADXE_ROOT_PATH}/core/platform/win32 PRIVATE ${ADXE_ROOT_PATH}/thirdparty/fmt/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/robin-map/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/freetype/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glfw/include/GLFW PRIVATE ${ADXE_ROOT_PATH}/thirdparty/box2d/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/chipmunk/include PRIVATE ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/engine/thirdparty/freetype/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/recast/.. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/bullet/. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/webp/src/webp PRIVATE ${ADXE_ROOT_PATH}/thirdparty/pugixml PRIVATE ${ADXE_ROOT_PATH}/thirdparty/xxhash/. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lz4/. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/clipper/. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/ConvertUTF/. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/poly2tri/.. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/astc/.. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openal/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/ogg/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glad/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glfw/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/png PRIVATE ${ADXE_ROOT_PATH}/thirdparty/unzip/. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/llhttp/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/plainlua PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/tolua/. PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/lua-cjson/. PRIVATE ${ADXE_ROOT_PATH}/extensions/cocostudio PRIVATE ${ADXE_ROOT_PATH}/extensions/spine/runtime/include PRIVATE ${ADXE_ROOT_PATH}/extensions/fairygui PRIVATE ${ADXE_ROOT_PATH}/extensions/GUI PRIVATE ${ADXE_ROOT_PATH}/thirdparty/zlib/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/jpeg/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openssl/include PRIVATE ${ADXE_ROOT_PATH}/thirdparty/curl/include ) target_link_directories(${APP_NAME} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/zlib/prebuilt/windows/${ARCH_ALIAS} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/jpeg/prebuilt/windows/${ARCH_ALIAS} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/curl/prebuilt/windows/${ARCH_ALIAS} PRIVATE ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/lib/Debug ) # Linking OS libs target_link_libraries(${APP_NAME} winmm Version) # Linking engine and thirdparty libs target_link_libraries(${APP_NAME} spine.lib particle3d.lib assets-manager.lib cocostudio.lib DragonBones.lib adxe.lib box2d.lib chipmunk.lib freetype.lib libzlib.lib recast.lib bullet.lib jpeg-static.lib libcrypto.lib libssl.lib webp.lib pugixml.lib xxhash.lib lz4.lib clipper.lib ConvertUTF.lib poly2tri.lib astc.lib libcurl_imp.lib OpenAL32.lib ogg.lib glad.lib glfw.lib png.lib unzip.lib llhttp.lib physics-nodes.lib ) # Copy dlls to app bin dir # copy thirdparty dlls to target bin dir # copy_thirdparty_dlls(${APP_NAME} $) set(ssl_dll_suffix "") if(WIN64) set(ssl_dll_suffix "-${ARCH_ALIAS}") endif() add_custom_command(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different "${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}/libcrypto-3${ssl_dll_suffix}.dll" "${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}/libssl-3${ssl_dll_suffix}.dll" "${ADXE_ROOT_PATH}/thirdparty/curl/prebuilt/windows/${ARCH_ALIAS}/libcurl.dll" "${ADXE_ROOT_PATH}/thirdparty/zlib/prebuilt/windows/${ARCH_ALIAS}/zlib1.dll" "${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/bin/\$\(Configuration\)/OpenAL32.dll" $) # Copy windows angle binaries if (AX_USE_COMPAT_GL) add_custom_command(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different ${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/libGLESv2.dll ${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/libEGL.dll ${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/d3dcompiler_47.dll $ ) endif() if (AX_ENABLE_MSEDGE_WEBVIEW2) target_link_libraries(${APP_NAME} ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/packages/Microsoft.Web.WebView2/build/native/Microsoft.Web.WebView2.targets) endif() endif()