cmake_minimum_required(VERSION 3.20) set(APP_NAME unit-tests) set(CMAKE_EXPORT_COMPILE_COMMANDS ON) set(AX_EXT_HINT OFF CACHE BOOL "" FORCE) # "too large PDB" error often occurs in unit-tests when using default "/Zi" if (MSVC) string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}") string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}") string(REPLACE "/Zi" "/Z7" CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO}") string(REPLACE "/Zi" "/Z7" CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO}") endif() 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 "")) file(TO_CMAKE_PATH ${_AX_ROOT} _AX_ROOT) message(STATUS "Using system env var _AX_ROOT=${_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 ${ENGINE_BINARY_PATH}/axmol/core) endif() _1kfetch(sample-assets) _1klink("${sample-assets_SOURCE_DIR}/unit-tests/Content" "${CMAKE_CURRENT_LIST_DIR}/Content") set(GAME_SOURCE Source/AppDelegate.cpp Source/doctest.cpp Source/core/base/MapTests.cpp Source/core/base/UTF8Tests.cpp Source/core/base/UtilsTests.cpp Source/core/base/ValueTests.cpp Source/core/base/VectorTests.cpp Source/core/math/MathUtilTests.cpp Source/core/network/UriTests.cpp Source/core/platform/FileUtilsTests.cpp Source/core/ui/UIHelperTests.cpp ) set(GAME_INC_DIRS "${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_HEADER Source/JNITest/JNITest.h ) list(APPEND GAME_SOURCE Source/JNITest/JNITest.cpp proj.android/app/jni/main.cpp ) elseif(LINUX) list(APPEND GAME_SOURCE proj.linux/main.cpp ) list(APPEND GAME_SOURCE ${common_content_files}) elseif(WASM) list(APPEND GAME_SOURCE proj.wasm/main.cpp ) list(APPEND GAME_SOURCE ${common_content_files}) elseif(WINDOWS) if(NOT WINRT) 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/Source/testsAppDelegate.h proj.ios/Source/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/Source/testsAppDelegate.mm proj.ios/Source/RootViewController.mm proj.ios/Prefix.pch ${APP_UI_RES} ) elseif(MACOSX) set(APP_UI_RES proj.mac/Icon.icns proj.mac/Info.plist proj.mac/Prefix.pch 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 ${GAME_INC_DIRS}) if (AX_ENABLE_EXT_EFFEKSEER) target_compile_definitions(${APP_NAME} PRIVATE AX_ENABLE_EXT_EFFEKSEER=1) endif() if (AX_ENABLE_EXT_DRAWNODEEX) target_compile_definitions(${APP_NAME} PRIVATE AX_ENABLE_EXT_DRAWNODE=1) endif() # mark app resources ax_setup_app_config(${APP_NAME} CONSOLE) 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.${APP_NAME}") if(MACOSX) set_target_properties(${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 AND NOT WINRT) 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() elseif(WINRT) if(NOT DEFINED BUILD_ENGINE_DONE) set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME}) endif() endif() if((NOT IOS) AND (NOT WINRT)) message("CMake ${APP_NAME} target_precompile_headers") target_precompile_headers(${APP_NAME} PRIVATE "$<$:axmol.h>" ) endif() ax_setup_app_props(${APP_NAME})