cmake_minimum_required(VERSION 2.6) set(APP_NAME MyGame) project (${APP_NAME}) include(cocos2d/build/BuildHelpers.CMakeLists.txt) option(USE_CHIPMUNK "Use chipmunk for physics library" ON) option(USE_BOX2D "Use box2d for physics library" OFF) option(DEBUG_MODE "Debug or release?" ON) if(DEBUG_MODE) set(CMAKE_BUILD_TYPE DEBUG) else(DEBUG_MODE) set(CMAKE_BUILD_TYPE RELEASE) endif(DEBUG_MODE) if (MSVC) set(CMAKE_C_FLAGS_DEBUG "-DCOCOS2D_DEBUG=1") set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG}) set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -D_CRT_SECURE_NO_WARNINGS") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_CRT_SECURE_NO_WARNINGS") elseif (CMAKE_COMPILER_IS_GNUCC OR CMAKE_COMPILER_IS_GNUCXX) set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1") set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG}) set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11") endif() if(USE_CHIPMUNK) message("Using chipmunk ...") add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1) if(UNIX) # assuming linux add_definitions(-DLINUX ) endif() elseif(USE_BOX2D) message("Using box2d ...") add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=1) if(UNIX) # assuming linux add_definitions(-DLINUX ) endif() else(USE_CHIPMUNK) message(FATAL_ERROR "Must choose a physics library.") endif(USE_CHIPMUNK) # architecture if ( CMAKE_SIZEOF_VOID_P EQUAL 8 ) set(ARCH_DIR "64-bit") else() set(ARCH_DIR "32-bit") endif() if( UNIX ) #assume linux set(GAME_SRC proj.linux/main.cpp src/AppDelegate.cpp src/HelloWorldScene.cpp ) elseif ( WIN32 ) set(GAME_SRC proj.win32/main.cpp proj.win32/main.h proj.win32/resource.h src/AppDelegate.cpp src/HelloWorldScene.cpp ) endif() set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d) if (WIN32) include_directories( ${COCOS2D_ROOT} ${COCOS2D_ROOT}/cocos ${COCOS2D_ROOT}/cocos/audio/include ${COCOS2D_ROOT}/cocos/2d ${COCOS2D_ROOT}/cocos/2d/renderer ${COCOS2D_ROOT}/cocos/2d/platform ${COCOS2D_ROOT}/cocos/2d/platform/desktop ${COCOS2D_ROOT}/cocos/2d/platform/win32 ${COCOS2D_ROOT}/cocos/base ${COCOS2D_ROOT}/cocos/deprecated ${COCOS2D_ROOT}/cocos/physics ${COCOS2D_ROOT}/cocos/editor-support ${COCOS2D_ROOT}/cocos/math ${COCOS2D_ROOT}/extensions ${COCOS2D_ROOT}/external ${COCOS2D_ROOT}/external/edtaa3func ${COCOS2D_ROOT}/external/jpeg/include/win32 ${COCOS2D_ROOT}/external/png/include/win32 ${COCOS2D_ROOT}/external/tiff/include/win32 ${COCOS2D_ROOT}/external/webp/include/win32 ${COCOS2D_ROOT}/external/curl/include/win32 ${COCOS2D_ROOT}/external/tinyxml2 ${COCOS2D_ROOT}/external/unzip ${COCOS2D_ROOT}/external/sqlite3/include ${COCOS2D_ROOT}/external/chipmunk/include/chipmunk ${COCOS2D_ROOT}/external/freetype2/include/win32 ${COCOS2D_ROOT}/external/websockets/include/win32 ${COCOS2D_ROOT}/external/spidermonkey/include/win32 ${COCOS2D_ROOT}/external/glfw3/include/win32 ${COCOS2D_ROOT}/external/win32-specific/gles/include/OGLES ${COCOS2D_ROOT}/external/win32-specific/icon/include ${COCOS2D_ROOT}/external/win32-specific/zlib/include ${COCOS2D_ROOT}/external/xxhash ) link_directories( /usr/local/lib ${COCOS2D_ROOT}/external/png/prebuilt/win32 ${COCOS2D_ROOT}/external/jpeg/prebuilt/win32 ${COCOS2D_ROOT}/external/tiff/prebuilt/win32 ${COCOS2D_ROOT}/external/glfw3/prebuilt/win32 ${COCOS2D_ROOT}/external/webp/prebuilt/win32 ${COCOS2D_ROOT}/external/curl/prebuilt/win32 ${COCOS2D_ROOT}/external/sqlite3/libraries/win32 ${COCOS2D_ROOT}/external/freetype2/prebuilt/win32 ${COCOS2D_ROOT}/external/websockets/prebuilt/win32 ${COCOS2D_ROOT}/external/spidermonkey/prebuilt/win32 ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt ${COCOS2D_ROOT}/external/win32-specific/icon/prebuilt ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt ) elseif(UNIX) #assumed linux include_directories( /usr/local/include/GLFW /usr/include/GLFW ${COCOS2D_ROOT} ${COCOS2D_ROOT}/cocos ${COCOS2D_ROOT}/cocos/audio/include ${COCOS2D_ROOT}/cocos/platform ${COCOS2D_ROOT}/cocos/platform/desktop ${COCOS2D_ROOT}/cocos/platform/linux ${COCOS2D_ROOT}/cocos/editor-support ${COCOS2D_ROOT}/extensions ${COCOS2D_ROOT}/external ${COCOS2D_ROOT}/external/edtaa3func ${COCOS2D_ROOT}/external/jpeg/include/linux ${COCOS2D_ROOT}/external/tiff/include/linux ${COCOS2D_ROOT}/external/webp/include/linux ${COCOS2D_ROOT}/external/tinyxml2 ${COCOS2D_ROOT}/external/unzip ${COCOS2D_ROOT}/external/freetype2/include/linux ${COCOS2D_ROOT}/external/websockets/include/linux ${COCOS2D_ROOT}/external/spidermonkey/include/linux ${COCOS2D_ROOT}/external/linux-specific/fmod/include/${ARCH_DIR} ${COCOS2D_ROOT}/external/xxhash ) link_directories( /usr/local/lib ${COCOS2D_ROOT}/external/jpeg/prebuilt/linux/${ARCH_DIR} ${COCOS2D_ROOT}/external/tiff/prebuilt/linux/${ARCH_DIR} ${COCOS2D_ROOT}/external/webp/prebuilt/linux/${ARCH_DIR} ${COCOS2D_ROOT}/external/freetype2/prebuilt/linux/${ARCH_DIR} ${COCOS2D_ROOT}/external/websockets/prebuilt/linux/${ARCH_DIR} ${COCOS2D_ROOT}/external/spidermonkey/prebuilt/linux/${ARCH_DIR} ${COCOS2D_ROOT}/external/linux-specific/fmod/prebuilt/${ARCH_DIR} ) endif() if(USE_CHIPMUNK) include_directories(${COCOS2D_ROOT}/external/chipmunk/include/chipmunk) # chipmunk library add_subdirectory(${COCOS2D_ROOT}/external/chipmunk/src) endif() if(USE_BOX2D) # box2d library add_subdirectory(${COCOS2D_ROOT}/external/Box2D) endif() # unzip library add_subdirectory(${COCOS2D_ROOT}/external/unzip) # tinyxml2 library add_subdirectory(${COCOS2D_ROOT}/external/tinyxml2) # audio add_subdirectory(${COCOS2D_ROOT}/cocos/audio) # xxhash library add_subdirectory(${COCOS2D_ROOT}/external/xxhash) # cocos2d add_subdirectory(${COCOS2D_ROOT}/cocos) # network library add_subdirectory(${COCOS2D_ROOT}/cocos/network) # ui library add_subdirectory(${COCOS2D_ROOT}/cocos/ui) # sqlite3 library add_subdirectory(${COCOS2D_ROOT}/cocos/storage) # extensions add_subdirectory(${COCOS2D_ROOT}/extensions) ## Editor Support # spine add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/spine) # cocosbuilder add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/cocosbuilder) # cocostudio add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/cocostudio) if ( WIN32 ) # add the executable add_executable(${APP_NAME} WIN32 ${GAME_SRC} ) else() # add the executable add_executable(${APP_NAME} ${GAME_SRC} ) endif() if ( CMAKE_SIZEOF_VOID_P EQUAL 8 ) set(FMOD_LIB "fmodex64") else() set(FMOD_LIB "fmodex") endif() target_link_libraries(${APP_NAME} cocos2d ) set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin") set_target_properties(${APP_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}") if ( WIN32 ) #also copying dlls to binary directory for the executable to run pre_build(${APP_NAME} COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/res ${APP_BIN_DIR}/Resources COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE} COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE} ) else() pre_build(${APP_NAME} COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/res ${APP_BIN_DIR}/Resources ) endif()