#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # Copyright (c) 2021-2022 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(${APP_NAME}) if(NOT DEFINED BUILD_ENGINE_DONE) if(XCODE) set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE) endif() set(_AX_ROOT "$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() set(_AX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../..) endif() set(CMAKE_MODULE_PATH ${_AX_ROOT_PATH}/cmake/Modules/) include(AXBuildSet) add_subdirectory(${_AX_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/axmol/core) endif() # record sources, headers, resources... set(GAME_SOURCE) set(GAME_HEADER) file(GLOB GAME_HEADER ${CMAKE_CURRENT_SOURCE_DIR}/Classes/*.h;${CMAKE_CURRENT_SOURCE_DIR}/Classes/*.hpp) file(GLOB GAME_SOURCE ${CMAKE_CURRENT_SOURCE_DIR}/Classes/*.cpp) set(GAME_RES_FOLDER "${CMAKE_CURRENT_SOURCE_DIR}/Resources" ) if(APPLE OR WINDOWS) ax_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER}) endif() if(ANDROID) # the APP_NAME should match on AndroidManifest.xml 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 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 ) if (TVOS) set(APP_UI_RES proj.ios_mac/ios/LaunchScreenBackground.png proj.ios_mac/ios/targets/tvos/LaunchScreen.storyboard proj.ios_mac/ios/targets/tvos/Images.xcassets ) else() set(APP_UI_RES proj.ios_mac/ios/LaunchScreenBackground.png proj.ios_mac/ios/targets/ios/LaunchScreen.storyboard proj.ios_mac/ios/targets/ios/Images.xcassets ) endif() 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 ${all_code_files}) # whole archive for jni add_subdirectory(${_AX_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.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 Classes PRIVATE ${_AX_ROOT_PATH}/core/audio ) # mark app resources setup_ax_app_config(${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.axmol.live2d-tests") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist") elseif(TVOS) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}//proj.ios_mac/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 "${CMAKE_CURRENT_SOURCE_DIR}//proj.ios_mac/ios/targets/ios/Info.plist") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") endif() # For code-signing, set the DEVELOPMENT_TEAM: #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9") elseif(WINDOWS) ax_copy_target_dll(${APP_NAME}) 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} FOLDERS ${GAME_RES_FOLDER}) elseif(WINDOWS) set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${GAME_RES_FOLDER}") endif()