#/**************************************************************************** # Copyright (c) 2013 cocos2d-x.org # Copyright (c) 2014 martell malone # Copyright (c) 2015-2017 Chukong Technologies Inc. # 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. # ****************************************************************************/ # this CMakeLists is to generate Cocos2d-x Engine Library # build adxe # build adxelua if AX_ENABLE_EXT_LUA=ON # The version number set(ADXE_VERSION 1.0) if(NOT DEFINED ADXE_CORE_LIB) set(ADXE_CORE_LIB adxe CACHE INTERNAL "The adxe core lib name" ) endif() if (NOT DEFINED AX_USE_COMPAT_GL) set(AX_USE_COMPAT_GL FALSE CACHE INTERNAL "Enabling AX_USE_COMPAT_GL" ) endif() if (NOT DEFINED AX_ENABLE_MSEDGE_WEBVIEW2) set(AX_ENABLE_MSEDGE_WEBVIEW2 TRUE CACHE INTERNAL "Enabling windows webview2" ) endif() if (NOT DEFINED AX_ENABLE_MFMEDIA) set(AX_ENABLE_MFMEDIA TRUE CACHE INTERNAL "Enabling microsoft media foundation for windows video player" ) endif() project(adxe_libs) if(XCODE) # set(CMAKE_BUILD_WITH_INSTALL_RPATH YES) # set(CMAKE_INSTALL_RPATH "@executable_path/Frameworks") set(CMAKE_XCODE_ATTRIBUTE_LD_RUNPATH_SEARCH_PATHS "@executable_path/Frameworks" CACHE INTERNAL "") endif() set(ADXE_THIRDPARTY_NAME "thirdparty" CACHE INTERNAL "" ) if (WIN32) option(WIN32_PATH_USE_ACP "" OFF) if(NOT WIN32_PATH_USE_ACP) add_definitions(-DNTCVT_CP_DEFAULT=CP_UTF8) else() add_definitions(-DNTCVT_CP_DEFAULT=CP_ACP) endif() endif() include(2d/CMakeLists.txt) include(3d/CMakeLists.txt) include(platform/CMakeLists.txt) include(physics/CMakeLists.txt) include(physics3d/CMakeLists.txt) include(math/CMakeLists.txt) include(navmesh/CMakeLists.txt) include(renderer/CMakeLists.txt) include(base/CMakeLists.txt) include(ui/CMakeLists.txt) include(network/CMakeLists.txt) include(audio/CMakeLists.txt) set(COCOS_HEADER adxe.h ${COCOS_2D_HEADER} ${COCOS_3D_HEADER} ${COCOS_PLATFORM_HEADER} ${COCOS_PHYSICS_HEADER} ${COCOS_PHYSICS3D_HEADER} ${COCOS_MATH_HEADER} ${COCOS_NAVMESH_HEADER} ${COCOS_RENDERER_HEADER} ${COCOS_BASE_HEADER} ${COCOS_AUDIO_HEADER} ${COCOS_UI_HEADER} ${COCOS_NETWORK_HEADER} ) set(COCOS_SRC adxe.cpp ${COCOS_2D_SRC} ${COCOS_3D_SRC} ${COCOS_PLATFORM_SRC} ${COCOS_PHYSICS_SRC} ${COCOS_PHYSICS3D_SRC} ${COCOS_MATH_SRC} ${COCOS_NAVMESH_SRC} ${COCOS_RENDERER_SRC} ${COCOS_BASE_SRC} ${COCOS_AUDIO_SRC} ${COCOS_UI_SRC} ${COCOS_NETWORK_SRC} ) list(APPEND COCOS_SRC ${COCOS_HEADER}) add_library(${ADXE_CORE_LIB} ${COCOS_SRC}) # if (NOT APPLE) # set_source_files_properties("audio/src/AudioEngineImpl.mm" PROPERTIES LANGUAGE CXX) # endif() # use thirdparty libs add_subdirectory(${ADXE_ROOT_PATH}/thirdparty ${ENGINE_BINARY_PATH}/thirdparty) target_link_libraries(${ADXE_CORE_LIB} thirdparty) # add base macro define and compile options use_cocos2dx_compile_define(${ADXE_CORE_LIB}) use_cocos2dx_compile_options(${ADXE_CORE_LIB}) # use all platform related system libs use_cocos2dx_libs_depend(${ADXE_CORE_LIB}) target_include_directories(${ADXE_CORE_LIB} PUBLIC ${ADXE_ROOT_PATH} PUBLIC ${ADXE_ROOT_PATH}/thirdparty PUBLIC ${ADXE_ROOT_PATH}/extensions PUBLIC ${ADXE_ROOT_PATH}/core PUBLIC ${ADXE_ROOT_PATH}/core/platform INTERFACE ${ADXE_ROOT_PATH}/thirdparty INTERFACE ${ADXE_ROOT_PATH}/extensions INTERFACE ${ADXE_ROOT_PATH}/core/base INTERFACE ${ADXE_ROOT_PATH}/core/audio INTERFACE ${ADXE_ROOT_PATH}/core/platform/${PLATFORM_FOLDER} ) set_target_properties(${ADXE_CORE_LIB} PROPERTIES ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib" LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib" RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin" VERSION "${ADXE_VERSION}" FOLDER "Internal" ) ## Lua bindings lib # if(AX_ENABLE_EXT_LUA) # add_subdirectory(${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings ${ENGINE_BINARY_PATH}/core/lua-bindings) # endif() if(XCODE OR VS) cocos_mark_code_files("${ADXE_CORE_LIB}") endif() if(WINDOWS) # precompiled header. Compilation time speedup ~4x, but don't know how Ninja to support PCH yet and needs help from someone. if(NOT CMAKE_GENERATOR STREQUAL "Ninja") target_sources(${ADXE_CORE_LIB} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp") set_target_properties(${ADXE_CORE_LIB} PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h") set_source_files_properties("${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp" PROPERTIES COMPILE_FLAGS "/Ycprecheader.h") endif() # compile c as c++. needed for precompiled header set_source_files_properties(${COCOS_SPINE_SRC} base/ccFPSImages.c PROPERTIES LANGUAGE CXX) if(AX_ENABLE_MSEDGE_WEBVIEW2) find_program(NUGET_EXE NAMES nuget PATHS ${ADXE_ROOT_PATH}/tools/external/nuget) if(NOT NUGET_EXE) message("NUGET.EXE not found.") message(FATAL_ERROR "Please run setup.py again to download NUGET.EXE, and run CMake again.") endif() exec_program(${NUGET_EXE} ARGS install "Microsoft.Web.WebView2" -Version 1.0.992.28 -ExcludeVersion -OutputDirectory ${CMAKE_BINARY_DIR}/packages) if(CMAKE_GENERATOR STREQUAL "Ninja") target_link_libraries(${ADXE_CORE_LIB} ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/${ARCH_ALIAS}/WebView2Loader.dll.lib) target_include_directories(${ADXE_CORE_LIB} PUBLIC ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/include) else() target_link_libraries(${ADXE_CORE_LIB} ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/Microsoft.Web.WebView2.targets) endif() target_compile_definitions(${ADXE_CORE_LIB} PUBLIC ADXE_HAVE_WEBVIEW2) endif() endif() # engine extensions add_subdirectory(${ADXE_ROOT_PATH}/extensions ${ENGINE_BINARY_PATH}/extensions) if(MSVC) target_sources(${ADXE_CORE_LIB} PRIVATE ../thirdparty/yasio/yasio.natvis) target_sources(${ADXE_CORE_LIB} PRIVATE ../thirdparty/robin-map/tsl-robin-map.natvis) target_compile_options(${ADXE_CORE_LIB} PUBLIC "/Zm2000") endif() # copy all thirdparty libraries to ${CMAKE_BINARY_DIR}/lib/$ # if (WINDOWS) # copy_thirdparty_dlls(libcocos2d ${CMAKE_BINARY_DIR}/lib/$) # endif() #if(XCODE) # # Later versions of Xcode clang want to compile C++17 with aligned allocation turned on and this is only supported on iOS 11.0+ # # TODO: Only turn this off if ${CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET} < 11.0 # target_compile_options(${ADXE_CORE_LIB} PUBLIC $<$:-fno-aligned-allocation>) #endif()