#/**************************************************************************** # Copyright (c) 2013 cocos2d-x.org # Copyright (c) 2014 martell malone # Copyright (c) 2015-2017 Chukong Technologies Inc. # # http://www.cocos2d-x.org # # 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 libcocos2d # build luacocos2d if BUILD_LUA_LIBS=ON # The workaround for solve try_compile failed with code sign # since cmake-3.18.2, not required # everyting for cmake toolchain config before project(xxx) is better set(CMAKE_TRY_COMPILE_PLATFORM_VARIABLES "CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED" "CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED") set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_REQUIRED NO) set(CMAKE_XCODE_ATTRIBUTE_CODE_SIGNING_ALLOWED NO) # Fix compile failed with armv7 deployment target >= 11.0, xcode clang will report follow error # clang: error: invalid iOS deployment version '--target=armv7-apple-ios13.6', # iOS 10 is the maximum deployment target for 32-bit targets # If not defined CMAKE_OSX_DEPLOYMENT_TARGET, cmake will choose latest deployment target if(CMAKE_SYSTEM_NAME STREQUAL "iOS") if("${CMAKE_OSX_ARCHITECTURES}" MATCHES ".*armv7.*") if(NOT DEFINED CMAKE_OSX_DEPLOYMENT_TARGET OR "${CMAKE_OSX_DEPLOYMENT_TARGET}" VERSION_GREATER "11.0" OR "${CMAKE_OSX_DEPLOYMENT_TARGET}" VERSION_EQUAL "11.0") message(STATUS "Sets iOS minimum deployment target to 10.0 for armv7") # a. armv7 maximum deployment 10.x # b. armv7 TLS require deployment 10.x set(CMAKE_OSX_DEPLOYMENT_TARGET "10.0" CACHE STRING "Minimum OS X deployment version") endif() else() if(NOT DEFINED CMAKE_OSX_DEPLOYMENT_TARGET) set(CMAKE_OSX_DEPLOYMENT_TARGET "9.0" CACHE STRING "Minimum OS X deployment version") endif() endif() endif() # The version number set(ENGINEX_VERSION 1.0) if(NOT DEFINED ENGINEX_CORE_LIB) set(ENGINEX_CORE_LIB cocos2d CACHE INTERNAL "The engine-x core lib name" ) endif() if (NOT DEFINED CC_FORCE_USE_GLES) set(CC_FORCE_USE_GLES FALSE CACHE INTERNAL "Force use GLES" ) endif() set(LUA_ENGINE "luajit" CACHE INTERNAL "The Lua Engine, luajit or plainlua" ) project(cocos2d_libs) 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 cocos2d.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 cocos2d.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 ${COCOS_HEADER}) add_library(${ENGINEX_CORE_LIB} ${COCOS_SRC}) # if (NOT APPLE) # set_source_files_properties("audio/src/AudioEngineImpl.mm" PROPERTIES LANGUAGE CXX) # endif() # use external libs add_subdirectory(${COCOS2DX_ROOT_PATH}/external ${ENGINE_BINARY_PATH}/external) target_link_libraries(${ENGINEX_CORE_LIB} external) # add base macro define and compile options use_cocos2dx_compile_define(${ENGINEX_CORE_LIB}) use_cocos2dx_compile_options(${ENGINEX_CORE_LIB}) # use all platform related system libs use_cocos2dx_libs_depend(${ENGINEX_CORE_LIB}) target_include_directories(${ENGINEX_CORE_LIB} PUBLIC ${COCOS2DX_ROOT_PATH} PUBLIC ${COCOS2DX_ROOT_PATH}/external PUBLIC ${COCOS2DX_ROOT_PATH}/extensions PUBLIC ${COCOS2DX_ROOT_PATH}/cocos PUBLIC ${COCOS2DX_ROOT_PATH}/cocos/platform INTERFACE ${COCOS2DX_ROOT_PATH}/external INTERFACE ${COCOS2DX_ROOT_PATH}/extensions INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/base INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/audio/include INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/platform/${PLATFORM_FOLDER} ) set_target_properties(${ENGINEX_CORE_LIB} PROPERTIES ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib" LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib" RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib" VERSION "${ENGINEX_VERSION}" FOLDER "Internal" ) ## Lua bindings lib # if(BUILD_LUA_LIBS) # add_subdirectory(${COCOS2DX_ROOT_PATH}/extensions/scripting/lua-bindings ${ENGINE_BINARY_PATH}/cocos/lua-bindings) # endif() if(XCODE OR VS) cocos_mark_code_files("${ENGINEX_CORE_LIB}") endif() if(WINDOWS) # precompiled header. Compilation time speedup ~4x. target_sources(${ENGINEX_CORE_LIB} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp") set_target_properties(${ENGINEX_CORE_LIB} PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h") set_source_files_properties("${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp" PROPERTIES COMPILE_FLAGS "/Ycprecheader.h") # compile c as c++. needed for precompiled header set_source_files_properties(${COCOS_SPINE_SRC} base/ccFPSImages.c PROPERTIES LANGUAGE CXX) endif() # engine extensions add_subdirectory(${COCOS2DX_ROOT_PATH}/extensions ${ENGINE_BINARY_PATH}/extensions) # copy all external 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 ${CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET} < 11.0 # target_compile_options(${ENGINEX_CORE_LIB} PUBLIC $<$:-fno-aligned-allocation>) #endif()