#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # Copyright (c) 2021-2022 Bytedance Inc. # # https://axys1.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 HelloCpp) project(${APP_NAME}) if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloCpp into root project if(XCODE) set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE) endif() # config quick starter batch script run.bat for windows if(WIN32) file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}") configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY) endif() set(AXYS_ROOT "$ENV{AXYS_ROOT}") if(NOT (AXYS_ROOT STREQUAL "")) set(AXYS_ROOT_PATH "${AXYS_ROOT}") file(TO_CMAKE_PATH ${AXYS_ROOT_PATH} AXYS_ROOT_PATH) # string(REPLACE "\\" "/" AXYS_ROOT_PATH ${AXYS_ROOT_PATH}) message(STATUS "Using system env var AXYS_ROOT=${AXYS_ROOT}") else() message(FATAL_ERROR "Please run setup.py add system env var 'AXYS_ROOT' to specific the engine root") endif() set(CMAKE_MODULE_PATH ${AXYS_ROOT_PATH}/cmake/Modules/) include(AXBuildSet) set(_AX_USE_PREBUILT FALSE) if (WIN32 AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${AXYS_ROOT_PATH}/${AX_PREBUILT_DIR}) set(_AX_USE_PREBUILT TRUE) endif() if (NOT _AX_USE_PREBUILT) add_subdirectory(${AXYS_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/axys/core) endif() endif() # record sources, headers, resources... set(GAME_SOURCE) set(GAME_HEADER) set(GAME_RES_FOLDER "${CMAKE_CURRENT_SOURCE_DIR}/Resources" ) if(APPLE OR WINDOWS) ax_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER}) endif() # add cross-platforms source files and header files list(APPEND GAME_SOURCE Classes/AppDelegate.cpp Classes/HelloWorldScene.cpp ) list(APPEND GAME_HEADER Classes/AppDelegate.h Classes/HelloWorldScene.h ) 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 ) set(APP_UI_RES proj.ios_mac/ios/LaunchScreen.storyboard proj.ios_mac/ios/LaunchScreenBackground.png proj.ios_mac/ios/Images.xcassets ) 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 ${all_code_files}) # whole archive for jni add_subdirectory(${AXYS_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.axys1.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src") endif() if (NOT _AX_USE_PREBUILT) target_link_libraries(${APP_NAME} ${_AX_CORE_LIB}) endif() target_include_directories(${APP_NAME} PRIVATE Classes PRIVATE ${AXYS_ROOT_PATH}/core/audio ) # mark app resources setup_ax_app_config(${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.axys1.hellocpp") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist") elseif(IOS) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/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) if(NOT _AX_USE_PREBUILT) ax_copy_target_dll(${APP_NAME}) endif() 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}") if(NOT DEFINED BUILD_ENGINE_DONE) set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME}) endif() endif() # The optional thirdparties(not dependent by engine) if (AX_WITH_YAML_CPP) target_include_directories(${APP_NAME} PRIVATE ${AXYS_ROOT_PATH}/thirdparty/yaml-cpp/include) target_link_libraries(${APP_NAME} yaml-cpp) endif() if (_AX_USE_PREBUILT) # support windows only include(${AXYS_ROOT_PATH}/cmake/Modules/AXConfigDefine.cmake) use_ax_compile_define(${APP_NAME}) include(${AXYS_ROOT_PATH}/cmake/Modules/AXLinkHelpers.cmake) ax_link_cxx_prebuilt(${APP_NAME} ${AXYS_ROOT_PATH} ${AX_PREBUILT_DIR}) endif()