#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # # 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. # ****************************************************************************/ cmake_minimum_required(VERSION 3.6) set(APP_NAME HelloLua) project(${APP_NAME}) set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src) set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x) set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/) include(CocosBuildSet) set(BUILD_LUA_LIBS ON) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core) # script and source files info, not need to compile set(res_res_folders "${CMAKE_CURRENT_SOURCE_DIR}/res" ) set(res_src_folders "${CMAKE_CURRENT_SOURCE_DIR}/src" ) if(APPLE OR VS) cocos_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders}) cocos_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders}) set(cc_common_res ${res_res} ${res_src} ${res_script}) endif() # record sources, headers set(GAME_HEADER ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.h) set(GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.cpp) # sources need to compile info, include dirs and source files if(ANDROID) # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml set(APP_NAME cocos2dlua) list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.android/app/jni/hellolua/main.cpp) elseif(LINUX) list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.linux/main.cpp) elseif(WINDOWS) list(APPEND GAME_HEADER ${RUNTIME_SRC_ROOT}/proj.win32/main.h ) list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.win32/main.cpp ${cc_common_res} ) elseif(APPLE) if(IOS) list(APPEND GAME_HEADER ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.h ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.h ) set(APP_UI_RES ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreen.storyboard ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreenBackground.png ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Images.xcassets ) list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/main.m ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.mm ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.mm ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Prefix.pch ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/build-cfg.json ${APP_UI_RES} ) elseif(MACOSX) list(APPEND GAME_HEADER ) set(APP_UI_RES ${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Icon.icns ${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist ) list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/main.cpp ${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Prefix.pch ${APP_UI_RES} ) endif() list(APPEND GAME_SOURCE ${cc_common_res}) endif() set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE}) # mark app complie info and libs info if(NOT ANDROID) add_executable(${APP_NAME} ${APP_SRC}) else() add_library(${APP_NAME} SHARED ${APP_SRC}) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform) target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/lua-android) target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive) endif() target_link_libraries(${APP_NAME} luacocos2d) target_include_directories(${APP_NAME} PRIVATE ${RUNTIME_SRC_ROOT}/Classes) # mark app resources, resource will be copy auto after mark setup_cocos_app_config(${APP_NAME}) if(APPLE) set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist" ) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Info.plist") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "") set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer") endif() elseif(WINDOWS) cocos_copy_target_dll(${APP_NAME}) endif() # copy resource on linux or WINDOWS if(LINUX OR WINDOWS) set(APP_RES_DIR "$/Resources") cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders}) cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders}) endif()