#/****************************************************************************
# Copyright (c) 2015-2017 Chukong Technologies 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.
# ****************************************************************************/
cmake_minimum_required(VERSION 3.10)

set(APP_NAME fairygui_tests)

project(${APP_NAME})

if(NOT DEFINED BUILD_ENGINE_DONE)
    if(XCODE)
        set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
    endif()

    set(ADXE_ROOT "$ENV{ADXE_ROOT}")
    if(NOT (ADXE_ROOT STREQUAL ""))
        set(ADXE_ROOT_PATH "${ADXE_ROOT}")
        file(TO_CMAKE_PATH ${ADXE_ROOT_PATH} ADXE_ROOT_PATH) # string(REPLACE "\\" "/" ADXE_ROOT_PATH ${ADXE_ROOT_PATH})
        message(STATUS "Using system env var ADXE_ROOT=${ADXE_ROOT}")
    else()
        set(ADXE_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../..)
    endif()
    set(CMAKE_MODULE_PATH ${ADXE_ROOT_PATH}/cmake/Modules/)

    include(CocosBuildSet)
    add_subdirectory(${ADXE_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/adxe/core)
endif()

# record sources, headers, resources...
file(GLOB GAME_SOURCE Classes/*.cpp)
file(GLOB GAME_HEADER Classes/*.h)

set(GAME_RES_FOLDER
    "${CMAKE_CURRENT_SOURCE_DIR}/Resources"
    )
if(APPLE OR VS)
    cocos_mark_multi_resources(cc_common_res RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()

if(ANDROID)
    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
         )
    list(APPEND GAME_SOURCE
         proj.win32/main.cpp
         ${cc_common_res}
         )
elseif(APPLE)
    if(IOS)
        list(APPEND GAME_HEADER
             proj.ios/AppController.h
             proj.ios/RootViewController.h
             )
        set(APP_UI_RES
            proj.ios/LaunchScreen.storyboard
            proj.ios/LaunchScreenBackground.png
            proj.ios/Images.xcassets
            )
        list(APPEND GAME_SOURCE
             proj.ios/main.m
             proj.ios/AppController.mm
             proj.ios/RootViewController.mm
             ${APP_UI_RES}
             )
    elseif(MACOSX)
        set(APP_UI_RES
            proj.mac/Icon.icns
            proj.mac/Info.plist
            proj.mac/en.lproj/InfoPlist.strings
            )
        list(APPEND GAME_SOURCE
             proj.mac/main.cpp
             ${APP_UI_RES}
             )
    endif()
    list(APPEND GAME_SOURCE ${cc_common_res})
endif()

set(all_code_files
    ${GAME_HEADER}
    ${GAME_SOURCE}
    )

# mark app complie info
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(${ADXE_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.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()

target_link_libraries(${APP_NAME} ${ADXE_CORE_LIB})

target_include_directories(${APP_NAME} PRIVATE Classes)

setup_cocos_app_config(${APP_NAME})
if(XCODE)
    set_target_properties(${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.adxe.fairygui_tests")

    if(MACOSX)
        set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist")
    elseif(IOS)
        set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios/Info.plist")
        set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
    endif()

    # For code-signing, set the DEVELOPMENT_TEAM:
    #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
    cocos_copy_target_dll(${APP_NAME})
endif()

if((WINDOWS AND (CMAKE_GENERATOR STREQUAL "Ninja")) OR LINUX)
    cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
    cocos_copy_target_res(${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()