cmake_minimum_required(VERSION 3.6) set(APP_NAME lua-tests) project(${APP_NAME}) if(XCODE) if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET) SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0) endif() endif() if(NOT DEFINED BUILD_ENGINE_DONE) if(NOT ("$ENV{COCOS2DX_ROOT}" STREQUAL "")) message(STATUS "Using system env var COCOS2DX_ROOT=$ENV{COCOS2DX_ROOT}") set(COCOS2DX_ROOT_PATH "$ENV{COCOS2DX_ROOT}") else() set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..) endif() set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/) include(CocosBuildSet) set(BUILD_LUA_LIBS ON) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core) endif() set(GAME_HEADER Classes/AppDelegate.h Classes/lua_test_bindings.h Classes/lua_assetsmanager_test_sample.h ) set(GAME_SOURCE Classes/AppDelegate.cpp Classes/lua_assetsmanager_test_sample.cpp Classes/lua_test_bindings.cpp ) set(res_res_folders "${CMAKE_CURRENT_SOURCE_DIR}/../res" "${COCOS2DX_ROOT_PATH}/tests/cpp-tests/Resources" ) set(res_src_folders "${CMAKE_CURRENT_SOURCE_DIR}/../src" ) set(res_script_folders "${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/script" ) 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}) cocos_mark_multi_resources(res_script RES_TO "Resources/src/cocos" FOLDERS ${res_script_folders}) set(cc_common_res ${res_res} ${res_src} ${res_script}) endif() if(ANDROID) # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml set(APP_NAME lua_tests) 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 ${cc_common_res}) elseif(APPLE) if(IOS) list(APPEND GAME_HEADER proj.ios_mac/ios/AppController.h proj.ios_mac/ios/LuaObjectCBridgeTest.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/LuaObjectCBridgeTest.mm proj.ios_mac/ios/AppController.mm proj.ios_mac/ios/RootViewController.mm ${APP_UI_RES} ) elseif(MACOSX) list(APPEND GAME_HEADER proj.ios_mac/mac/LuaObjectCBridgeTest.h ) 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/LuaObjectCBridgeTest.mm ${APP_UI_RES} ) endif() list(APPEND GAME_SOURCE ${cc_common_res}) endif() set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE}) if(NOT ANDROID) add_executable(${APP_NAME} ${APP_SRC}) else() add_library(${APP_NAME} SHARED ${APP_SRC}) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/cpp-android) target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/lua-android) if(${CMAKE_ANDROID_ARCH_ABI} STREQUAL "x86") #add `-Wl,--no-warn-shared-textrel` to fix warning "shared library text segment is not shareable clang" target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive -Wl,--no-warn-shared-textrel) else() target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive) endif() config_android_shared_libs("org.cocos2dx.${APP_NAME}" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src") endif() target_link_libraries(${APP_NAME} luacocos2d) target_include_directories(${APP_NAME} PRIVATE Classes) # mark app resources setup_cocos_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)") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist") set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS "-pagezero_size 10000 -image_base 100000000" ) elseif(IOS) set_target_properties(${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-${APP_NAME}") endif() # For code-signing, set the DEVELOPMENT_TEAM: #set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9") elseif(WINDOWS) cocos_copy_target_dll(${APP_NAME}) endif() if(LINUX OR WINDOWS) cocos_get_resource_path(APP_RES_DIR ${APP_NAME}) cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders}) cocos_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src ) cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/cocos) endif()