#/**************************************************************************** # 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. # ****************************************************************************/ cmake_minimum_required(VERSION 3.1) set(APP_NAME HelloJavascript) 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 ${COCOS2DX_ROOT_PATH}/cmake/Modules/) include(CocosBuildSet) if(NOT USE_COCOS_PREBUILT) set(BUILD_JS_LIBS ON) add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core) endif() # script and source files info, not need to compile set(res_main_files "${CMAKE_CURRENT_SOURCE_DIR}/main.js" "${CMAKE_CURRENT_SOURCE_DIR}/project.json" ) set(res_res_folders "${CMAKE_CURRENT_SOURCE_DIR}/res" ) set(res_src_folders "${CMAKE_CURRENT_SOURCE_DIR}/src" ) set(res_script_folders "${COCOS2DX_ROOT_PATH}/cocos/scripting/js-bindings/script" ) if(APPLE OR VS) cocos_mark_multi_resources(res_main RES_TO "Resources" FILES ${res_main_files}) 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/script" FOLDERS ${res_script_folders}) set(cc_common_res ${res_main} ${res_res} ${res_src} ${res_script}) endif() # record sources, headers set(GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.cpp) set(GAME_HEADER ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.h) # sources need to compile info, include dirs and source files include_directories( ${RUNTIME_SRC_ROOT}/Classes ${COCOS2DX_ROOT_PATH}/cocos/editor-support ${COCOS2DX_ROOT_PATH}/external/spidermonkey/include/${PLATFORM_FOLDER} ) if(ANDROID) # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml set(APP_NAME cocos2djs) list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.android/app/jni/hellojavascript/main.cpp) elseif(LINUX) list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.linux/main.cpp) elseif(WINDOWS) set(WINDOWS_SRC ${RUNTIME_SRC_ROOT}/proj.win32/main.cpp) list(APPEND WINDOWS_SRC ${RUNTIME_SRC_ROOT}/proj.win32/game.rc) list(APPEND GAME_HEADER ${RUNTIME_SRC_ROOT}/proj.win32/main.h ${RUNTIME_SRC_ROOT}/proj.win32/resource.h ) list(APPEND GAME_SOURCE ${WINDOWS_SRC} ${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 ${APP_UI_RES} ) elseif(MACOSX) 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} ${GAME_SOURCE}) # mark app complie info and libs info cocos_build_app(${APP_NAME} APP_SRC "${APP_SRC}" DEPEND_COMMON_LIBS "jscocos2d" "cocos2d" DEPEND_ANDROID_LIBS "cocos2d_android" ) # mark app resources, resource will be copy auto after mark if(APPLE) set_target_properties(${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 "iOSBundleInfo.plist.in") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") endif() elseif(WINDOWS) cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}) endif() # copy resource on linux or WINDOWS if(LINUX OR WINDOWS) cocos_copy_res(COPY_TO ${APP_RES_DIR} FILES ${res_main_files}) cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders}) cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders}) cocos_copy_res(COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders}) endif()