#/**************************************************************************** # 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 cpp_empty_test) project(${APP_NAME}) # default build, not build when build engine and all tests if(NOT DEFINED BUILD_ENGINE_DONE) # define some variables set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../..) set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/) # works before libcocos2d include(CocosBuildSet) CocosBuildSet() # add engine directory, get cocos library add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core) endif(NOT DEFINED BUILD_ENGINE_DONE) if(ANDROID) set(PLATFORM_SRC proj.android/app/jni/main.cpp) set(RES_PREFIX "/Resources") elseif(WINDOWS) set(PLATFORM_SRC proj.win32/main.cpp) set(RES_PREFIX "") elseif(APPLE) file(GLOB_RECURSE RES_FILES Resources/*) cocos_mark_resources(FILES ${RES_FILES} BASEDIR Resources) if(IOS) set(IOS_SRC proj.ios/main.m proj.ios/AppController.mm proj.ios/RootViewController.mm ) file(GLOB_RECURSE RES_LS proj.ios/LaunchScreen.storyboard) cocos_mark_resources(FILES ${RES_LS} BASEDIR proj.ios) file(GLOB_RECURSE RES_LSBG proj.ios/LaunchScreenBackground.png) cocos_mark_resources(FILES ${RES_LSBG} BASEDIR proj.ios) set(APPLE_SRC ${IOS_SRC} ${RES_LS} ${RES_LSBG}) elseif(MACOSX) set(MAC_SRC proj.mac/main.cpp) file(GLOB_RECURSE RES_ICON proj.mac/Icon.icns) cocos_mark_resources(FILES ${RES_ICON} BASEDIR proj.mac) set(APPLE_SRC ${MAC_SRC} ${RES_ICON}) endif() set(PLATFORM_SRC ${RES_FILES} ${APPLE_SRC}) elseif(LINUX) set(PLATFORM_SRC proj.linux/main.cpp) set(RES_PREFIX "/Resources") else() message( FATAL_ERROR "Unsupported platform, CMake will exit" ) endif() include_directories(Classes) set(SAMPLE_SRC ${PLATFORM_SRC} Classes/AppDelegate.cpp Classes/HelloWorldScene.cpp ) if(ANDROID) add_library(${APP_NAME} SHARED ${SAMPLE_SRC}) if(CMAKE_BUILD_TYPE MATCHES RELEASE) add_custom_command(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so) endif() target_link_libraries(${APP_NAME} -Wl,-whole-archive cocos2d_android -Wl,-no-whole-archive) add_dependencies(${APP_NAME} cocos2d_android) else() # add the executable add_executable(${APP_NAME} ${SAMPLE_SRC}) endif() target_link_libraries(${APP_NAME} cocos2d) add_dependencies(${APP_NAME} cocos2d) if(MSVC) #get our resources add_custom_command(TARGET ${APP_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${CMAKE_CURRENT_BINARY_DIR}) #get our dlls add_custom_command(TARGET ${APP_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/../../external/win32-specific/gles/prebuilt/glew32.dll ${CMAKE_CURRENT_BINARY_DIR}) add_custom_command(TARGET ${APP_NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/../../external/win32-specific/zlib/prebuilt/zlib1.dll ${CMAKE_CURRENT_BINARY_DIR}/Debug) #Visual Studio Defaults to wrong type set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS_DEBUG "/SUBSYSTEM:WINDOWS") set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS") elseif(APPLE) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE 1 RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin" ) if(MACOSX) cocos_pak_xcode(${APP_NAME} BUNDLE_NAME "Cpp Empty Test") elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") endif() else() set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${APP_NAME}") set_target_properties(${APP_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}") add_custom_command(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources $${RES_PREFIX} ) endif() if(XCODE OR VS) cocos_mark_code_files(${APP_NAME}) endif()