#/**************************************************************************** # 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 3.6) set(APP_NAME js-tests) project(${APP_NAME}) if(NOT DEFINED BUILD_ENGINE_DONE) set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..) 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 ${ENGINE_BINARY_PATH}/cocos/core) endif() endif() set(res_main_files "${CMAKE_CURRENT_SOURCE_DIR}/../main.js" "${CMAKE_CURRENT_SOURCE_DIR}/../project.json" ) # to check, dumplicate copy on macOS sometime. why? # "${COCOS2DX_ROOT_PATH}/tests/cpp-tests/Resources" set(res_res_folders "${CMAKE_CURRENT_SOURCE_DIR}/../resjs" "${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/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) set(GAME_HEADER) if(ANDROID) # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml set(APP_NAME js_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/AppController.h proj.ios/NativeOcClass.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/NativeOcClass.m proj.ios/AppController.mm proj.ios/RootViewController.mm ${APP_UI_RES} ) elseif(MACOSX) set(APP_UI_RES proj.mac/Icon.icns proj.mac/Test_Info.plist proj.mac/Test_Prefix.pch proj.mac/en.lproj/MainMenu.xib 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() list(APPEND GAME_HEADER Classes/AppDelegate.h Classes/js_Effect3D_bindings.h Classes/js_DrawNode3D_bindings.h ) list(APPEND GAME_SOURCE Classes/AppDelegate.cpp Classes/js_DrawNode3D_bindings.cpp Classes/js_Effect3D_bindings.cpp ) 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/js-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/js-android) target_link_libraries(${APP_NAME} -Wl,--whole-archive js_android_spec -Wl,--no-whole-archive) endif() target_link_libraries(${APP_NAME} jscocos2d) target_include_directories(${APP_NAME} PRIVATE Classes) # mark app resources setup_cocos_app_config(${APP_NAME}) if(APPLE) set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Test_Info.plist" ) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}") endif() elseif(WINDOWS) cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}) endif() 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()