mirror of https://github.com/axmolengine/axmol.git
245 lines
8.5 KiB
CMake
245 lines
8.5 KiB
CMake
#/****************************************************************************
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# Copyright (c) 2013-2014 cocos2d-x.org
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# Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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#
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# https://axmol.dev/
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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# ****************************************************************************/
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cmake_minimum_required(VERSION 3.20)
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set(APP_NAME Dummy)
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project(${APP_NAME})
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if(XCODE)
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set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
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endif()
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# config quick starter batch script run.bat for windows
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if(WIN32)
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file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}")
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configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY)
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endif()
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set(_is_axmol_embed FALSE)
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if (IS_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/axmol")
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set(_AX_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/axmol")
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set(_is_axmol_embed TRUE)
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message(STATUS "Building isolated project: ${APP_NAME}")
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else()
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set(_AX_ROOT "$ENV{AX_ROOT}")
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if(NOT (_AX_ROOT STREQUAL ""))
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file(TO_CMAKE_PATH ${_AX_ROOT} _AX_ROOT)
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message(STATUS "Using system env var _AX_ROOT=${_AX_ROOT}")
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else()
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message(FATAL_ERROR "Please run setup.ps1 add system env var 'AX_ROOT' to specific the engine root")
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endif()
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endif()
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set(CMAKE_MODULE_PATH ${_AX_ROOT}/cmake/Modules/)
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include(AXBuildSet)
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set(_AX_USE_PREBUILT FALSE)
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if(NOT _is_axmol_embed)
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if ((WIN32 OR LINUX) AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${_AX_ROOT}/${AX_PREBUILT_DIR})
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set(_AX_USE_PREBUILT TRUE)
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endif()
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endif()
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if (NOT _AX_USE_PREBUILT)
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add_subdirectory(${_AX_ROOT}/core ${ENGINE_BINARY_PATH}/axmol/core)
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endif()
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# The common cross-platforms source files and header files
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file(GLOB_RECURSE GAME_HEADER
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Source/*.h Source/*.hpp
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)
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file(GLOB_RECURSE GAME_SOURCE
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Source/*.cpp Source/*.c
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)
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set(GAME_INC_DIRS
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"${CMAKE_CURRENT_SOURCE_DIR}/Source"
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)
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set(content_folder "${CMAKE_CURRENT_SOURCE_DIR}/Content")
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set(engine_script_folder "${_AX_ROOT}/extensions/scripting/lua-bindings/script")
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if(APPLE)
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ax_mark_multi_resources(content_files RES_TO "Resources" FOLDERS ${content_folder})
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set(common_content_files ${content_files})
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elseif(WINDOWS)
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ax_mark_multi_resources(content_files RES_TO "Content" FOLDERS ${content_folder})
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set(common_content_files ${content_files})
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endif()
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if(ANDROID)
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# the APP_NAME should match on AndroidManifest.xml
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list(APPEND GAME_SOURCE
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proj.android/app/jni/main.cpp
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)
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elseif(LINUX)
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list(APPEND GAME_SOURCE
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proj.linux/main.cpp
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)
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list(APPEND GAME_SOURCE ${common_content_files})
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elseif(WASM)
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list(APPEND GAME_SOURCE
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proj.wasm/main.cpp
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)
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list(APPEND GAME_SOURCE ${common_content_files})
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elseif(WINDOWS)
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if(NOT WINRT)
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list(APPEND GAME_HEADER
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proj.win32/main.h
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)
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list(APPEND GAME_SOURCE
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proj.win32/main.cpp
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)
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else()
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ax_setup_winrt_sources()
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endif()
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list(APPEND GAME_SOURCE ${common_content_files})
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elseif(APPLE)
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if(IOS)
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list(APPEND GAME_HEADER
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proj.ios_mac/ios/AppController.h
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proj.ios_mac/ios/RootViewController.h
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)
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if (TVOS)
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set(APP_UI_RES
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proj.ios_mac/ios/targets/tvos/LaunchScreenBackground.png
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proj.ios_mac/ios/targets/tvos/LaunchScreen.storyboard
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proj.ios_mac/ios/targets/tvos/Images.xcassets
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)
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else()
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set(APP_UI_RES
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proj.ios_mac/ios/targets/ios/LaunchScreenBackground.png
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proj.ios_mac/ios/targets/ios/LaunchScreen.storyboard
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proj.ios_mac/ios/targets/ios/Images.xcassets
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)
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endif()
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list(APPEND GAME_SOURCE
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proj.ios_mac/ios/main.m
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proj.ios_mac/ios/AppController.mm
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proj.ios_mac/ios/RootViewController.mm
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proj.ios_mac/ios/Prefix.pch
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${APP_UI_RES}
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)
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elseif(MACOSX)
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set(APP_UI_RES
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proj.ios_mac/mac/Icon.icns
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proj.ios_mac/mac/Info.plist
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)
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list(APPEND GAME_SOURCE
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proj.ios_mac/mac/main.cpp
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proj.ios_mac/mac/Prefix.pch
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${APP_UI_RES}
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)
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endif()
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list(APPEND GAME_SOURCE ${common_content_files})
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endif()
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# mark app complie info and libs info
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set(APP_SOURCES
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${GAME_HEADER}
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${GAME_SOURCE}
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)
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if(NOT ANDROID)
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add_executable(${APP_NAME} ${APP_SOURCES})
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else()
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add_library(${APP_NAME} SHARED ${APP_SOURCES})
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# whole archive for jni
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target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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add_subdirectory(${_AX_ROOT}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/extensions/lua-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
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config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
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endif()
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# The optional thirdparties(not dependent by engine)
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if (AX_WITH_YAML_CPP)
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list(APPEND GAME_INC_DIRS "${_AX_ROOT}/3rdparty/yaml-cpp/include")
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endif()
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target_include_directories(${APP_NAME} PRIVATE ${GAME_INC_DIRS})
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# mark app resources, resource will be copy auto after mark
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if (NOT _AX_USE_PREBUILT)
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target_link_libraries(${APP_NAME} ${_AX_LUA_LIB})
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endif()
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ax_setup_app_config(${APP_NAME})
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if(APPLE)
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set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
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set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
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set_xcode_property(${APP_NAME} PRODUCT_BUNDLE_IDENTIFIER "org.axmol.dummy")
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if(MACOSX)
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set_target_properties(${APP_NAME} PROPERTIES
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MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist"
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)
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elseif(TVOS)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/targets/tvos/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "Brand Assets")
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elseif(IOS)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/targets/ios/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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set_xcode_property(${APP_NAME} TARGETED_DEVICE_FAMILY "1,2")
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endif()
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# For code-signing, set the DEVELOPMENT_TEAM:
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#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
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elseif(WINDOWS)
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if((NOT _AX_USE_PREBUILT))
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ax_sync_target_dlls(${APP_NAME} LUA)
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endif()
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endif()
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if ((NOT APPLE) AND (NOT WINRT))
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ax_get_resource_path(APP_RES_DIR ${APP_NAME})
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ax_sync_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${content_folder} SYM_LINK 1)
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if((WINDOWS AND (NOT (CMAKE_GENERATOR MATCHES "Ninja"))))
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set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${content_folder}")
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if(NOT DEFINED BUILD_ENGINE_DONE)
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
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endif()
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endif()
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elseif(WINRT)
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if(NOT DEFINED BUILD_ENGINE_DONE)
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
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endif()
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endif()
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if (_AX_USE_PREBUILT) # support windows and linux
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use_ax_compile_define(${APP_NAME})
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include(AXLinkHelpers)
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ax_link_lua_prebuilt(${APP_NAME} ${_AX_ROOT} ${AX_PREBUILT_DIR})
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endif()
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ax_setup_app_props(${APP_NAME})
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