mirror of https://github.com/axmolengine/axmol.git
152 lines
5.2 KiB
CMake
152 lines
5.2 KiB
CMake
#/****************************************************************************
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# Copyright (c) 2015-2017 Chukong Technologies Inc.
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# http://www.cocos2d-x.org
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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 3.6)
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set(APP_NAME fairygui-tests)
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project(${APP_NAME})
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if(XCODE)
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if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
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SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
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endif()
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endif()
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if(NOT DEFINED BUILD_ENGINE_DONE)
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if(NOT ("$ENV{COCOS2DX_ROOT}" STREQUAL ""))
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message(STATUS "Using system env var COCOS2DX_ROOT=$ENV{COCOS2DX_ROOT}")
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set(COCOS2DX_ROOT_PATH "$ENV{COCOS2DX_ROOT}")
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string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
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else()
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set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../..)
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endif()
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set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
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include(CocosBuildSet)
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
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endif()
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# record sources, headers, resources...
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file(GLOB GAME_SOURCE Classes/*.cpp)
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file(GLOB GAME_HEADER Classes/*.h)
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set(GAME_RES_FOLDER
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"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
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)
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if(APPLE OR VS)
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cocos_mark_multi_resources(cc_common_res RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
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endif()
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if(ANDROID)
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# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
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set(APP_NAME fairygui_tests)
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list(APPEND GAME_SOURCE
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proj.android/app/jni/main.cpp
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)
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elseif(LINUX)
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list(APPEND GAME_SOURCE
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proj.linux/main.cpp
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)
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elseif(WINDOWS)
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list(APPEND GAME_HEADER
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proj.win32/main.h
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)
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list(APPEND GAME_SOURCE
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proj.win32/main.cpp
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${cc_common_res}
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)
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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/AppController.h
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proj.ios/RootViewController.h
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)
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set(APP_UI_RES
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proj.ios/LaunchScreen.storyboard
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proj.ios/LaunchScreenBackground.png
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proj.ios/Images.xcassets
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)
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list(APPEND GAME_SOURCE
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proj.ios/main.m
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proj.ios/AppController.mm
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proj.ios/RootViewController.mm
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${APP_UI_RES}
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)
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elseif(MACOSX)
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set(APP_UI_RES
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proj.mac/Icon.icns
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proj.mac/Info.plist
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proj.mac/en.lproj/InfoPlist.strings
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)
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list(APPEND GAME_SOURCE
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proj.mac/main.cpp
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${APP_UI_RES}
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)
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endif()
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list(APPEND GAME_SOURCE ${cc_common_res})
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endif()
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set(all_code_files
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${GAME_HEADER}
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${GAME_SOURCE}
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)
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# mark app complie info
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if(NOT ANDROID)
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add_executable(${APP_NAME} ${all_code_files})
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else()
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add_library(${APP_NAME} SHARED ${all_code_files})
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
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endif()
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target_link_libraries(${APP_NAME} ${COCOSRE_CORE_LIB})
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target_include_directories(${APP_NAME} PRIVATE Classes)
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setup_cocos_app_config(${APP_NAME})
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if(XCODE)
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set_target_properties(${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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if(MACOSX)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist")
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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/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
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endif()
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# For code-signing, set the DEVELOPMENT_TEAM:
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#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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if(LINUX OR WINDOWS)
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cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
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cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
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endif()
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