mirror of https://github.com/axmolengine/axmol.git
195 lines
7.1 KiB
CMake
195 lines
7.1 KiB
CMake
cmake_minimum_required(VERSION 3.10)
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set(APP_NAME lua_tests)
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project(${APP_NAME})
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if(NOT DEFINED BUILD_ENGINE_DONE)
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if(XCODE)
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set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
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endif()
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set(ADXE_ROOT "$ENV{ADXE_ROOT}")
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if(NOT (ADXE_ROOT STREQUAL ""))
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set(ADXE_ROOT_PATH "${ADXE_ROOT}")
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file(TO_CMAKE_PATH ${ADXE_ROOT_PATH} ADXE_ROOT_PATH) # string(REPLACE "\\" "/" ADXE_ROOT_PATH ${ADXE_ROOT_PATH})
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message(STATUS "Using system env var ADXE_ROOT=${ADXE_ROOT}")
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else()
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message(FATAL_ERROR "Please run setup.py add system env var 'ADXE_ROOT' to specific the engine root")
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endif()
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set(CMAKE_MODULE_PATH ${ADXE_ROOT_PATH}/cmake/Modules/)
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include(CocosBuildSet)
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set(AX_ENABLE_EXT_LUA ON)
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set(_AX_USE_PREBUILT FALSE)
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if (WIN32 AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR})
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set(_AX_USE_PREBUILT TRUE)
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endif()
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if (NOT _AX_USE_PREBUILT)
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add_subdirectory(${ADXE_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/adxe/core)
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endif()
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endif()
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set(GAME_HEADER
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Classes/AppDelegate.h
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Classes/lua_test_bindings.h
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Classes/lua_assetsmanager_test_sample.h
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)
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set(GAME_SOURCE
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Classes/AppDelegate.cpp
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Classes/lua_assetsmanager_test_sample.cpp
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Classes/lua_test_bindings.cpp
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)
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set(res_res_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/../res"
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"${ADXE_ROOT_PATH}/tests/cpp-tests/Resources"
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)
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set(res_src_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/../src"
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)
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set(res_script_folders
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"${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/script"
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)
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if(APPLE OR VS)
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cocos_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders})
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cocos_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders})
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set(cc_common_res ${res_res} ${res_src})
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cocos_mark_multi_resources(res_script RES_TO "Resources/src/cocos" FOLDERS ${res_script_folders})
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set(cc_common_res ${cc_common_res} ${res_script})
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endif()
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if(ANDROID)
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list(APPEND GAME_SOURCE proj.android/app/jni/main.cpp)
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elseif(LINUX)
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list(APPEND GAME_SOURCE proj.linux/main.cpp)
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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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proj.win32/resource.h
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)
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list(APPEND GAME_SOURCE proj.win32/main.cpp ${cc_common_res})
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elseif(APPLE)
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if(IOS)
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list(APPEND GAME_HEADER
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proj.ios_mac/ios/AppController.h
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proj.ios_mac/ios/LuaObjectCBridgeTest.h
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proj.ios_mac/ios/RootViewController.h
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)
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set(APP_UI_RES
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proj.ios_mac/ios/LaunchScreen.storyboard
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proj.ios_mac/ios/LaunchScreenBackground.png
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proj.ios_mac/ios/Images.xcassets
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)
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list(APPEND GAME_SOURCE
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proj.ios_mac/ios/main.m
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proj.ios_mac/ios/LuaObjectCBridgeTest.mm
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proj.ios_mac/ios/AppController.mm
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proj.ios_mac/ios/RootViewController.mm
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${APP_UI_RES}
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)
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elseif(MACOSX)
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list(APPEND GAME_HEADER
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proj.ios_mac/mac/LuaObjectCBridgeTest.h
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)
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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/LuaObjectCBridgeTest.mm
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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(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
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if(NOT ANDROID)
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add_executable(${APP_NAME} ${APP_SRC})
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else()
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add_library(${APP_NAME} SHARED ${APP_SRC})
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# whole-archive for jni
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add_subdirectory(${ADXE_ROOT_PATH}/core/platform/android ${ENGINE_BINARY_PATH}/core/cpp-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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add_subdirectory(${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/extensions/lua-android)
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if(${CMAKE_ANDROID_ARCH_ABI} STREQUAL "x86")
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#add `-Wl,--no-warn-shared-textrel` to fix warning "shared library text segment is not shareable clang"
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target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive -Wl,--no-warn-shared-textrel)
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else()
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target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
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endif()
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config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
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endif()
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if (NOT _AX_USE_PREBUILT)
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target_link_libraries(${APP_NAME} ${ADXE_LUA_LIB})
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endif()
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target_include_directories(${APP_NAME} PRIVATE Classes)
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if(WIN64)
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target_link_options(${APP_NAME} PRIVATE "/STACK:4194304")
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endif()
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# mark app resources
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setup_cocos_app_config(${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.adxe.lua_tests")
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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.ios_mac/mac/Info.plist")
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set_target_properties(${APP_NAME} PROPERTIES
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LINK_FLAGS "-pagezero_size 10000 -image_base 100000000"
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)
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elseif(IOS)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
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set_xcode_property(${APP_NAME} CODE_SIGN_IDENTIFY "iPhone Developer")
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endif()
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# For code-signing, set the DEVELOPMENT_TEAM:
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#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
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elseif(WINDOWS)
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if(NOT _AX_USE_PREBUILT)
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cocos_copy_target_dll(${APP_NAME})
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cocos_copy_lua_dlls(${APP_NAME})
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endif()
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endif()
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if((WINDOWS AND (CMAKE_GENERATOR STREQUAL "Ninja")) OR LINUX)
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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}/res FOLDERS ${res_res_folders})
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cocos_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src )
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cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/cocos)
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elseif(WINDOWS)
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set(my_res_folder "${CMAKE_CURRENT_SOURCE_DIR}/..")
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cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} "${my_res_folder}/src/cocos")
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cocos_copy_target_res(${APP_NAME} LINK_TO "${my_res_folder}/res" FOLDERS "${ADXE_ROOT_PATH}/tests/cpp-tests/Resources")
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set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${my_res_folder}")
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if(NOT DEFINED BUILD_ENGINE_DONE)
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
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endif()
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endif()
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# The optional thirdparties(not dependent by engine)
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if (AX_WITH_YAML_CPP)
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target_include_directories(${APP_NAME} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/yaml-cpp/include)
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target_link_libraries(${APP_NAME} yaml-cpp)
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endif()
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if (_AX_USE_PREBUILT) # support windows only
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include(${ADXE_ROOT_PATH}/cmake/Modules/AdxeLinkHelpers.cmake)
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adxe_link_lua_prebuilt(${APP_NAME} ${ADXE_ROOT_PATH} ${AX_PREBUILT_DIR})
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endif()
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