axmol/tests/fairygui-tests/CMakeLists.txt

151 lines
5.2 KiB
CMake

#/****************************************************************************
# 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 3.10)
set(APP_NAME fairygui-tests)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
set(ADXE_ROOT "$ENV{ADXE_ROOT}")
if(NOT (ADXE_ROOT STREQUAL ""))
set(ADXE_ROOT_PATH "${ADXE_ROOT}")
file(TO_CMAKE_PATH ${ADXE_ROOT_PATH} ADXE_ROOT_PATH) # string(REPLACE "\\" "/" ADXE_ROOT_PATH ${ADXE_ROOT_PATH})
message(STATUS "Using system env var ADXE_ROOT=${ADXE_ROOT}")
else()
set(ADXE_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../..)
endif()
set(CMAKE_MODULE_PATH ${ADXE_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
add_subdirectory(${ADXE_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()
# record sources, headers, resources...
file(GLOB GAME_SOURCE Classes/*.cpp)
file(GLOB GAME_HEADER Classes/*.h)
set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
)
if(APPLE OR VS)
cocos_mark_multi_resources(cc_common_res RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME fairygui_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
)
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/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/AppController.mm
proj.ios/RootViewController.mm
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.mac/Icon.icns
proj.mac/Info.plist
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()
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
# mark app complie info
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
add_subdirectory(${ADXE_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
target_link_libraries(${APP_NAME} ${ADXE_CORE_LIB})
target_include_directories(${APP_NAME} PRIVATE Classes)
setup_cocos_app_config(${APP_NAME})
if(XCODE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist")
elseif(IOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()