mirror of https://github.com/axmolengine/axmol.git
202 lines
6.6 KiB
CMake
202 lines
6.6 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://axmolengine.github.io/
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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 3.10)
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set(APP_NAME fairygui-tests)
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project(${APP_NAME})
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if(NOT DEFINED BUILD_ENGINE_DONE)
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if(XCODE)
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set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
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endif()
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set(_AX_ROOT "$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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set(_AX_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/../..)
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endif()
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set(CMAKE_MODULE_PATH ${_AX_ROOT}/cmake/Modules/)
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include(AXBuildSet)
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add_subdirectory(${_AX_ROOT}/core ${ENGINE_BINARY_PATH}/axmol/core)
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endif()
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# record sources, headers, resources...
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file(GLOB GAME_SOURCE Source/*.cpp)
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file(GLOB GAME_HEADER Source/*.h)
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set(GAME_INC_DIRS
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"${CMAKE_CURRENT_SOURCE_DIR}/Source"
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)
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set(content_folder
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"${CMAKE_CURRENT_SOURCE_DIR}/Content"
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)
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if(APPLE)
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ax_mark_multi_resources(common_content_files RES_TO "Resources" FOLDERS ${content_folder})
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elseif(WINDOWS)
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ax_mark_multi_resources(common_content_files RES_TO "Content" FOLDERS ${content_folder})
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endif()
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if(ANDROID)
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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 ${common_content_files})
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elseif(WINDOWS)
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if(NOT WINRT)
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list(APPEND GAME_HEADER
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proj.win32/main.h
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)
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list(APPEND GAME_SOURCE
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proj.win32/main.cpp
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${common_content_files}
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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 ${common_content_files})
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elseif(APPLE)
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if(IOS)
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list(APPEND GAME_HEADER
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proj.ios/AppController.h
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proj.ios/RootViewController.h
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)
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if (TVOS)
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set(APP_UI_RES
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proj.ios/LaunchScreenBackground.png
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proj.ios/targets/tvos/LaunchScreen.storyboard
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proj.ios/targets/tvos/Images.xcassets
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)
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else()
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set(APP_UI_RES
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proj.ios/LaunchScreenBackground.png
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proj.ios/targets/ios/LaunchScreen.storyboard
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proj.ios/targets/ios/Images.xcassets
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)
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endif()
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list(APPEND GAME_SOURCE
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proj.ios/main.m
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proj.ios/AppController.mm
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proj.ios/RootViewController.mm
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${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 ${common_content_files})
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endif()
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# mark app complie info and libs info
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set(all_code_files
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${GAME_HEADER}
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${GAME_SOURCE}
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)
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if(NOT ANDROID)
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add_executable(${APP_NAME} ${all_code_files})
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else()
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add_library(${APP_NAME} SHARED ${all_code_files})
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# whole archive for jni
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target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
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endif()
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target_link_libraries(${APP_NAME} ${_AX_CORE_LIB})
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target_include_directories(${APP_NAME} PRIVATE ${GAME_INC_DIRS})
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# mark app resources
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ax_setup_app_config(${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.${APP_NAME}")
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if(MACOSX)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist")
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elseif(TVOS)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios/targets/tvos/Info.plist")
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set_xcode_property(${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/targets/ios/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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endif()
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# For code-signing, set the DEVELOPMENT_TEAM:
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#set_xcode_property(${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})
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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)
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set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${content_folder}")
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endif()
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endif()
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if((NOT IOS) AND (NOT WINRT))
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message("CMake ${APP_NAME} target_precompile_headers")
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target_precompile_headers(${APP_NAME} PRIVATE
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"$<$<COMPILE_LANGUAGE:CXX>:axmol.h>"
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)
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endif()
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if (NOT DEFINED BUILD_ENGINE_DONE)
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ax_uwp_set_all_targets_deploy_min_version()
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endif()
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ax_setup_app_props(${APP_NAME})
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