mirror of https://github.com/axmolengine/axmol.git
153 lines
6.1 KiB
CMake
153 lines
6.1 KiB
CMake
#/****************************************************************************
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# Copyright (c) 2013 cocos2d-x.org
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# Copyright (c) 2014 martell malone
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# Copyright (c) 2015-2017 Chukong Technologies Inc.
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#
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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 3.1)
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set(APP_NAME TemplateJS)
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project(${APP_NAME})
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set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src)
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set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x)
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set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
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include(CocosBuildSet)
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if(NOT USE_COCOS_PREBUILT)
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set(BUILD_JS_LIBS ON)
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
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endif()
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# script and source files info, not need to compile
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set(res_main_files
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"${CMAKE_CURRENT_SOURCE_DIR}/main.js"
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"${CMAKE_CURRENT_SOURCE_DIR}/project.json"
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)
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set(res_res_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/res"
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)
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set(res_src_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/src"
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)
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set(res_script_folders
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"${COCOS2DX_ROOT_PATH}/cocos/scripting/js-bindings/script"
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)
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if(APPLE OR VS)
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cocos_mark_multi_resources(res_main RES_TO "Resources" FILES ${res_main_files})
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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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cocos_mark_multi_resources(res_script RES_TO "Resources/script" FOLDERS ${res_script_folders})
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set(cc_common_res ${res_main} ${res_res} ${res_src} ${res_script})
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endif()
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# record sources, headers
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set(GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.cpp)
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set(GAME_HEADER ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.h)
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# sources need to compile info, include dirs and source files
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include_directories(
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${RUNTIME_SRC_ROOT}/Classes
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${COCOS2DX_ROOT_PATH}/cocos/editor-support
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${COCOS2DX_ROOT_PATH}/external/spidermonkey/include/${PLATFORM_FOLDER}
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)
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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 cocos2djs)
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list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.android/app/jni/hellojavascript/main.cpp)
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elseif(LINUX)
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list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.linux/main.cpp)
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elseif(WINDOWS)
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set(WINDOWS_SRC ${RUNTIME_SRC_ROOT}/proj.win32/main.cpp)
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list(APPEND WINDOWS_SRC ${RUNTIME_SRC_ROOT}/proj.win32/game.rc)
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list(APPEND GAME_HEADER
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${RUNTIME_SRC_ROOT}/proj.win32/main.h
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${RUNTIME_SRC_ROOT}/proj.win32/resource.h
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)
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list(APPEND GAME_SOURCE ${WINDOWS_SRC} ${cc_common_res})
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elseif(APPLE)
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if(IOS)
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list(APPEND GAME_HEADER
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.h
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.h
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)
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set(APP_UI_RES
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreen.storyboard
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreenBackground.png
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Images.xcassets
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)
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list(APPEND GAME_SOURCE
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/main.m
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.mm
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.mm
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Prefix.pch
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${APP_UI_RES}
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)
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elseif(MACOSX)
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set(APP_UI_RES
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${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Icon.icns
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${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist
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)
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list(APPEND GAME_SOURCE
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${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/main.cpp
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${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Prefix.pch
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${APP_UI_RES}
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)
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endif()
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list(APPEND GAME_SOURCE ${cc_common_res})
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endif()
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set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
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# mark app complie info and libs info
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cocos_build_app(${APP_NAME}
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APP_SRC "${APP_SRC}"
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DEPEND_COMMON_LIBS "jscocos2d" "cocos2d"
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DEPEND_ANDROID_LIBS "cocos2d_android"
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)
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# mark app resources, resource will be copy auto after mark
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if(APPLE)
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set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
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if(MACOSX)
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set_target_properties(${APP_NAME} PROPERTIES
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MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist"
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)
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elseif(IOS)
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cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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endif()
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR})
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endif()
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# copy resource on linux or WINDOWS
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if(LINUX OR WINDOWS)
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cocos_copy_res(COPY_TO ${APP_RES_DIR} FILES ${res_main_files})
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
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cocos_copy_res(COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders})
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endif()
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