mirror of https://github.com/axmolengine/axmol.git
174 lines
6.3 KiB
CMake
174 lines
6.3 KiB
CMake
#/****************************************************************************
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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 3.6)
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set(APP_NAME js-tests)
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project(${APP_NAME})
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if(NOT DEFINED BUILD_ENGINE_DONE)
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set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..)
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set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
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include(CocosBuildSet)
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set(BUILD_JS_LIBS ON)
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
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endif()
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set(res_main_files
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"${CMAKE_CURRENT_SOURCE_DIR}/../main.js"
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"${CMAKE_CURRENT_SOURCE_DIR}/../project.json"
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)
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# to check, dumplicate copy on macOS sometime. why?
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# "${COCOS2DX_ROOT_PATH}/tests/cpp-tests/Resources"
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set(res_res_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/../resjs"
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"${CMAKE_CURRENT_SOURCE_DIR}/../res"
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"${COCOS2DX_ROOT_PATH}/tests/cpp-tests/Resources"
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)
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set(res_src_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/../src"
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)
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set(res_script_folders
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"${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} ${res_script})
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endif()
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# record sources, headers...
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set(GAME_SOURCE)
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set(GAME_HEADER)
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if(ANDROID)
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# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
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set(APP_NAME js_tests)
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list(APPEND GAME_SOURCE
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proj.android/app/jni/main.cpp
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)
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elseif(LINUX)
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list(APPEND GAME_SOURCE
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proj.linux/main.cpp
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)
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elseif(WINDOWS)
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list(APPEND GAME_HEADER
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proj.win32/main.h
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proj.win32/resource.h
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)
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list(APPEND GAME_SOURCE
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proj.win32/main.cpp
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${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/NativeOcClass.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/NativeOcClass.m
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proj.ios/AppController.mm
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proj.ios/RootViewController.mm
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${APP_UI_RES}
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)
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elseif(MACOSX)
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set(APP_UI_RES
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proj.mac/Icon.icns
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proj.mac/Test_Info.plist
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proj.mac/Test_Prefix.pch
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proj.mac/en.lproj/MainMenu.xib
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proj.mac/en.lproj/InfoPlist.strings
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)
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list(APPEND GAME_SOURCE
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proj.mac/main.cpp
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${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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list(APPEND GAME_HEADER
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Classes/AppDelegate.h
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Classes/js_Effect3D_bindings.h
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Classes/js_DrawNode3D_bindings.h
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)
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list(APPEND GAME_SOURCE
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Classes/AppDelegate.cpp
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Classes/js_DrawNode3D_bindings.cpp
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Classes/js_Effect3D_bindings.cpp
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)
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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 ${APP_SRC})
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/cpp-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/scripting/js-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/js-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive js_android_spec -Wl,--no-whole-archive)
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endif()
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target_link_libraries(${APP_NAME} jscocos2d)
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target_include_directories(${APP_NAME} PRIVATE Classes)
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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 "${APP_UI_RES}")
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if(MACOSX)
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set_target_properties(${APP_NAME} PROPERTIES
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MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Test_Info.plist"
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)
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elseif(IOS)
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cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
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set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
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set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
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endif()
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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if(LINUX OR WINDOWS)
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set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FILES ${res_main_files})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders})
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endif()
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