mirror of https://github.com/axmolengine/axmol.git
183 lines
5.7 KiB
CMake
183 lines
5.7 KiB
CMake
#/****************************************************************************
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# Copyright (c) 2013-2014 cocos2d-x.org
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# Copyright (c) 2015 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_policy(SET CMP0017 NEW)
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cmake_minimum_required(VERSION 3.1)
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set(APP_NAME MyGame)
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project (${APP_NAME})
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set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
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include(CocosBuildHelpers)
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# Some macro definitions
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if(WINDOWS)
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if(BUILD_SHARED_LIBS)
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ADD_DEFINITIONS (-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
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else()
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ADD_DEFINITIONS (-DCC_STATIC)
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endif()
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ADD_DEFINITIONS (-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
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set(PLATFORM_FOLDER win32)
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elseif(MACOSX OR APPLE)
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ADD_DEFINITIONS (-DCC_TARGET_OS_MAC)
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ADD_DEFINITIONS (-DUSE_FILE32API)
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set(PLATFORM_FOLDER mac)
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elseif(LINUX)
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ADD_DEFINITIONS(-DLINUX)
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set(PLATFORM_FOLDER linux)
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elseif(ANDROID)
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ADD_DEFINITIONS (-DUSE_FILE32API)
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set(PLATFORM_FOLDER android)
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else()
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message( FATAL_ERROR "Unsupported platform, CMake will exit" )
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endif()
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# Compiler options
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if(MSVC)
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if(CMAKE_BUILD_TYPE STREQUAL "Debug")
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:msvcrt /NODEFAULTLIB:libcmt")
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else()
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:libcmt")
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endif()
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ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
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-wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
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-wd4514 -wd4056 -wd4996 -wd4099)
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else()
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if(CMAKE_BUILD_TYPE MATCHES Debug)
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ADD_DEFINITIONS(-DCOCOS2D_DEBUG=1)
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endif()
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set(CMAKE_C_FLAGS_DEBUG "-g -Wall")
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set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
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if(CLANG)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
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endif()
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endif(MSVC)
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set(PLATFORM_SPECIFIC_SRC)
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set(PLATFORM_SPECIFIC_HEADERS)
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if(MACOSX OR APPLE)
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set(PLATFORM_SPECIFIC_SRC
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proj.ios_mac/mac/main.cpp
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)
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elseif(LINUX)
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set(PLATFORM_SPECIFIC_SRC
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proj.linux/main.cpp
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)
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elseif ( WIN32 )
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set(PLATFORM_SPECIFIC_SRC
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proj.win32/main.cpp
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)
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set(PLATFORM_SPECIFIC_HEADERS
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proj.win32/main.h
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proj.win32/resource.h
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)
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elseif(ANDROID)
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set(PLATFORM_SPECIFIC_SRC
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proj.android-studio/app/jni/hellocpp/main.cpp
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)
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endif()
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include_directories(
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/usr/local/include/GLFW
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/usr/include/GLFW
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${COCOS2D_ROOT}
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${COCOS2D_ROOT}/cocos
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${COCOS2D_ROOT}/external
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${COCOS2D_ROOT}/cocos/platform
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${COCOS2D_ROOT}/cocos/audio/include/
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Classes
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)
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if ( WIN32 )
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include_directories(
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${COCOS2D_ROOT}/external/glfw3/include/win32
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${COCOS2D_ROOT}/external/win32-specific/gles/include/OGLES
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)
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endif( WIN32 )
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set(GAME_SRC
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Classes/AppDelegate.cpp
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Classes/HelloWorldScene.cpp
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${PLATFORM_SPECIFIC_SRC}
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)
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set(GAME_HEADERS
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Classes/AppDelegate.h
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Classes/HelloWorldScene.h
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${PLATFORM_SPECIFIC_HEADERS}
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)
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# Configure libcocos2d
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set(BUILD_CPP_EMPTY_TEST OFF CACHE BOOL "turn off build cpp-empty-test")
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set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
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set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets")
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set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets")
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add_subdirectory(${COCOS2D_ROOT})
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# MyGame
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if( ANDROID )
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add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS})
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IF(CMAKE_BUILD_TYPE MATCHES RELEASE)
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ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so)
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ENDIF()
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else()
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add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS})
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endif()
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target_link_libraries(${APP_NAME} cocos2d)
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set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")
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set_target_properties(${APP_NAME} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
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if ( WIN32 )
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#also copying dlls to binary directory for the executable to run
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pre_build(${APP_NAME}
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COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
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COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
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COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
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)
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elseif( ANDROID )
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else()
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pre_build(${APP_NAME}
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COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
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)
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endif()
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