axmol/templates/lua-template-default/CMakeLists.txt

234 lines
9.4 KiB
CMake

#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2021-2022 Bytedance Inc.
#
# https://axmolengine.github.io/
#
# 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 HelloLua)
project(${APP_NAME})
set(_AX_TOP_LEVEL_APP FALSE)
if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloLua into root project
set(_AX_TOP_LEVEL_APP TRUE)
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
# config quick starter batch script run.bat for windows
if(WIN32)
file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}")
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY)
endif()
set(_AX_ROOT "$ENV{AX_ROOT}")
if(NOT (_AX_ROOT STREQUAL ""))
set(_AX_ROOT_PATH "${_AX_ROOT}")
file(TO_CMAKE_PATH ${_AX_ROOT_PATH} _AX_ROOT_PATH) # string(REPLACE "\\" "/" _AX_ROOT_PATH ${_AX_ROOT_PATH})
message(STATUS "Using system env var _AX_ROOT=${_AX_ROOT}")
else()
message(FATAL_ERROR "Please run setup.py add system env var 'AX_ROOT' to specific the engine root")
endif()
set(CMAKE_MODULE_PATH ${_AX_ROOT_PATH}/cmake/Modules/)
include(AXBuildSet)
set(AX_ENABLE_EXT_LUA ON)
set(_AX_USE_PREBUILT FALSE)
if ((WIN32 OR LINUX) AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${_AX_ROOT_PATH}/${AX_PREBUILT_DIR})
set(_AX_USE_PREBUILT TRUE)
endif()
if (NOT _AX_USE_PREBUILT)
add_subdirectory(${_AX_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/axmol/core)
endif()
endif()
set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src)
# script and source files info, not need to compile
set(res_res_folders
"${CMAKE_CURRENT_SOURCE_DIR}/res"
)
set(res_src_folders
"${CMAKE_CURRENT_SOURCE_DIR}/src"
)
set(res_script_folders
"${_AX_ROOT_PATH}/extensions/scripting/lua-bindings/script"
)
if(APPLE OR VS)
ax_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders})
ax_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders})
set(cc_common_res ${res_res} ${res_src})
if (NOT _AX_TOP_LEVEL_APP)
ax_mark_multi_resources(res_script RES_TO "Resources/src/axmol" FOLDERS ${res_script_folders})
set(cc_common_res ${cc_common_res} ${res_script})
endif()
endif()
# record sources, headers
set(GAME_HEADER ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.h)
set(GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.cpp)
# sources need to compile info, include dirs and source files
if(ANDROID)
# the APP_NAME should match on AndroidManifest.xml
list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.android/app/jni/main.cpp)
elseif(LINUX)
list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.linux/main.cpp)
elseif(WINDOWS)
list(APPEND GAME_HEADER
${RUNTIME_SRC_ROOT}/proj.win32/main.h
)
list(APPEND GAME_SOURCE
${RUNTIME_SRC_ROOT}/proj.win32/main.cpp
${cc_common_res}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.h
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.h
)
if (TVOS)
set(APP_UI_RES
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreenBackground.png
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/targets/tvos/LaunchScreen.storyboard
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/targets/tvos/Images.xcassets
)
else()
set(APP_UI_RES
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreenBackground.png
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/targets/ios/LaunchScreen.storyboard
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/targets/ios/Images.xcassets
)
endif()
list(APPEND GAME_SOURCE
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/main.m
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.mm
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.mm
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Prefix.pch
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/build-cfg.json
${APP_UI_RES}
)
elseif(MACOSX)
list(APPEND GAME_HEADER
)
set(APP_UI_RES
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Icon.icns
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/main.cpp
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${cc_common_res})
endif()
set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
# mark app complie info and libs info
if(NOT ANDROID)
add_executable(${APP_NAME} ${APP_SRC})
else()
add_library(${APP_NAME} SHARED ${APP_SRC})
# whole archive for jni
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
add_subdirectory(${_AX_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/extensions/lua-android)
target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src/proj.android/app/src")
endif()
if (NOT _AX_USE_PREBUILT)
target_link_libraries(${APP_NAME} ${_AX_LUA_LIB})
endif()
target_include_directories(${APP_NAME} PRIVATE ${RUNTIME_SRC_ROOT}/Classes)
# mark app resources, resource will be copy auto after mark
setup_ax_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
set_xcode_property(${APP_NAME} PRODUCT_BUNDLE_IDENTIFIER "org.axmol.hellolua")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist"
)
set_target_properties(${APP_NAME} PROPERTIES
LINK_FLAGS "-pagezero_size 10000 -image_base 100000000"
)
elseif(TVOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/targets/tvos/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "Brand Assets")
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
elseif(IOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/targets/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
endif()
elseif(WINDOWS)
if(NOT _AX_USE_PREBUILT)
ax_copy_target_dll(${APP_NAME})
ax_copy_lua_dlls(${APP_NAME})
endif()
endif()
# copy resource on linux or WINDOWS
if((WINDOWS AND (CMAKE_GENERATOR STREQUAL "Ninja")) OR LINUX)
ax_get_resource_path(APP_RES_DIR ${APP_NAME})
ax_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
ax_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src )
ax_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/axmol)
elseif(WINDOWS)
set(my_res_folder "${CMAKE_CURRENT_SOURCE_DIR}")
ax_copy_lua_scripts(${APP_NAME} ${res_script_folders} "${my_res_folder}/src/axmol")
set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${my_res_folder}")
if(NOT DEFINED BUILD_ENGINE_DONE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
endif()
endif()
# The optional thirdparties(not dependent by engine)
if (AX_WITH_YAML_CPP)
target_include_directories(${APP_NAME} PRIVATE ${_AX_ROOT_PATH}/thirdparty/yaml-cpp/include)
target_link_libraries(${APP_NAME} yaml-cpp)
endif()
if (_AX_USE_PREBUILT) # support windows and linux
use_ax_compile_define(${APP_NAME})
include(${_AX_ROOT_PATH}/cmake/Modules/AXLinkHelpers.cmake)
ax_link_lua_prebuilt(${APP_NAME} ${_AX_ROOT_PATH} ${AX_PREBUILT_DIR})
endif()