4.3 KiB
CMake
CMake is an open-source, cross-platform family of tools designed to build, test and package software. CMake is used to control the software compilation process using simple platform and compiler independent configuration files, and generate native makefiles and workspaces that can be used in the compiler environment of your choice.
Links
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Official website: cmake.org
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Documentation: cmake.org/documentation
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CMake FAQ: Wiki/CMake_FAQ
CMake in Cocos2d-x
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CMake in Cocos2d-x support platform iOS, Android, macOS, Linux, Win32.
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Open your terminal, input
cmake --version
, if the cmake version is lower than 3.1, please upgrade -
You should use out-of-source build, that is said you need to create a different directory from
$cocos2dx_root
to execute cmake command.
Build Options
CMake Common
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-G
, generate native build project you specified, for example-GXcode
generate Xcode project files.-GVisual Studio 15 2017
generate Visual Studio 2017 project, the default toolset is v141, add-T
option to specify toolset, like this-Tv140
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CMAKE_BUILD_TYPE
, specify the build mode, Debug or Release-DCMAKE_BUILD_TYPE=Release
to generate the Release mode project, the default build mode is Debug
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-H -B
,-H
specify the CMake project Home directory,-B
specify CMake-generated project binary directory. for example-H..\cocos2d-x -Bmsvc_build
the generated native project's location will bemsvc_build
directory.
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--build <dir>
, build a CMake-generated project binary tree, for examplecmake --build ./msvc_build
, cmake will sellect corresponding build tools.
Cocos2d-x Options
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GEN_COCOS_PREBUILT
, control the project have the feature to generate pre-build libraries or not. Default value isOFF
-DGEN_COCOS_PREBUILT=ON
, will add target prebuilt, build this target will generate prebuilt libraries
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USE_COCOS_PREBUILT
, control the project have the feature to use pre-build libraries or not. Default value isOFF
-DUSE_COCOS_PREBUILT=ON
, will disable libraries target, and make app target use prebuilt libraries
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COCOS_PREBUILT_ROOT
, a path means the prebuilt libraries root location, it's not optional for Android Project on Android Studio, optional for other supported platforms. the default value is $cocos2dx_root/prebuilt if the cmake can access to cocos2d-x environment variable. for examplearguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
set this value on app/build.gradle
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Any options in SelectModule.cmake can be set manually. Do it if you know what you're doing.
Build Examples
build specified target in Linux
mkdir linux-build
cd linux-build
cmake $cocos2dx_root
make cpp_empty_test
execute make help
in generated make project to see all build targets
MSVC build on Terminal or Visual Studio
cmake -H"..\cocos2d-x\" -Bmsvc_build -G"Visual Studio 15 2017" -Tv141 -DCMAKE_BUILD_TYPE=Debug
execute cmake --build ./msvc_build
or open Cocos2d-x.sln
in Explorer to use the generated native project.
using CMake in Android Studio
see the Gradle properties: PROP_NDK_MODE
, it control the way of native build
# android cmake support
# uncomment it, native code will build by cmake
# keep comment, native code will build by ndkBuild
PROP_NDK_MODE=cmake
add cmake arguments in externalNativeBuild/cmake
block of app/build.gradle file.
Generate Xcode macOS Project
cmake -H$COCOS_TEMPLATES_ROOT/.. -Bbuild_mac -GXcode
cd build_mac
open Cocos2d-x.xcodeproj
Generate Xcode iOS Project
cd build_ios
cmake -DCMAKE_TOOLCHAIN_FILE=$COCOS_TEMPLATES_ROOT/../cmake/ios.toolchain.cmake -DIOS_PLATFORM=SIMULATOR64 -H$COCOS_TEMPLATES_ROOT/.. -Bbuild_ios_sim64 -GXcode
cd build_ios_sim64
open Cocos2d-x.xcodeproj
TODO
- better support package iOS/MacOS App
- improve and refactor
- support MinGW on Windows
Issues
- info.plist always been generated when
cmake -GXcode
, it's bad friendly to custom info.plist