mirror of https://github.com/axmolengine/axmol.git
221 lines
8.8 KiB
CMake
221 lines
8.8 KiB
CMake
#/****************************************************************************
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# Copyright (c) 2013-2014 cocos2d-x.org
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# Copyright (c) 2021-2022 Bytedance Inc.
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#
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# https://axys1.github.io
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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 3.10)
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set(APP_NAME HelloLua)
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project(${APP_NAME})
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set(_AX_TOP_LEVEL_APP FALSE)
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if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloLua into root project
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set(_AX_TOP_LEVEL_APP TRUE)
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if(XCODE)
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set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
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endif()
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# config quick starter batch script run.bat for windows
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if(WIN32)
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file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}")
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configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY)
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endif()
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set(_AX_ROOT "$ENV{AX_ROOT}")
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if(NOT (_AX_ROOT STREQUAL ""))
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set(_AX_ROOT_PATH "${_AX_ROOT}")
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file(TO_CMAKE_PATH ${_AX_ROOT_PATH} _AX_ROOT_PATH) # string(REPLACE "\\" "/" _AX_ROOT_PATH ${_AX_ROOT_PATH})
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message(STATUS "Using system env var _AX_ROOT=${_AX_ROOT}")
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else()
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message(FATAL_ERROR "Please run setup.py add system env var 'AX_ROOT' to specific the engine root")
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endif()
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set(CMAKE_MODULE_PATH ${_AX_ROOT_PATH}/cmake/Modules/)
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include(AXBuildSet)
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set(AX_ENABLE_EXT_LUA ON)
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set(_AX_USE_PREBUILT FALSE)
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if (WIN32 AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${_AX_ROOT_PATH}/${AX_PREBUILT_DIR})
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set(_AX_USE_PREBUILT TRUE)
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endif()
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if (NOT _AX_USE_PREBUILT)
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add_subdirectory(${_AX_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/axys/core)
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endif()
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endif()
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set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src)
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# script and source files info, not need to compile
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set(res_res_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/res"
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)
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set(res_src_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/src"
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)
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set(res_script_folders
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"${_AX_ROOT_PATH}/extensions/scripting/lua-bindings/script"
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)
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if(APPLE OR VS)
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ax_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders})
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ax_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders})
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set(cc_common_res ${res_res} ${res_src})
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if (NOT _AX_TOP_LEVEL_APP)
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ax_mark_multi_resources(res_script RES_TO "Resources/src/axys" FOLDERS ${res_script_folders})
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set(cc_common_res ${cc_common_res} ${res_script})
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endif()
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endif()
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# record sources, headers
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set(GAME_HEADER ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.h)
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set(GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.cpp)
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# sources need to compile info, include dirs and source files
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if(ANDROID)
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# the APP_NAME should match on AndroidManifest.xml
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list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.android/app/jni/main.cpp)
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elseif(LINUX)
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list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.linux/main.cpp)
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elseif(WINDOWS)
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list(APPEND GAME_HEADER
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${RUNTIME_SRC_ROOT}/proj.win32/main.h
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)
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list(APPEND GAME_SOURCE
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${RUNTIME_SRC_ROOT}/proj.win32/main.cpp
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${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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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.h
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${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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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Prefix.pch
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${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/build-cfg.json
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${APP_UI_RES}
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)
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elseif(MACOSX)
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list(APPEND GAME_HEADER
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)
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set(APP_UI_RES
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${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} ${GAME_SOURCE})
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# mark app complie info and libs info
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if(NOT ANDROID)
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add_executable(${APP_NAME} ${APP_SRC})
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else()
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add_library(${APP_NAME} SHARED ${APP_SRC})
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# whole archive for jni
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add_subdirectory(${_AX_ROOT_PATH}/core/platform/android ${ENGINE_BINARY_PATH}/core/platform)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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add_subdirectory(${_AX_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/extensions/lua-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
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config_android_shared_libs("org.axys1.lib" "${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src/proj.android/app/src")
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endif()
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if (NOT _AX_USE_PREBUILT)
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target_link_libraries(${APP_NAME} ${_AX_LUA_LIB})
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endif()
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target_include_directories(${APP_NAME} PRIVATE ${RUNTIME_SRC_ROOT}/Classes)
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# mark app resources, resource will be copy auto after mark
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setup_ax_app_config(${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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set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
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set_xcode_property(${APP_NAME} PRODUCT_BUNDLE_IDENTIFIER "org.axys1.hellolua")
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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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set_target_properties(${APP_NAME} PROPERTIES
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LINK_FLAGS "-pagezero_size 10000 -image_base 100000000"
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)
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elseif(IOS)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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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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if(NOT _AX_USE_PREBUILT)
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ax_copy_target_dll(${APP_NAME})
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ax_copy_lua_dlls(${APP_NAME})
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endif()
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endif()
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# copy resource on linux or WINDOWS
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if((WINDOWS AND (CMAKE_GENERATOR STREQUAL "Ninja")) OR LINUX)
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ax_get_resource_path(APP_RES_DIR ${APP_NAME})
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ax_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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ax_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src )
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ax_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/axys)
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elseif(WINDOWS)
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set(my_res_folder "${CMAKE_CURRENT_SOURCE_DIR}")
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ax_copy_lua_scripts(${APP_NAME} ${res_script_folders} "${my_res_folder}/src/axys")
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set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${my_res_folder}")
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if(NOT DEFINED BUILD_ENGINE_DONE)
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set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
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endif()
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endif()
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# The optional thirdparties(not dependent by engine)
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if (AX_WITH_YAML_CPP)
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target_include_directories(${APP_NAME} PRIVATE ${_AX_ROOT_PATH}/thirdparty/yaml-cpp/include)
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target_link_libraries(${APP_NAME} yaml-cpp)
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endif()
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if (_AX_USE_PREBUILT) # support windows only
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include(${_AX_ROOT_PATH}/cmake/Modules/AXConfigDefine.cmake)
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use_ax_compile_define(${APP_NAME})
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include(${_AX_ROOT_PATH}/cmake/Modules/AXLinkHelpers.cmake)
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ax_link_lua_prebuilt(${APP_NAME} ${_AX_ROOT_PATH} ${AX_PREBUILT_DIR})
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endif()
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