axmol/tests/live2d-tests/CMakeLists.txt

178 lines
6.3 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 live2d_tests)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
set(_AX_ROOT "$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()
set(_AX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../..)
endif()
set(CMAKE_MODULE_PATH ${_AX_ROOT_PATH}/cmake/Modules/)
include(AXBuildSet)
add_subdirectory(${_AX_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/axmol/core)
endif()
# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)
file(GLOB GAME_HEADER ${CMAKE_CURRENT_SOURCE_DIR}/Source/*.h;${CMAKE_CURRENT_SOURCE_DIR}/Source/*.hpp)
file(GLOB GAME_SOURCE ${CMAKE_CURRENT_SOURCE_DIR}/Source/*.cpp)
set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/Content"
)
if(APPLE OR WINDOWS)
ax_mark_multi_resources(common_content_files RES_TO "Content" FOLDERS ${GAME_RES_FOLDER})
endif()
if(ANDROID)
# the APP_NAME should match on AndroidManifest.xml
list(APPEND GAME_SOURCE
proj.android/app/jni/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
elseif(WINDOWS)
list(APPEND GAME_HEADER
proj.win32/main.h
proj.win32/resource.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
proj.win32/game.rc
${common_content_files}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
if (TVOS)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/targets/tvos/LaunchScreen.storyboard
proj.ios_mac/ios/targets/tvos/Images.xcassets
)
else()
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/targets/ios/LaunchScreen.storyboard
proj.ios_mac/ios/targets/ios/Images.xcassets
)
endif()
list(APPEND GAME_SOURCE
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
proj.ios_mac/ios/Prefix.pch
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
proj.ios_mac/mac/main.cpp
proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_content_files})
endif()
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
# whole archive for jni
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
config_android_shared_libs("org.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
target_link_libraries(${APP_NAME} ${_AX_CORE_LIB})
target_include_directories(${APP_NAME}
PRIVATE "${CMAKE_CURRENT_LIST_DIR}/Source"
PRIVATE ${_AX_ROOT_PATH}/core/audio
)
# mark app resources
setup_ax_app_config(${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.live2d-tests")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
elseif(TVOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}//proj.ios_mac/ios/targets/tvos/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "Brand Assets")
elseif(IOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}//proj.ios_mac/ios/targets/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
ax_copy_target_dll(${APP_NAME})
endif()
if (NOT APPLE)
ax_get_resource_path(APP_RES_DIR ${APP_NAME})
ax_sync_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER} SYM_LINK 1)
if(WINDOWS)
set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${GAME_RES_FOLDER}")
endif()
endif()