mirror of https://github.com/axmolengine/axmol.git
190 lines
6.0 KiB
CMake
190 lines
6.0 KiB
CMake
If(APPLE)
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if(${CMAKE_VERSION} VERSION_LESS "3.14")
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message(FATAL_ERROR "Please use CMake 3.14 or newer for Apple platform (macOS, iOS, tvOS or watchOS)")
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endif()
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endif()
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#Please use them everywhere
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#WINDOWS = Windows Desktop
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#ANDROID = Android
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#IOS = iOS
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#MACOSX = MacOS X
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#LINUX = Linux
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if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
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set(WINDOWS TRUE)
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if(NOT ("${CMAKE_GENERATOR_PLATFORM}" STREQUAL "Win32"))
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set(WIN64 TRUE)
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set(ARCH_ALIAS "x64")
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else()
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set(WIN32 TRUE)
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set(ARCH_ALIAS "x86")
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endif()
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set(PLATFORM_FOLDER win32)
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elseif(${CMAKE_SYSTEM_NAME} MATCHES "Android")
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set(PLATFORM_FOLDER android)
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elseif(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
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if(ANDROID)
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set(PLATFORM_FOLDER android)
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else()
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set(LINUX TRUE)
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set(PLATFORM_FOLDER linux)
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endif()
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elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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set(APPLE TRUE)
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set(MACOSX TRUE)
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set(PLATFORM_FOLDER mac)
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elseif(${CMAKE_SYSTEM_NAME} MATCHES "iOS")
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set(APPLE TRUE)
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set(IOS TRUE)
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set(PLATFORM_FOLDER ios)
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else()
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message(FATAL_ERROR "Unsupported platform, CMake will exit")
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return()
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endif()
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# generators that are capable of organizing into a hierarchy of folders
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set_property(GLOBAL PROPERTY USE_FOLDERS ON)
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# simplify generator condition, please use them everywhere
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if(CMAKE_GENERATOR STREQUAL Xcode)
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set(XCODE TRUE)
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elseif(CMAKE_GENERATOR MATCHES Visual)
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set(VS TRUE)
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endif()
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message(STATUS "CMAKE_GENERATOR: ${CMAKE_GENERATOR}")
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# custom target property for lua/js link
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define_property(TARGET
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PROPERTY CC_JS_DEPEND
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BRIEF_DOCS "cocos2d js depend libs"
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FULL_DOCS "use to save depend libs of cocos2d js project"
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)
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define_property(TARGET
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PROPERTY CC_LUA_DEPEND
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BRIEF_DOCS "cocos2d lua depend libs"
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FULL_DOCS "use to save depend libs of cocos2d lua project"
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)
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# config c standard
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if (NOT WINDOWS)
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if(NOT DEFINED C_STD)
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set(C_STD 11)
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endif()
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message(STATUS "C_STD=${C_STD}")
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set(CMAKE_C_STANDARD ${C_STD})
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set(CMAKE_C_STANDARD_REQUIRED ON)
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endif()
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# config c++ standard
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if(NOT DEFINED CXX_STD)
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set(CXX_STD 17)
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endif()
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message(STATUS "CXX_STD=${CXX_STD}")
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set(CMAKE_CXX_STANDARD ${CXX_STD})
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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if (MSVC)
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add_compile_options(/GF)
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endif()
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set(CMAKE_DEBUG_POSTFIX "" CACHE STRING "Library postfix for debug builds. Normally left blank." FORCE)
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# set hash style to both for android old device compatible
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# see also: https://github.com/adxeproject/adxe/discussions/614
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if (ANDROID)
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set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--hash-style=both")
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endif()
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# check visual studio version
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if(WINDOWS)
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# not support other compile tools except MSVC for now
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if(MSVC)
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# Visual Studio 2015, MSVC_VERSION 1900 (v140 toolset)
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# Visual Studio 2017, MSVC_VERSION 1910-1919 (v141 toolset)
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if(${MSVC_VERSION} EQUAL 1900 OR ${MSVC_VERSION} GREATER 1900)
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message(STATUS "using Windows MSVC generate adxe project, MSVC_VERSION:${MSVC_VERSION}")
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else()
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message(FATAL_ERROR "using Windows MSVC generate adxe project, MSVC_VERSION:${MSVC_VERSION} lower than needed")
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endif()
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else()
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message(FATAL_ERROR "please using Windows MSVC compile adxe project, support other compile tools not yet")
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endif()
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endif()
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# Set macro definitions for special platforms
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function(use_cocos2dx_compile_define target)
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target_compile_definitions(${target} PUBLIC $<$<CONFIG:Debug>:COCOS2D_DEBUG=1>)
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# !important adxe not use double precision
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# target_compile_definitions(${target} PUBLIC CP_USE_CGTYPES=0)
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# target_compile_definitions(${target} PUBLIC CP_USE_DOUBLES=0)
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if(APPLE)
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target_compile_definitions(${target} PUBLIC __APPLE__)
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target_compile_definitions(${target} PUBLIC USE_FILE32API)
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if(AX_USE_COMPAT_GL)
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target_compile_definitions(${target}
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PUBLIC AX_USE_COMPAT_GL=1
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PUBLIC GL_SILENCE_DEPRECATION=1
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)
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endif()
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elseif(LINUX)
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target_compile_definitions(${target} PUBLIC LINUX)
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target_compile_definitions(${target} PUBLIC _GNU_SOURCE)
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elseif(ANDROID)
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target_compile_definitions(${target} PUBLIC ANDROID)
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target_compile_definitions(${target} PUBLIC USE_FILE32API)
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elseif(WINDOWS)
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if(AX_USE_COMPAT_GL)
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target_compile_definitions(${target} PUBLIC AX_USE_COMPAT_GL=1)
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endif()
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target_compile_definitions(${target}
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PUBLIC WIN32
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PUBLIC _WIN32
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PUBLIC _WINDOWS
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PUBLIC UNICODE
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PUBLIC _UNICODE
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PUBLIC _CRT_SECURE_NO_WARNINGS
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PUBLIC _SCL_SECURE_NO_WARNINGS
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# PUBLIC GLAD_GLAPI_EXPORT
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)
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if(BUILD_SHARED_LIBS)
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target_compile_definitions(${target}
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PRIVATE _USRDLL
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PRIVATE _USEGUIDLL # ui
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)
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else()
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target_compile_definitions(${target} PUBLIC CC_STATIC)
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endif()
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endif()
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endfunction()
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# Set compiler options
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function(use_cocos2dx_compile_options target)
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if(MSVC)
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target_compile_options(${target}
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PUBLIC /MP
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)
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endif()
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endfunction()
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# softfp for android armv7a?
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# if(ANDROID)
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# if(${ANDROID_ABI} STREQUAL "armeabi-v7a")
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# set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -mfloat-abi=softfp")
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# set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mfloat-abi=softfp")
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# endif()
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# endif()
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# Try enable asm & nasm compiler support
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set(can_use_assembler TRUE)
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enable_language(ASM)
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enable_language(ASM_NASM OPTIONAL)
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message(STATUS "The nasm compiler speed up libraries: jpeg(libjpeg-turbo)")
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if(NOT EXISTS "${CMAKE_ASM_NASM_COMPILER}")
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set(CMAKE_ASM_NASM_COMPILER_LOADED FALSE CACHE BOOL "Does cmake asm nasm compiler loaded" FORCE)
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message(WARNING "The nasm compiler doesn't present on your system PATH, please download from: https://www.nasm.us/pub/nasm/releasebuilds/2.15.05/")
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endif()
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