mirror of https://github.com/axmolengine/axmol.git
342 lines
12 KiB
CMake
342 lines
12 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://adxeproject.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 HelloCpp)
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project(${APP_NAME})
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if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloCpp into root project
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if(XCODE)
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set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
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endif()
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# config quick starter batch script run.bat for windows
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if(WIN32)
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file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}")
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configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY)
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endif()
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set(ADXE_ROOT "$ENV{ADXE_ROOT}")
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if(NOT (ADXE_ROOT STREQUAL ""))
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set(ADXE_ROOT_PATH "${ADXE_ROOT}")
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file(TO_CMAKE_PATH ${ADXE_ROOT_PATH} ADXE_ROOT_PATH) # string(REPLACE "\\" "/" ADXE_ROOT_PATH ${ADXE_ROOT_PATH})
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message(STATUS "Using system env var ADXE_ROOT=${ADXE_ROOT}")
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else()
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message(FATAL_ERROR "Please run setup.py add system env var 'ADXE_ROOT' to specific the engine root")
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endif()
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set(CMAKE_MODULE_PATH ${ADXE_ROOT_PATH}/cmake/Modules/)
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include(CocosBuildSet)
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set(_AX_USE_PREBUILT FALSE)
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if (WIN32 AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${ADXE_ROOT_PATH}/${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(${ADXE_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/adxe/core)
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endif()
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endif()
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# record sources, headers, resources...
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set(GAME_SOURCE)
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set(GAME_HEADER)
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set(GAME_RES_FOLDER
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"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
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)
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if(APPLE OR WINDOWS)
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cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
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endif()
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# add cross-platforms source files and header files
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list(APPEND GAME_SOURCE
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Classes/AppDelegate.cpp
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Classes/HelloWorldScene.cpp
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)
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list(APPEND GAME_HEADER
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Classes/AppDelegate.h
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Classes/HelloWorldScene.h
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)
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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
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proj.android/app/jni/hellocpp/main.cpp
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)
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elseif(LINUX)
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list(APPEND GAME_SOURCE
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proj.linux/main.cpp
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)
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elseif(WINDOWS)
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list(APPEND GAME_HEADER
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proj.win32/main.h
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proj.win32/resource.h
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)
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list(APPEND GAME_SOURCE
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proj.win32/main.cpp
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proj.win32/game.rc
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${common_res_files}
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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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proj.ios_mac/ios/AppController.h
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proj.ios_mac/ios/RootViewController.h
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)
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set(APP_UI_RES
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proj.ios_mac/ios/LaunchScreen.storyboard
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proj.ios_mac/ios/LaunchScreenBackground.png
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proj.ios_mac/ios/Images.xcassets
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)
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list(APPEND GAME_SOURCE
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proj.ios_mac/ios/main.m
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proj.ios_mac/ios/AppController.mm
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proj.ios_mac/ios/RootViewController.mm
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proj.ios_mac/ios/Prefix.pch
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${APP_UI_RES}
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)
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elseif(MACOSX)
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set(APP_UI_RES
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proj.ios_mac/mac/Icon.icns
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proj.ios_mac/mac/Info.plist
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)
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list(APPEND GAME_SOURCE
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proj.ios_mac/mac/main.cpp
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proj.ios_mac/mac/Prefix.pch
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${APP_UI_RES}
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)
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endif()
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list(APPEND GAME_SOURCE ${common_res_files})
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endif()
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# mark app complie info and libs info
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set(all_code_files
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${GAME_HEADER}
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${GAME_SOURCE}
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)
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if(NOT ANDROID)
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add_executable(${APP_NAME} ${all_code_files})
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else()
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add_library(${APP_NAME} SHARED ${all_code_files})
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# whole archive for jni
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add_subdirectory(${ADXE_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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config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
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endif()
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target_link_libraries(${APP_NAME} ${ADXE_CORE_LIB})
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target_include_directories(${APP_NAME}
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PRIVATE Classes
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PRIVATE ${ADXE_ROOT_PATH}/core/audio
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)
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# mark app resources
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setup_cocos_app_config(${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.adxe.hellocpp")
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if(MACOSX)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
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elseif(IOS)
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set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
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endif()
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# For code-signing, set the DEVELOPMENT_TEAM:
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#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
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elseif(WINDOWS)
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if(NOT _AX_USE_PREBUILT)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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endif()
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if(WINDOWS)
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set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${GAME_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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elseif(LINUX)
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cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
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cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
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endif()
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# The optional thirdparties(not dependent by engine)
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if (AX_WITH_YAML_CPP)
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target_include_directories(${APP_NAME} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/yaml-cpp/include)
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target_link_libraries(${APP_NAME} yaml-cpp)
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endif()
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if (_AX_USE_PREBUILT) # support windows only
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option(AX_ENABLE_MSEDGE_WEBVIEW2 "Enable msedge webview2" TRUE)
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if(NOT ("${CMAKE_GENERATOR_PLATFORM}" STREQUAL "Win32"))
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set(WIN64 TRUE)
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set(ARCH_ALIAS "x64")
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else()
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set(WIN32 TRUE)
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set(ARCH_ALIAS "x86")
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endif()
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if (NOT AX_USE_SHARED_PREBUILT)
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target_compile_definitions(${APP_NAME}
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PRIVATE CC_STATIC=1
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)
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endif()
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target_include_directories(${APP_NAME}
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua
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PRIVATE ${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/manual
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PRIVATE ${ADXE_ROOT_PATH}
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty
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PRIVATE ${ADXE_ROOT_PATH}/extensions
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PRIVATE ${ADXE_ROOT_PATH}/core
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PRIVATE ${ADXE_ROOT_PATH}/core/platform
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PRIVATE ${ADXE_ROOT_PATH}/core/base
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PRIVATE ${ADXE_ROOT_PATH}/core/audio
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PRIVATE ${ADXE_ROOT_PATH}/core/platform/win32
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/fmt/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/robin-map/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/freetype/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glfw/include/GLFW
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/box2d/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/chipmunk/include
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PRIVATE ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/engine/thirdparty/freetype/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/recast/..
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/bullet/.
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/webp/src/webp
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/pugixml
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/xxhash/.
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lz4/.
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/clipper/.
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/ConvertUTF/.
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/poly2tri/..
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/astc/..
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openal/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/ogg/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glad/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glfw/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/png
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/unzip/.
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/llhttp/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/plainlua
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/tolua/.
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/lua-cjson/.
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PRIVATE ${ADXE_ROOT_PATH}/extensions/cocostudio
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PRIVATE ${ADXE_ROOT_PATH}/extensions/spine/runtime/include
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PRIVATE ${ADXE_ROOT_PATH}/extensions/fairygui
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PRIVATE ${ADXE_ROOT_PATH}/extensions/GUI
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/zlib/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/jpeg/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openssl/include
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/curl/include
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)
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target_link_directories(${APP_NAME}
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/zlib/prebuilt/windows/${ARCH_ALIAS}
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/jpeg/prebuilt/windows/${ARCH_ALIAS}
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PRIVATE ${ADXE_ROOT_PATH}/thirdparty/curl/prebuilt/windows/${ARCH_ALIAS}
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PRIVATE ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/lib/Debug
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)
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# Linking OS libs
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target_link_libraries(${APP_NAME} winmm Version)
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# Linking engine and thirdparty libs
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target_link_libraries(${APP_NAME}
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spine.lib
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particle3d.lib
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assets-manager.lib
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cocostudio.lib
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DragonBones.lib
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adxe.lib
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box2d.lib
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chipmunk.lib
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freetype.lib
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libzlib.lib
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recast.lib
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bullet.lib
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jpeg-static.lib
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libcrypto.lib
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libssl.lib
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webp.lib
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pugixml.lib
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xxhash.lib
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lz4.lib
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clipper.lib
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ConvertUTF.lib
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poly2tri.lib
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astc.lib
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libcurl_imp.lib
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OpenAL32.lib
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ogg.lib
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glad.lib
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glfw.lib
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png.lib
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unzip.lib
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llhttp.lib
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physics-nodes.lib
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)
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# Copy dlls to app bin dir
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# copy thirdparty dlls to target bin dir
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# copy_thirdparty_dlls(${APP_NAME} $<TARGET_FILE_DIR:${APP_NAME}>)
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set(ssl_dll_suffix "")
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if(WIN64)
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set(ssl_dll_suffix "-${ARCH_ALIAS}")
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endif()
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add_custom_command(TARGET ${APP_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}/libcrypto-3${ssl_dll_suffix}.dll"
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"${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}/libssl-3${ssl_dll_suffix}.dll"
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"${ADXE_ROOT_PATH}/thirdparty/curl/prebuilt/windows/${ARCH_ALIAS}/libcurl.dll"
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"${ADXE_ROOT_PATH}/thirdparty/zlib/prebuilt/windows/${ARCH_ALIAS}/zlib1.dll"
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"${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/bin/\$\(Configuration\)/OpenAL32.dll"
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$<TARGET_FILE_DIR:${APP_NAME}>)
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# Copy windows angle binaries
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if (AX_USE_COMPAT_GL)
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add_custom_command(TARGET ${APP_NAME} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/libGLESv2.dll
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${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/libEGL.dll
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${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/d3dcompiler_47.dll
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$<TARGET_FILE_DIR:${APP_NAME}>
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)
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endif()
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if (AX_ENABLE_MSEDGE_WEBVIEW2)
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target_link_libraries(${APP_NAME} ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/packages/Microsoft.Web.WebView2/build/native/Microsoft.Web.WebView2.targets)
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endif()
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endif()
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