axmol/templates/cpp-template-default/CMakeLists.txt

183 lines
5.7 KiB
CMake

#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
# 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_policy(SET CMP0017 NEW)
cmake_minimum_required(VERSION 3.1)
set(APP_NAME MyGame)
project (${APP_NAME})
set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
include(CocosBuildHelpers)
# Some macro definitions
if(WINDOWS)
if(BUILD_SHARED_LIBS)
ADD_DEFINITIONS (-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
else()
ADD_DEFINITIONS (-DCC_STATIC)
endif()
ADD_DEFINITIONS (-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
set(PLATFORM_FOLDER win32)
elseif(MACOSX OR APPLE)
ADD_DEFINITIONS (-DCC_TARGET_OS_MAC)
ADD_DEFINITIONS (-DUSE_FILE32API)
set(PLATFORM_FOLDER mac)
elseif(LINUX)
ADD_DEFINITIONS(-DLINUX)
set(PLATFORM_FOLDER linux)
elseif(ANDROID)
ADD_DEFINITIONS (-DUSE_FILE32API)
set(PLATFORM_FOLDER android)
else()
message( FATAL_ERROR "Unsupported platform, CMake will exit" )
endif()
# Compiler options
if(MSVC)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:msvcrt /NODEFAULTLIB:libcmt")
else()
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:libcmt")
endif()
ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
-wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
-wd4514 -wd4056 -wd4996 -wd4099)
else()
if(CMAKE_BUILD_TYPE MATCHES Debug)
ADD_DEFINITIONS(-DCOCOS2D_DEBUG=1)
endif()
set(CMAKE_C_FLAGS_DEBUG "-g -Wall")
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
if(CLANG)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
endif()
endif(MSVC)
set(PLATFORM_SPECIFIC_SRC)
set(PLATFORM_SPECIFIC_HEADERS)
if(MACOSX OR APPLE)
set(PLATFORM_SPECIFIC_SRC
proj.ios_mac/mac/main.cpp
)
elseif(LINUX)
set(PLATFORM_SPECIFIC_SRC
proj.linux/main.cpp
)
elseif ( WIN32 )
set(PLATFORM_SPECIFIC_SRC
proj.win32/main.cpp
)
set(PLATFORM_SPECIFIC_HEADERS
proj.win32/main.h
proj.win32/resource.h
)
elseif(ANDROID)
set(PLATFORM_SPECIFIC_SRC
proj.android-studio/app/jni/hellocpp/main.cpp
)
endif()
include_directories(
/usr/local/include/GLFW
/usr/include/GLFW
${COCOS2D_ROOT}
${COCOS2D_ROOT}/cocos
${COCOS2D_ROOT}/external
${COCOS2D_ROOT}/cocos/platform
${COCOS2D_ROOT}/cocos/audio/include/
Classes
)
if ( WIN32 )
include_directories(
${COCOS2D_ROOT}/external/glfw3/include/win32
${COCOS2D_ROOT}/external/win32-specific/gles/include/OGLES
)
endif( WIN32 )
set(GAME_SRC
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
${PLATFORM_SPECIFIC_SRC}
)
set(GAME_HEADERS
Classes/AppDelegate.h
Classes/HelloWorldScene.h
${PLATFORM_SPECIFIC_HEADERS}
)
# Configure libcocos2d
set(BUILD_CPP_EMPTY_TEST OFF CACHE BOOL "turn off build cpp-empty-test")
set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets")
set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets")
add_subdirectory(${COCOS2D_ROOT})
# MyGame
if( ANDROID )
add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS})
IF(CMAKE_BUILD_TYPE MATCHES RELEASE)
ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so)
ENDIF()
else()
add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS})
endif()
target_link_libraries(${APP_NAME} cocos2d)
set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")
set_target_properties(${APP_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
if ( WIN32 )
#also copying dlls to binary directory for the executable to run
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
)
elseif( ANDROID )
else()
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
)
endif()