axmol/tests/js-tests/project/CMakeLists.txt

178 lines
6.0 KiB
CMake

#/****************************************************************************
# 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_minimum_required(VERSION 3.1)
set(APP_NAME js-tests)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
# define some variables
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
CocosBuildSet()
if(NOT USE_COCOS_PREBUILT)
set(BUILD_JS_LIBS ON)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()
endif()
set(res_main_files
"${CMAKE_CURRENT_SOURCE_DIR}/../main.js"
"${CMAKE_CURRENT_SOURCE_DIR}/../project.json"
)
# "${COCOS2DX_ROOT_PATH}/tests/cpp-tests/Resources"
set(res_res_folders
"${CMAKE_CURRENT_SOURCE_DIR}/../resjs"
"${CMAKE_CURRENT_SOURCE_DIR}/../res"
"${COCOS2DX_ROOT_PATH}/tests/cpp-tests/Resources"
)
set(res_src_folders
"${CMAKE_CURRENT_SOURCE_DIR}/../src"
)
set(res_script_folders
"${COCOS2DX_ROOT_PATH}/cocos/scripting/js-bindings/script"
)
if(APPLE OR VS)
cocos_mark_multi_resources(res_main RES_TO "Resources" FILES ${res_main_files})
cocos_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders})
cocos_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders})
cocos_mark_multi_resources(res_script RES_TO "Resources/script" FOLDERS ${res_script_folders})
set(cc_common_res ${res_main} ${res_res} ${res_src} ${res_script})
endif()
# record sources, headers...
set(GAME_SOURCE)
set(GAME_HEADER)
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME js_tests)
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
${cc_common_res}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios/AppController.h
proj.ios/NativeOcClass.h
proj.ios/RootViewController.h
)
set(APP_UI_RES
proj.ios/LaunchScreen.storyboard
proj.ios/LaunchScreenBackground.png
proj.ios/Images.xcassets
)
list(APPEND GAME_SOURCE
proj.ios/main.m
proj.ios/NativeOcClass.m
proj.ios/AppController.mm
proj.ios/RootViewController.mm
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.mac/Icon.icns
proj.mac/Test_Info.plist
proj.mac/Test_Prefix.pch
proj.mac/en.lproj/MainMenu.xib
proj.mac/en.lproj/InfoPlist.strings
)
list(APPEND GAME_SOURCE
proj.mac/main.cpp
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${cc_common_res})
endif()
list(APPEND GAME_HEADER
Classes/AppDelegate.h
Classes/js_Effect3D_bindings.h
Classes/js_DrawNode3D_bindings.h
)
list(APPEND GAME_SOURCE
Classes/AppDelegate.cpp
Classes/js_DrawNode3D_bindings.cpp
Classes/js_Effect3D_bindings.cpp
)
include_directories(
Classes
${COCOS2DX_ROOT_PATH}/cocos/scripting/js-bindings/auto
${COCOS2DX_ROOT_PATH}/cocos/scripting/js-bindings/manual
${COCOS2DX_ROOT_PATH}/cocos/base
${COCOS2DX_ROOT_PATH}/cocos/editor-support
${COCOS2DX_ROOT_PATH}/cocos/audio/include
${COCOS2DX_ROOT_PATH}/external/spidermonkey/include/${PLATFORM_FOLDER}
${COCOS2DX_ROOT_PATH}/external/chipmunk/include/chipmunk
)
set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
# mark app complie info and libs info
cocos_build_app(${APP_NAME}
APP_SRC "${APP_SRC}"
DEPEND_COMMON_LIBS "jscocos2d" "cocos2d"
DEPEND_ANDROID_LIBS "cocos2d_android"
)
# mark app resources
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Test_Info.plist"
)
elseif(IOS)
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
endif()
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_BIN_DIR})
endif()
if(LINUX OR WINDOWS)
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FILES ${res_main_files})
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders})
endif()