axmol/cocos/CMakeLists.txt

156 lines
5.3 KiB
CMake

#/****************************************************************************
# Copyright (c) 2013 cocos2d-x.org
# Copyright (c) 2014 martell malone
# 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.
# ****************************************************************************/
# this CMakeLists is to generate Cocos2d-x Engine Library
# build libcocos2d
# build luacocos2d if BUILD_LUA_LIBS=ON
# The version number
set(COCOS2D_X_VERSION 4.0)
set(COCOS_CORE_LIB cocos2d)
project(cocos2d_libs)
option(CC_USE_ALSOFT_ON_APPLE "Use openal-soft on apple platform" OFF)
set(CC_USE_ALSOFT_ON_APPLE ${CC_USE_ALSOFT_ON_APPLE} CACHE BOOL "Use openal-soft on apple platform" FORCE)
message(STATUS "CC_USE_ALSOFT_ON_APPLE:${CC_USE_ALSOFT_ON_APPLE}")
if(CC_USE_ALSOFT_ON_APPLE)
add_definitions(-DCC_USE_ALSOFT_ON_APPLE=1)
endif()
include(2d/CMakeLists.txt)
include(3d/CMakeLists.txt)
include(platform/CMakeLists.txt)
include(physics/CMakeLists.txt)
include(physics3d/CMakeLists.txt)
include(math/CMakeLists.txt)
include(navmesh/CMakeLists.txt)
include(renderer/CMakeLists.txt)
include(base/CMakeLists.txt)
include(ui/CMakeLists.txt)
include(network/CMakeLists.txt)
include(audio/CMakeLists.txt)
set(COCOS_HEADER cocos2d.h
${COCOS_2D_HEADER}
${COCOS_3D_HEADER}
${COCOS_PLATFORM_HEADER}
${COCOS_PHYSICS_HEADER}
${COCOS_PHYSICS3D_HEADER}
${COCOS_MATH_HEADER}
${COCOS_NAVMESH_HEADER}
${COCOS_RENDERER_HEADER}
${COCOS_BASE_HEADER}
${COCOS_AUDIO_HEADER}
${COCOS_UI_HEADER}
${COCOS_NETWORK_HEADER}
)
set(COCOS_SRC cocos2d.cpp
${COCOS_2D_SRC}
${COCOS_3D_SRC}
${COCOS_PLATFORM_SRC}
${COCOS_PHYSICS_SRC}
${COCOS_PHYSICS3D_SRC}
${COCOS_MATH_SRC}
${COCOS_NAVMESH_SRC}
${COCOS_RENDERER_SRC}
${COCOS_BASE_SRC}
${COCOS_AUDIO_SRC}
${COCOS_UI_SRC}
${COCOS_NETWORK_SRC}
)
list(APPEND COCOS_SRC ${COCOS_HEADER})
add_library(cocos2d ${COCOS_SRC})
# if (NOT APPLE)
# set_source_files_properties("audio/src/AudioEngineImpl.mm" PROPERTIES LANGUAGE CXX)
# endif()
# use external libs
add_subdirectory(${COCOS2DX_ROOT_PATH}/external ${ENGINE_BINARY_PATH}/external)
target_link_libraries(cocos2d external)
# add base macro define and compile options
use_cocos2dx_compile_define(cocos2d)
use_cocos2dx_compile_options(cocos2d)
# use all platform related system libs
use_cocos2dx_libs_depend(cocos2d)
target_include_directories(cocos2d
PUBLIC ${COCOS2DX_ROOT_PATH}
PUBLIC ${COCOS2DX_ROOT_PATH}/external
PUBLIC ${COCOS2DX_ROOT_PATH}/extensions
PUBLIC ${COCOS2DX_ROOT_PATH}/cocos
PUBLIC ${COCOS2DX_ROOT_PATH}/cocos/platform
INTERFACE ${COCOS2DX_ROOT_PATH}/extensions
INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/base
INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/audio/include
INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/platform/${PLATFORM_FOLDER}
)
set_target_properties(cocos2d
PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
VERSION "${COCOS2D_X_VERSION}"
FOLDER "Internal"
)
## Lua bindings lib
if(BUILD_LUA_LIBS)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings ${ENGINE_BINARY_PATH}/cocos/lua-bindings)
endif()
if(XCODE OR VS)
cocos_mark_code_files("cocos2d")
endif()
if(WINDOWS)
# precompiled header. Compilation time speedup ~4x.
target_sources(cocos2d PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp")
set_target_properties(cocos2d PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h")
set_source_files_properties("${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp" PROPERTIES COMPILE_FLAGS "/Ycprecheader.h")
# compile c as c++. needed for precompiled header
set_source_files_properties(${COCOS_SPINE_SRC} base/ccFPSImages.c PROPERTIES LANGUAGE CXX)
endif()
# engine extensions
add_subdirectory(${COCOS2DX_ROOT_PATH}/extensions ${ENGINE_BINARY_PATH}/extensions)
#if(XCODE)
# # Later versions of Xcode clang want to compile C++17 with aligned allocation turned on and this is only supported on iOS 11.0+
# # TODO: Only turn this off if ${CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET} < 11.0
# target_compile_options(cocos2d PUBLIC $<$<COMPILE_LANGUAGE:CXX>:-fno-aligned-allocation>)
#endif()