mirror of https://github.com/axmolengine/axmol.git
121 lines
4.1 KiB
CMake
121 lines
4.1 KiB
CMake
cmake_minimum_required(VERSION 3.6)
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set(APP_NAME lua-empty-test)
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project(${APP_NAME})
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if(NOT DEFINED BUILD_ENGINE_DONE)
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set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..)
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set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
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include(CocosBuildSet)
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set(BUILD_LUA_LIBS ON)
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
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endif()
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set(res_res_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/../res"
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)
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set(res_src_folders
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"${CMAKE_CURRENT_SOURCE_DIR}/../src"
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)
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set(res_script_folders
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"${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/script"
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)
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if(APPLE OR VS)
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cocos_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders})
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cocos_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders})
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cocos_mark_multi_resources(res_script RES_TO "Resources/src/cocos" FOLDERS ${res_script_folders})
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set(cc_common_res ${res_res} ${res_src} ${res_script})
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endif()
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# record sources, headers...
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set(GAME_SOURCE
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Classes/AppDelegate.cpp
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)
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set(GAME_HEADER
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Classes/AppDelegate.h
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Classes/lua_module_register.h
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)
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if(ANDROID)
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# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
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set(APP_NAME lua_empty_test)
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list(APPEND GAME_SOURCE proj.android/app/jni/main.cpp)
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elseif(LINUX)
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list(APPEND GAME_SOURCE proj.linux/main.cpp)
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elseif(WINDOWS)
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list(APPEND GAME_HEADER proj.win32/main.h)
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list(APPEND GAME_SOURCE proj.win32/main.cpp ${cc_common_res})
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elseif(APPLE)
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if(IOS)
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list(APPEND GAME_HEADER
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proj.ios/AppController.h
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proj.ios/RootViewController.h
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)
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set(APP_UI_RES
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proj.ios/LaunchScreen.storyboard
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proj.ios/LaunchScreenBackground.png
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proj.ios/Images.xcassets
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)
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list(APPEND GAME_SOURCE
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proj.ios/main.m
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proj.ios/AppController.mm
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proj.ios/RootViewController.mm
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proj.ios/HelloLua_Prefix.pch
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${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.mac/Icon.icns
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proj.mac/Info.plist
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proj.mac/en.lproj/InfoPlist.strings
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)
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list(APPEND GAME_SOURCE
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proj.mac/main.cpp
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proj.mac/HelloLua_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 ${cc_common_res})
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endif()
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set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
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if(NOT ANDROID)
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add_executable(${APP_NAME} ${APP_SRC})
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else()
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add_library(${APP_NAME} SHARED ${APP_SRC})
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/cpp-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
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add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/lua-android)
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target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
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endif()
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target_link_libraries(${APP_NAME} luacocos2d)
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target_include_directories(${APP_NAME} PRIVATE Classes)
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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 "${APP_UI_RES}")
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if(MACOSX)
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set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist")
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elseif(IOS)
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set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios/Info.plist")
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set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
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endif()
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# For code-signing, set the DEVELOPMENT_TEAM:
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#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
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elseif(WINDOWS)
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cocos_copy_target_dll(${APP_NAME})
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endif()
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if(LINUX OR WINDOWS)
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set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
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cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
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endif() |