mirror of https://github.com/axmolengine/axmol.git
135 lines
4.7 KiB
CMake
135 lines
4.7 KiB
CMake
cmake_minimum_required(VERSION 3.10)
|
|
|
|
set(APP_NAME lua-empty-test)
|
|
|
|
project(${APP_NAME})
|
|
|
|
if(NOT DEFINED BUILD_ENGINE_DONE)
|
|
set(ADXE_ROOT "$ENV{ADXE_ROOT}")
|
|
if(NOT (ADXE_ROOT STREQUAL ""))
|
|
set(ADXE_ROOT_PATH "${ADXE_ROOT}")
|
|
file(TO_CMAKE_PATH ${ADXE_ROOT_PATH} ADXE_ROOT_PATH) # string(REPLACE "\\" "/" ADXE_ROOT_PATH ${ADXE_ROOT_PATH})
|
|
message(STATUS "Using system env var ADXE_ROOT=${ADXE_ROOT}")
|
|
else()
|
|
set(ADXE_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..)
|
|
endif()
|
|
|
|
set(CMAKE_MODULE_PATH ${ADXE_ROOT_PATH}/cmake/Modules/)
|
|
|
|
include(CocosBuildSet)
|
|
set(BUILD_LUA_LIBS ON)
|
|
add_subdirectory(${ADXE_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
|
|
endif()
|
|
|
|
set(res_res_folders
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/../res"
|
|
)
|
|
set(res_src_folders
|
|
"${CMAKE_CURRENT_SOURCE_DIR}/../src"
|
|
)
|
|
set(res_script_folders
|
|
"${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/script"
|
|
)
|
|
if(APPLE OR VS)
|
|
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/src/cocos" FOLDERS ${res_script_folders})
|
|
set(cc_common_res ${res_res} ${res_src} ${res_script})
|
|
endif()
|
|
|
|
# record sources, headers...
|
|
set(GAME_SOURCE
|
|
Classes/AppDelegate.cpp
|
|
)
|
|
set(GAME_HEADER
|
|
Classes/AppDelegate.h
|
|
)
|
|
|
|
if(ANDROID)
|
|
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
|
|
set(APP_NAME lua_empty_test)
|
|
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)
|
|
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/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/AppController.mm
|
|
proj.ios/RootViewController.mm
|
|
proj.ios/HelloLua_Prefix.pch
|
|
${APP_UI_RES}
|
|
)
|
|
elseif(MACOSX)
|
|
set(APP_UI_RES
|
|
proj.mac/Icon.icns
|
|
proj.mac/Info.plist
|
|
proj.mac/en.lproj/InfoPlist.strings
|
|
)
|
|
list(APPEND GAME_SOURCE
|
|
proj.mac/main.cpp
|
|
proj.mac/HelloLua_Prefix.pch
|
|
${APP_UI_RES}
|
|
)
|
|
endif()
|
|
list(APPEND GAME_SOURCE ${cc_common_res})
|
|
endif()
|
|
|
|
set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
|
|
|
|
if(NOT ANDROID)
|
|
add_executable(${APP_NAME} ${APP_SRC})
|
|
else()
|
|
add_library(${APP_NAME} SHARED ${APP_SRC})
|
|
add_subdirectory(${ADXE_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/cpp-android)
|
|
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
|
|
add_subdirectory(${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/lua-android)
|
|
target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
|
|
|
|
config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
|
|
endif()
|
|
|
|
target_link_libraries(${APP_NAME} ${ADXE_LUA_LIB})
|
|
target_include_directories(${APP_NAME} PRIVATE Classes)
|
|
|
|
# mark app resources
|
|
setup_cocos_app_config(${APP_NAME})
|
|
if(APPLE)
|
|
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
|
|
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
|
|
|
|
if(MACOSX)
|
|
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist")
|
|
set_target_properties(${APP_NAME} PROPERTIES
|
|
LINK_FLAGS "-pagezero_size 10000 -image_base 100000000"
|
|
)
|
|
elseif(IOS)
|
|
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios/Info.plist")
|
|
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
|
|
endif()
|
|
|
|
# For code-signing, set the DEVELOPMENT_TEAM:
|
|
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
|
|
elseif(WINDOWS)
|
|
cocos_copy_target_dll(${APP_NAME})
|
|
endif()
|
|
|
|
if(LINUX OR WINDOWS)
|
|
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
|
|
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
|
|
cocos_copy_lua_scripts(${APP_NAME} ${res_src_folders} ${APP_RES_DIR}/src )
|
|
cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} ${APP_RES_DIR}/src/cocos)
|
|
endif()
|