axmol/cmake
leda 391f30a3f3 beauty cmake format, reduce duplicate defines (#18799)
* reduce cmake module duplicate

* make module use more clear, correct cmake style

* keep default physics option

* delete the modules distributed with cmake

* unify the cmake files format

* use AndroidNdkModules at cmake sys modules

* add cmake comments for win

* update cocos2dx files list, manually
2018-05-02 15:33:01 +08:00
..
Modules beauty cmake format, reduce duplicate defines (#18799) 2018-05-02 15:33:01 +08:00
README.md adjust android / linux build config for cocos CLI (#18780) 2018-04-24 13:46:20 +08:00
ios.toolchain.cmake beauty cmake format, reduce duplicate defines (#18799) 2018-05-02 15:33:01 +08:00

README.md

CMake Guide

CMake is an open-source, cross-platform family of tools designed to build, test and package software. CMake is used to control the software compilation process using simple platform and compiler independent configuration files, and generate native makefiles and workspaces that can be used in the compiler environment of your choice.

Requirement

  1. Open your terminal, input cmake --version, if the cmake version is lower than 3.1, please upgrade

  2. You should use out-of-source build, that is said you need to create a different directory from cocos2d-x to execute cmake command.

Step by Step

Build in Linux

cd cocos2d-x
mkdir linux-build && cd linux-build
cmake ..
make

Execute make help to see all build targets, make <target> build specified target

Generate Visual Studio project

cd cocos2d-x
mkdir win32-build && cd win32-build
cmake .. -G"Visual Studio 15 2017" -Tv141

Execute cmake --build . to compile, or open Cocos2d-x.sln in Explorer to use the generated project.

Generate macOS Project

cd cocos2d-x
mkdir mac-build && cd mac-build
cmake .. -GXcode
open Cocos2d-x.xcodeproj

Generate iOS Project

cd cocos2d-x
mkdir ios-build && cd ios-build
cmake .. -GXcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake
open Cocos2d-x.xcodeproj

The default build is for iOS device, if you want to run on simulator, please add -DIOS_PLATFORM=SIMULATOR for architecture i386 or -DIOS_PLATFORM=SIMULATOR64 for x86_64.

CMake in Android Studio

We use the Gradle to Android applacition, and Gradle use cmake to build the native code, see the property: PROP_NDK_MODE, it control the way of native build

# android native code build type
# none, native code will never be compiled.
# cmake, native code will be compiled by CMakeLists.txt
# ndk-build, native code will be compiled by Android.mk
PROP_BUILD_TYPE=ndk-build

If you want to add cmake build arguments, please add it at externalNativeBuild block of [app/build.gradle] file.

Prebuilt feature

To solve the problem that compiling engine sources spends too long time, we add the feature of pre-builds libs. Using this feature you only need build engine sources once for a specific environment.

Example

This is an example of build cpp libs once, and use it in different cpp project.

cocos new -l cpp -p my.pack.app1 test_app1
mkdir app1_build && cd app1_build
cmake ../test_app1 -DGEN_COCOS_PREBUILT=ON
make prebuilt

Close option GEN_COCOS_PREBUILT and open USE_COCOS_PREBUILT to use prebuilt in the same project

cmake ../test_app1 -DGEN_COCOS_PREBUILT=OFF -DUSE_COCOS_PREBUILT=ON
make TemplateCpp
open bin/TemplateCpp.app

Add -DUSE_COCOS_PREBUILT=ON to use prebuilt libs in another cmake build.

cocos new -l cpp -p my.pack.app2 test_app2
mkdir app2_build && cd app2_build
cmake ../test_app2 -DUSE_COCOS_PREBUILT=ON
make TemplateCpp
open bin/TemplateCpp.app

Any other cpp project can use prebuilt in this way

Using this feature on Android exists a little difference, for CMake can't find system environment when build in Gradle. So you need to supply a path as the location of prebuilt libs.

Build Options

CMake Common

  1. -G, generate native build project you specified, for example

    • -GXcode generate Xcode project files.
    • -GVisual Studio 15 2017 generate Visual Studio 2017 project, the default toolset is v141, add -T option to specify toolset, like this -Tv140
  2. CMAKE_BUILD_TYPE, specify the build mode, Debug or Release

    • -DCMAKE_BUILD_TYPE=Release to generate the Release mode project, the default build mode is Debug
  3. -H -B, -H specify the CMake project Home directory, -B specify CMake-generated project binary directory. for example

    • -H..\cocos2d-x -Bmsvc_build the generated native project's location will be msvc_build directory.
  4. --build <dir>, build a CMake-generated project binary tree, for example

    • cmake --build ./msvc_build, cmake will sellect corresponding build tools.

Cocos2d-x Options

  1. GEN_COCOS_PREBUILT, control the project have the feature to generate pre-build libraries or not. Default value is OFF

    • -DGEN_COCOS_PREBUILT=ON, will add target prebuilt, build this target will generate prebuilt libraries
  2. USE_COCOS_PREBUILT, control the project have the feature to use pre-build libraries or not. Default value is OFF

    • -DUSE_COCOS_PREBUILT=ON, will disable libraries target, and make app target use prebuilt libraries
  3. COCOS_PREBUILT_ROOT, a path means the prebuilt libraries root location, it's not optional for Android Project on Android Studio, optional for other supported platforms. the default value is $cocos2dx_root/prebuilt if the cmake can access to cocos2d-x environment variable. for example

    • arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt" set this value on cmake block of build.gradle file.
  4. Any options in SelectModule.cmake can be set manually. Do it if you know what you're doing.