axmol/tests/lua-empty-test/project/CMakeLists.txt

124 lines
4.0 KiB
CMake

cmake_minimum_required(VERSION 3.1)
set(APP_NAME lua-empty-test)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../../..)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
if(NOT USE_COCOS_PREBUILT)
set(BUILD_LUA_LIBS ON)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()
endif()
set(res_res_folders
"${CMAKE_CURRENT_SOURCE_DIR}/../res"
)
set(res_src_folders
"${CMAKE_CURRENT_SOURCE_DIR}/../src"
)
set(res_script_folders
"${COCOS2DX_ROOT_PATH}/cocos/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
Classes/lua_module_register.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)
add_definitions(-D_USRLUASTATIC)
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/MainMenu.xib
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()
include_directories(
Classes
${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/auto
${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/manual
${COCOS2DX_ROOT_PATH}/external/lua/luajit/include
${COCOS2DX_ROOT_PATH}/external/lua/tolua
)
include_directories(${LUAJIT_INCLUDE_DIRS})
set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
# mark app complie info and libs info
cocos_build_app(${APP_NAME}
APP_SRC "${APP_SRC}"
DEPEND_COMMON_LIBS "luacocos2d" "cocos2d"
DEPEND_ANDROID_LIBS "cocos2d_android"
)
# mark app resources
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.mac/Info.plist"
)
elseif(IOS)
cocos_pak_xcode(${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_RES_DIR})
endif()
if(LINUX OR WINDOWS)
cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
endif()