axmol/templates/lua-template-default/CMakeLists.txt

375 lines
15 KiB
CMake

#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2021-2022 Bytedance Inc.
#
# https://adxeproject.github.io
#
# 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.
# ****************************************************************************/
cmake_minimum_required(VERSION 3.10)
set(APP_NAME HelloLua)
project(${APP_NAME})
set(_AX_TOP_LEVEL_APP FALSE)
if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloLua into root project
set(_AX_TOP_LEVEL_APP TRUE)
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
# config quick starter batch script run.bat for windows
if(WIN32)
file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}")
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY)
endif()
set(ADXE_ROOT "$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()
message(FATAL_ERROR "Please run setup.py add system env var 'ADXE_ROOT' to specific the engine root")
endif()
set(CMAKE_MODULE_PATH ${ADXE_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
set(AX_ENABLE_EXT_LUA ON)
set(_AX_USE_PREBUILT FALSE)
if (WIN32 AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR})
set(_AX_USE_PREBUILT TRUE)
endif()
if (NOT _AX_USE_PREBUILT)
add_subdirectory(${ADXE_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/adxe/core)
endif()
endif()
set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src)
# script and source files info, not need to compile
set(res_res_folders
"${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})
set(cc_common_res ${res_res} ${res_src})
if (NOT _AX_TOP_LEVEL_APP)
cocos_mark_multi_resources(res_script RES_TO "Resources/src/cocos" FOLDERS ${res_script_folders})
set(cc_common_res ${cc_common_res} ${res_script})
endif()
endif()
# record sources, headers
set(GAME_HEADER ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.h)
set(GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.cpp)
# sources need to compile info, include dirs and source files
if(ANDROID)
# the APP_NAME should match on AndroidManifest.xml
list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.android/app/jni/hellolua/main.cpp)
elseif(LINUX)
list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.linux/main.cpp)
elseif(WINDOWS)
list(APPEND GAME_HEADER
${RUNTIME_SRC_ROOT}/proj.win32/main.h
)
list(APPEND GAME_SOURCE
${RUNTIME_SRC_ROOT}/proj.win32/main.cpp
${cc_common_res}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.h
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.h
)
set(APP_UI_RES
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreen.storyboard
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreenBackground.png
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Images.xcassets
)
list(APPEND GAME_SOURCE
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/main.m
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.mm
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.mm
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Prefix.pch
${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/build-cfg.json
${APP_UI_RES}
)
elseif(MACOSX)
list(APPEND GAME_HEADER
)
set(APP_UI_RES
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Icon.icns
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/main.cpp
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${cc_common_res})
endif()
set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE})
# mark app complie info and libs info
if(NOT ANDROID)
add_executable(${APP_NAME} ${APP_SRC})
else()
add_library(${APP_NAME} SHARED ${APP_SRC})
# whole archive for jni
add_subdirectory(${ADXE_ROOT_PATH}/core/platform/android ${ENGINE_BINARY_PATH}/core/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
add_subdirectory(${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/extensions/lua-android)
target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src/proj.android/app/src")
endif()
target_link_libraries(${APP_NAME} ${ADXE_LUA_LIB})
target_include_directories(${APP_NAME} PRIVATE ${RUNTIME_SRC_ROOT}/Classes)
# mark app resources, resource will be copy auto after mark
setup_cocos_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
set_xcode_property(${APP_NAME} PRODUCT_BUNDLE_IDENTIFIER "org.adxe.hellolua")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/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 "${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
endif()
elseif(WINDOWS)
if(NOT _AX_USE_PREBUILT)
cocos_copy_target_dll(${APP_NAME})
cocos_copy_lua_dlls(${APP_NAME})
endif()
endif()
# copy resource on linux or WINDOWS
if((WINDOWS AND (CMAKE_GENERATOR STREQUAL "Ninja")) OR LINUX)
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} ${APP_RES_DIR}/src/cocos)
elseif(WINDOWS)
set(my_res_folder "${CMAKE_CURRENT_SOURCE_DIR}")
cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} "${my_res_folder}/src/cocos")
set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${my_res_folder}")
if(NOT DEFINED BUILD_ENGINE_DONE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
endif()
endif()
# The optional thirdparties(not dependent by engine)
if (AX_WITH_YAML_CPP)
target_include_directories(${APP_NAME} PRIVATE ${ADXE_ROOT_PATH}/thirdparty/yaml-cpp/include)
target_link_libraries(${APP_NAME} yaml-cpp)
endif()
if (_AX_USE_PREBUILT) # support windows only
option(AX_ENABLE_MSEDGE_WEBVIEW2 "Enable msedge webview2" TRUE)
if(NOT ("${CMAKE_GENERATOR_PLATFORM}" STREQUAL "Win32"))
set(WIN64 TRUE)
set(ARCH_ALIAS "x64")
else()
set(WIN32 TRUE)
set(ARCH_ALIAS "x86")
endif()
if (NOT AX_USE_SHARED_PREBUILT)
target_compile_definitions(${APP_NAME}
PRIVATE CC_STATIC=1
PRIVATE _USRLUASTATIC=1
)
endif()
target_include_directories(${APP_NAME}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua
PRIVATE ${ADXE_ROOT_PATH}/extensions/scripting/lua-bindings/manual
PRIVATE ${ADXE_ROOT_PATH}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty
PRIVATE ${ADXE_ROOT_PATH}/extensions
PRIVATE ${ADXE_ROOT_PATH}/core
PRIVATE ${ADXE_ROOT_PATH}/core/platform
PRIVATE ${ADXE_ROOT_PATH}/core/base
PRIVATE ${ADXE_ROOT_PATH}/core/audio
PRIVATE ${ADXE_ROOT_PATH}/core/platform/win32
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/fmt/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/robin-map/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/freetype/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glfw/include/GLFW
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/box2d/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/chipmunk/include
PRIVATE ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/engine/thirdparty/freetype/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/recast/..
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/bullet/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/webp/src/webp
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/pugixml
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/xxhash/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lz4/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/clipper/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/ConvertUTF/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/poly2tri/..
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/astc/..
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openal/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/ogg/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glad/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/glfw/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/png
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/unzip/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/llhttp/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/plainlua
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/tolua/.
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/lua/lua-cjson/.
PRIVATE ${ADXE_ROOT_PATH}/extensions/cocostudio
PRIVATE ${ADXE_ROOT_PATH}/extensions/spine/runtime/include
PRIVATE ${ADXE_ROOT_PATH}/extensions/fairygui
PRIVATE ${ADXE_ROOT_PATH}/extensions/GUI
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/zlib/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/jpeg/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openssl/include
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/curl/include
)
target_link_directories(${APP_NAME}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/zlib/prebuilt/windows/${ARCH_ALIAS}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/jpeg/prebuilt/windows/${ARCH_ALIAS}
PRIVATE ${ADXE_ROOT_PATH}/thirdparty/curl/prebuilt/windows/${ARCH_ALIAS}
PRIVATE ${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/lib/Debug
)
# Linking OS libs
target_link_libraries(${APP_NAME} winmm Version)
# Linking engine and thirdparty libs
target_link_libraries(${APP_NAME}
adxelua.lib
spine.lib
particle3d.lib
assets-manager.lib
cocostudio.lib
DragonBones.lib
lua-cjson.lib
tolua.lib
plainlua.lib
adxe.lib
box2d.lib
chipmunk.lib
freetype.lib
zlib.lib
recast.lib
bullet.lib
jpeg-static.lib
libcrypto.lib
libssl.lib
webp.lib
pugixml.lib
xxhash.lib
lz4.lib
clipper.lib
ConvertUTF.lib
poly2tri.lib
astc.lib
libcurl_imp.lib
OpenAL32.lib
ogg.lib
glad.lib
glfw.lib
png.lib
unzip.lib
llhttp.lib
physics-nodes.lib
)
# Copy dlls to app bin dir
# copy thirdparty dlls to target bin dir
# copy_thirdparty_dlls(${APP_NAME} $<TARGET_FILE_DIR:${APP_NAME}>)
set(ssl_dll_suffix "")
if(WIN64)
set(ssl_dll_suffix "-${ARCH_ALIAS}")
endif()
if(NOT CMAKE_GENERATOR STREQUAL "Ninja")
set(THIRD_PARTY_ARCH "\$\(Configuration\)/")
endif()
add_custom_command(TARGET ${APP_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}/libcrypto-3${ssl_dll_suffix}.dll"
"${ADXE_ROOT_PATH}/thirdparty/openssl/prebuilt/windows/${ARCH_ALIAS}/libssl-3${ssl_dll_suffix}.dll"
"${ADXE_ROOT_PATH}/thirdparty/curl/prebuilt/windows/${ARCH_ALIAS}/libcurl.dll"
"${ADXE_ROOT_PATH}/thirdparty/zlib/prebuilt/windows/${ARCH_ALIAS}/zlib1.dll"
"${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/bin/${THIRD_PARTY_ARCH}OpenAL32.dll"
"${ADXE_ROOT_PATH}/${AX_PREBUILT_DIR}/bin/${THIRD_PARTY_ARCH}plainlua.dll"
$<TARGET_FILE_DIR:${APP_NAME}>)
# Copy windows angle binaries
if (AX_USE_COMPAT_GL)
add_custom_command(TARGET ${APP_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/libGLESv2.dll
${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/libEGL.dll
${ADXE_ROOT_PATH}/thirdparty/angle/prebuilt/${ARCH_ALIAS}/d3dcompiler_47.dll
$<TARGET_FILE_DIR:${APP_NAME}>
)
endif()
if (AX_ENABLE_MSEDGE_WEBVIEW2)
if(CMAKE_GENERATOR STREQUAL "Ninja")
target_link_libraries(${ADXE_CORE_LIB} ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/${ARCH_ALIAS}/WebView2Loader.dll.lib)
target_include_directories(${ADXE_CORE_LIB} PUBLIC ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/include)
add_custom_command(TARGET ${cocos_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/${ARCH_ALIAS}/WebView2Loader.dll"
$<TARGET_FILE_DIR:${APP_NAME}>
)
else()
target_link_libraries(${ADXE_CORE_LIB} ${CMAKE_BINARY_DIR}/packages/Microsoft.Web.WebView2/build/native/Microsoft.Web.WebView2.targets)
endif()
endif()
endif()