axmol/cmake/Modules/CocosCompileOptions.cmake

191 lines
7.2 KiB
CMake

#cmake has some strange defaults, this should help us a lot
#Please use them everywhere
#WINDOWS = Windows Desktop
#ANDROID = Android
#IOS = iOS
#MACOSX = MacOS X
#LINUX = Linux
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
set(WINDOWS TRUE)
set(SYSTEM_STRING "Windows Desktop")
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Android")
set(SYSTEM_STRING "Android")
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
if(ANDROID)
set(SYSTEM_STRING "Android")
else()
set(LINUX TRUE)
set(SYSTEM_STRING "Linux")
endif()
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
if(IOS)
set(APPLE TRUE)
set(SYSTEM_STRING "IOS")
else()
set(APPLE TRUE)
set(MACOSX TRUE)
set(SYSTEM_STRING "Mac OSX")
endif()
endif()
if(CMAKE_GENERATOR STREQUAL Xcode)
set(XCODE TRUE)
elseif(CMAKE_GENERATOR MATCHES Visual)
set(VS TRUE)
endif()
#Debug is default value
if(NOT CMAKE_BUILD_TYPE)
if(DEBUG_MODE)
set(CMAKE_BUILD_TYPE Debug)
else()
set(CMAKE_BUILD_TYPE Release)
endif()
endif()
# make configurations type keep same to cmake build type. prevent use generate debug project but switch release mode in IDE
if(CMAKE_GENERATOR)
set(CMAKE_CONFIGURATION_TYPES "${CMAKE_BUILD_TYPE}" CACHE STRING "Reset the configurations to what we need" FORCE)
endif()
message(STATUS "CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE}")
# check and print compiler infos
if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
set(COMPILER_STRING ${CMAKE_CXX_COMPILER_ID})
set(CLANG TRUE)
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
if(MINGW)
set(COMPILER_STRING "Mingw GCC")
else()
set(COMPILER_STRING "GCC")
endif()
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Intel")
set(COMPILER_STRING "${CMAKE_CXX_COMPILER_ID} C++")
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
set(COMPILER_STRING "Visual Studio C++")
else()
set(COMPILER_STRING "${CMAKE_CXX_COMPILER_ID}")
endif()
if(CMAKE_CROSSCOMPILING)
set(BUILDING_STRING "It appears you are cross compiling for ${SYSTEM_STRING} with ${COMPILER_STRING}")
else()
set(BUILDING_STRING "It appears you are building natively for ${SYSTEM_STRING} with ${COMPILER_STRING}")
endif()
message(STATUS ${BUILDING_STRING})
# Set compiler options
if(MSVC)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MDd")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MD")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} /NODEFAULTLIB:msvcrt /NODEFAULTLIB:libcmt")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} /NODEFAULTLIB:libcmt")
add_definitions(-DUNICODE -D_UNICODE)
add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
-wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
-wd4514 -wd4056 -wd4996 -wd4099)
# multi thread compile option
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
# Use inline Debug info (/Z7) format. Or internal error may occur.
# Errors looks like: "xmemory0(592): error C3130: Internal Compiler Error: failed to write injected code block to PDB"
foreach(lang C CXX)
string(REGEX REPLACE "/Z[iI7]" "" CMAKE_${lang}_FLAGS_DEBUG "${CMAKE_${lang}_FLAGS_DEBUG}")
set(CMAKE_${lang}_FLAGS_DEBUG "${CMAKE_${lang}_FLAGS_DEBUG} /Z7")
endforeach()
else()
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -g -Wall")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} ${CMAKE_C_FLAGS_DEBUG}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99 -fPIC")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder -Wno-invalid-offsetof -fPIC")
if(CLANG AND NOT ANDROID)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
endif()
if(LINUX)
add_definitions(-D_GNU_SOURCE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread -lrt")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -pthread -lrt")
endif()
# specail options for android
if(ANDROID)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fexceptions")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsigned-char -fexceptions")
set(CMAKE_CXX_CREATE_SHARED_LIBRARY "${CMAKE_CXX_CREATE_SHARED_LIBRARY} -latomic")
if(CLANG AND ANDROID_ARM_MODE STREQUAL thumb AND ANDROID_ABI STREQUAL armeabi)
string(REPLACE "-mthumb" "-marm" CMAKE_C_FLAGS ${CMAKE_C_FLAGS})
string(REPLACE "-mthumb" "-marm" CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS})
endif()
endif()
endif(MSVC)
# Set common macro definitions
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
add_definitions(-DCOCOS2D_DEBUG=1)
endif()
# Set macro definitions for special platforms
if(WINDOWS)
if(BUILD_SHARED_LIBS)
add_definitions(-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
else()
add_definitions(-DCC_STATIC)
endif()
add_definitions(-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
set(PLATFORM_FOLDER win32)
elseif(APPLE)
add_definitions(-DUSE_FILE32API)
if(MACOSX)
add_definitions(-DTARGET_OS_MAC)
set(PLATFORM_FOLDER mac)
elseif(IOS)
add_definitions(-DTARGET_OS_IPHONE)
add_definitions(-DTARGET_OS_IOS)
set(PLATFORM_FOLDER ios)
endif(MACOSX)
elseif(LINUX)
add_definitions(-DLINUX)
set(PLATFORM_FOLDER linux)
elseif(ANDROID)
add_definitions(-DUSE_FILE32API)
set(PLATFORM_FOLDER android)
else()
message(FATAL_ERROR "Unsupported platform, CMake will exit")
return()
endif()
if(CMAKE_FIND_ROOT_PATH)
# Adds cocos2d-x external folder to the list of valid include/library paths when cross-compiling and using prebuilds
set(CMAKE_FIND_ROOT_PATH ${CMAKE_FIND_ROOT_PATH} ${COCOS_EXTERNAL_DIR})
endif()
# extra config for windows
if(WINDOWS)
# folder much targets
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
# not support other compile tools except MSVC for now
if(MSVC)
# Visual Studio 2015, MSVC_VERSION 1900 (v140 toolset)
# Visual Studio 2017, MSVC_VERSION 1910-1919 (v141 toolset)
if(${MSVC_VERSION} EQUAL 1900 OR ${MSVC_VERSION} GREATER 1900)
message(STATUS "using Windows MSVC generate cocos2d-x project, MSVC_VERSION:${MSVC_VERSION}")
else()
message(FATAL_ERROR "using Windows MSVC generate cocos2d-x project, MSVC_VERSION:${MSVC_VERSION} lower than needed")
endif()
else()
message(FATAL_ERROR "please using Windows MSVC compile cocos2d-x project, support other compile tools not yet")
endif()
endif()
# custom target property for dll collect
define_property(TARGET
PROPERTY CC_DEPEND_DLLS
BRIEF_DOCS "depend dlls of a target"
FULL_DOCS "use to save depend dlls of a target"
)
# custom target property for lua/js link
define_property(TARGET
PROPERTY CC_JS_DEPEND
BRIEF_DOCS "cocos2d js depend libs"
FULL_DOCS "use to save depend libs of cocos2d js project"
)
define_property(TARGET
PROPERTY CC_LUA_DEPEND
BRIEF_DOCS "cocos2d lua depend libs"
FULL_DOCS "use to save depend libs of cocos2d lua project"
)