#/**************************************************************************** # Copyright (c) 2013-2014 cocos2d-x.org # Copyright (c) 2015 Chukong Technologies Inc. # # http://www.cocos2d-x.org # # 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_policy(SET CMP0017 NEW) cmake_minimum_required(VERSION 3.8) set(APP_NAME MyGame) project (${APP_NAME}) set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/") include(CocosConfigDefine) include(CocosBuildHelpers) # libcocos2d set(BUILD_CPP_EMPTY_TEST OFF CACHE BOOL "turn off build cpp-empty-test") set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests") set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets") set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets") set(BUILD_EDITOR_SPINE ON CACHE BOOL "enable spine") include_directories( ${CMAKE_CURRENT_LIST_DIR}/../../spine-cpp/spine-cpp/include ${CMAKE_CURRENT_LIST_DIR}/../src ) add_subdirectory(${COCOS2D_ROOT}) get_target_property(COCOS2D_X_VERSION cocos2d VERSION) set(COCOS2DX_ROOT_PATH ${COCOS2D_ROOT}) # Some macro definitions # 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(MACOSX OR APPLE) # ADD_DEFINITIONS (-DCC_TARGET_OS_MAC) # ADD_DEFINITIONS (-DUSE_FILE32API) # set(PLATFORM_FOLDER mac) # 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" ) # endif() # Compiler options # if(MSVC) # ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS # -wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710 # -wd4514 -wd4056 -wd4996 -wd4099) # else() # set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1") # set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG}) # set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99") # set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder") # if(CLANG) # set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++") # endif() # endif(MSVC) set(PLATFORM_SPECIFIC_SRC) set(PLATFORM_SPECIFIC_HEADERS) set(cc_common_res) set(GAME_RES_FOLDER ${CMAKE_CURRENT_SOURCE_DIR}/Resources) if(APPLE OR VS) cocos_mark_multi_resources(cc_common_res RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER}) endif() if(MACOSX OR APPLE) set(APP_UI_RES proj.ios_mac/mac/Icon.icns proj.ios_mac/mac/Info.plist ) set(PLATFORM_SPECIFIC_SRC proj.ios_mac/mac/main.cpp ) elseif(LINUX) set(PLATFORM_SPECIFIC_SRC proj.linux/main.cpp ) elseif ( WIN32 ) set(PLATFORM_SPECIFIC_SRC proj.win32/main.cpp ) set(PLATFORM_SPECIFIC_HEADERS proj.win32/main.h proj.win32/resource.h ) elseif(ANDROID) set(PLATFORM_SPECIFIC_SRC proj.android-studio/app/jni/hellocpp/main.cpp ) endif() file(GLOB GAME_CLASSES_SOURCES "Classes/*.cpp") file(GLOB GAME_CLASSES_HEADERS "Classes/*.h") set(GAME_SRC ${GAME_CLASSES_SOURCES} ${PLATFORM_SPECIFIC_SRC} ${cc_common_res} ) set(GAME_HEADERS ${GAME_CLASSES_HEADERS} ${PLATFORM_SPECIFIC_HEADERS} ) if( ANDROID ) add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS}) IF(CMAKE_BUILD_TYPE MATCHES RELEASE) ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so) ENDIF() else() add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS}) endif() target_include_directories(${APP_NAME} PRIVATE Classes) target_link_libraries(${APP_NAME} cocos2d) setup_cocos_app_config(${APP_NAME}) if(COMMAND cocos_get_resource_path) cocos_get_resource_path(APP_RES_DIR ${APP_NAME}) else() set(APP_RES_DIR "$/Resources") endif() if(APPLE) set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${API_UI_RES}") if(MACOSX) set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist" ) elseif(IOS) cocos_pak_xcode(${APP_NAME} INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist") set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}") set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer") set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "") set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer") endif() elseif(WINDOWS) cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..) endif() if(LINUX OR WINDOWS) if("${COCOS2D_X_VERSION}" VERSION_LESS "4.0") if(COMMAND cocos_copy_res) cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER}) else() cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER}) endif() else() cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER}) endif() endif()