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Copy pathCMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 3.13)
set(APP_NAME bento-time)
project(${APP_NAME})
if (${DEBUG})
add_definitions(-DDEBUG=1)
else ()
add_definitions(-DRELEASE=1)
endif ()
add_definitions(-DGENERIC_APP_NAME="${APP_NAME}")
#if(XCODE)
# if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
# SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 11.0)
# endif()
#endif()
if(NOT DEFINED BUILD_ENGINE_DONE) # to test bento-time into root project
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()
# record sources, headers, resources...
set(GAME_HEADER)
set(GAME_SOURCE)
set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
)
if(APPLE OR WINDOWS)
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()
# add cross-platforms source files and header files
list(APPEND GAME_HEADER
src/AppDelegate.h
)
list(APPEND GAME_SOURCE
src/AppDelegate.cpp
)
# generic modules
add_subdirectory(src/generic)
# current game modules
add_subdirectory(src/databaseModule)
add_subdirectory(src/gameplayModule)
add_subdirectory(src/interfaceModule)
add_subdirectory(src/profileModule)
add_subdirectory(src/sceneModule)
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME BentoTime)
list(APPEND GAME_SOURCE
proj.android/app/jni/hellocpp/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
elseif(WINDOWS)
list(APPEND GAME_HEADER
proj.win32/main.h
proj.win32/resource.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
proj.win32/game.rc
${common_res_files}
)
elseif(APPLE)
# set(CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET "11.0")
# set(CMAKE_OSX_DEPLOYMENT_TARGET "12.4" CACHE STRING "Minimum OS X deployment version")
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreen.storyboard
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/Images.xcassets
)
list(APPEND GAME_SOURCE
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
proj.ios_mac/ios/Prefix.pch
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
proj.ios_mac/mac/main.cpp
proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_res_files})
endif()
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()
target_link_libraries(${APP_NAME} cocos2d ${GENERIC_LIB_NAME})
target_include_directories(${APP_NAME}
PRIVATE src
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
)
target_compile_features(${APP_NAME} PRIVATE cxx_std_17)
target_compile_options(${APP_NAME} PRIVATE -Wall)
finalizeInitGeneric()
# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
if(MACOSX)
set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
elseif(IOS)
set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()