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CMakeLists.txt
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#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2021 Bytedance Inc.
#
# https://adxe.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_minimum_required(VERSION 3.10)
set(APP_NAME HelloLua)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloLua into root project
if(XCODE)
set(CMAKE_XCODE_GENERATE_TOP_LEVEL_PROJECT_ONLY TRUE)
endif()
# config quick starter batch script run.bat for windows
if(WIN32)
configure_file("${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 ${ADXE_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
set(BUILD_LUA_LIBS ON)
add_subdirectory(${ADXE_ROOT_PATH}/core ${ENGINE_BINARY_PATH}/adxe/core)
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}/assets/res"
)
set(res_src_folders
"${CMAKE_CURRENT_SOURCE_DIR}/assets/src"
)
set(res_script_folders
"${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})
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_HEADER ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.h)
# set(GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.cpp)
FILE(GLOB_RECURSE GAME_HEADER ${RUNTIME_SRC_ROOT}/Classes/*.h)
FILE(GLOB_RECURSE GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/*.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)
cocos_copy_target_dll(${APP_NAME})
cocos_copy_lua_dlls(${APP_NAME})
endif()
# copy resource on linux or WINDOWS
if(WINDOWS)
set(my_res_folder "${CMAKE_CURRENT_SOURCE_DIR}/assets")
cocos_copy_lua_scripts(${APP_NAME} ${res_script_folders} "${my_res_folder}/src/cocos")
set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${my_res_folder}")
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
elseif(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)
endif()