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CMakeLists.txt
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CMakeLists.txt
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#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
#
# 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_minimum_required(VERSION 3.6)
set(APP_NAME restaurant)
project(${APP_NAME})
set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src)
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
set(BUILD_LUA_LIBS ON)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
# script and source files info, not need to compile
set(res_res_folders
"${CMAKE_CURRENT_SOURCE_DIR}/res"
)
set(res_src_folders
"${CMAKE_CURRENT_SOURCE_DIR}/src"
)
set(res_script_folders
"${COCOS2DX_ROOT_PATH}/cocos/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)
list(APPEND GAME_SOURCE
${RUNTIME_SRC_ROOT}/Classes/Sqlite3/sqlite3.c
${RUNTIME_SRC_ROOT}/Classes/Sqlite3/lsqlite3.c
${RUNTIME_SRC_ROOT}/Classes/jniTest.cpp
)
# sources need to compile info, include dirs and source files
include_directories(
${RUNTIME_SRC_ROOT}/Classes
${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/auto
${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/manual
${COCOS2DX_ROOT_PATH}/external/lua/luajit/include
${COCOS2DX_ROOT_PATH}/external/lua/tolua
${COCOS2DX_ROOT_PATH}/tools/simulator/libsimulator/lib
)
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME cocos2dlua)
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
${RUNTIME_SRC_ROOT}/proj.win32/stdafx.h
${RUNTIME_SRC_ROOT}/proj.win32/SimulatorWin.h
${RUNTIME_SRC_ROOT}/proj.win32/targetver.h
${RUNTIME_SRC_ROOT}/proj.win32/resource.h
)
list(APPEND GAME_SOURCE
${RUNTIME_SRC_ROOT}/proj.win32/game.rc
${RUNTIME_SRC_ROOT}/proj.win32/stdafx.cpp
${RUNTIME_SRC_ROOT}/proj.win32/main.cpp
${RUNTIME_SRC_ROOT}/proj.win32/SimulatorWin.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
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/SimulatorApp.h
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/ConsoleWindowController.h
)
set(APP_UI_RES
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Base.lproj/MainMenu.xib
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/en.lproj/MainMenu.xib
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/zh-Hans.lproj/MainMenu.xib
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/ConsoleWindow.xib
${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.m
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/SimulatorApp.mm
${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/ConsoleWindowController.m
${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} ${APP_SRC})
else()
#使用指定的代码文件(APP_SRC)生成一个动态库(SHARED),库名是(APP_NAME)表示的值
add_library(${APP_NAME} SHARED ${APP_SRC})
#添加一个子构建项,prama1是一个包含cmakelist.txt和代码文件的目录,param2是输出目录
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
#链接param2库到param1库,--whole-archive是选项参数,表示将其后的静态库的函数和变量输出到动态库,--no-whole-archive是取消前者设置。-Wl是让编译器识别前面的选项参数
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/scripting/lua-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/lua-android)
target_link_libraries(${APP_NAME} -Wl,--whole-archive lua_android_spec -Wl,--no-whole-archive)
endif()
target_link_libraries(${APP_NAME} luacocos2d)
target_include_directories(${APP_NAME} PRIVATE ${RUNTIME_SRC_ROOT}/Classes)
if(WINDOWS OR MACOSX)
add_subdirectory(${COCOS2DX_ROOT_PATH}/tools/simulator/libsimulator ${ENGINE_BINARY_PATH}/cocos/simulatorlib)
target_link_libraries(${APP_NAME} simulatorlib)
endif()
# 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 "${APP_UI_RES}")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist"
)
elseif(IOS)
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
endif()
# copy resource on linux or WINDOWS
if(LINUX OR WINDOWS)
cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders})
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders})
cocos_copy_res(COPY_TO ${APP_RES_DIR}/src/cocos FOLDERS ${res_script_folders})
endif()