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CMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 2.6)
set(APP_NAME MyGame)
project (${APP_NAME})
include(cocos2d/build/BuildHelpers.CMakeLists.txt)
option(USE_CHIPMUNK "Use chipmunk for physics library" ON)
option(USE_BOX2D "Use box2d for physics library" OFF)
option(DEBUG_MODE "Debug or release?" ON)
if(DEBUG_MODE)
set(CMAKE_BUILD_TYPE DEBUG)
else(DEBUG_MODE)
set(CMAKE_BUILD_TYPE RELEASE)
endif(DEBUG_MODE)
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")
if(USE_CHIPMUNK)
message("Using chipmunk ...")
add_definitions(-DLINUX -DCC_ENABLE_CHIPMUNK_INTEGRATION=1)
elseif(USE_BOX2D)
message("Using box2d ...")
add_definitions(-DLINUX -DCC_ENABLE_BOX2D_INTEGRATION=1)
else(USE_CHIPMUNK)
message(FATAL_ERROR "Must choose a physics library.")
endif(USE_CHIPMUNK)
# architecture
if ( CMAKE_SIZEOF_VOID_P EQUAL 8 )
set(ARCH_DIR "64-bit")
else()
set(ARCH_DIR "32-bit")
endif()
set(GAME_SRC
proj.linux/main.cpp
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
include_directories(
/usr/local/include/GLFW
${COCOS2D_ROOT}
${COCOS2D_ROOT}/cocos
${COCOS2D_ROOT}/cocos/audio/include
${COCOS2D_ROOT}/cocos/2d
${COCOS2D_ROOT}/cocos/2d/renderer
${COCOS2D_ROOT}/cocos/2d/platform
${COCOS2D_ROOT}/cocos/2d/platform/desktop
${COCOS2D_ROOT}/cocos/2d/platform/linux
${COCOS2D_ROOT}/cocos/base
${COCOS2D_ROOT}/cocos/deprecated
${COCOS2D_ROOT}/cocos/physics
${COCOS2D_ROOT}/cocos/editor-support
${COCOS2D_ROOT}/cocos/math/kazmath
${COCOS2D_ROOT}/extensions
${COCOS2D_ROOT}/external
${COCOS2D_ROOT}/external/edtaa3func
${COCOS2D_ROOT}/external/jpeg/include/linux
${COCOS2D_ROOT}/external/tiff/include/linux
${COCOS2D_ROOT}/external/webp/include/linux
${COCOS2D_ROOT}/external/tinyxml2
${COCOS2D_ROOT}/external/unzip
${COCOS2D_ROOT}/external/chipmunk/include/chipmunk
${COCOS2D_ROOT}/external/freetype2/include/linux
${COCOS2D_ROOT}/external/websockets/include/linux
${COCOS2D_ROOT}/external/spidermonkey/include/linux
${COCOS2D_ROOT}/external/linux-specific/fmod/include/${ARCH_DIR}
${COCOS2D_ROOT}/external/xxhash
)
link_directories(
/usr/local/lib
${COCOS2D_ROOT}/external/jpeg/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/tiff/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/webp/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/freetype2/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/websockets/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/spidermonkey/prebuilt/linux/${ARCH_DIR}
${COCOS2D_ROOT}/external/linux-specific/fmod/prebuilt/${ARCH_DIR}
)
# kazmath
add_subdirectory(${COCOS2D_ROOT}/cocos/math/kazmath)
# chipmunk library
add_subdirectory(${COCOS2D_ROOT}/external/chipmunk/src)
# box2d library
add_subdirectory(${COCOS2D_ROOT}/external/Box2D)
# unzip library
add_subdirectory(${COCOS2D_ROOT}/external/unzip)
# tinyxml2 library
add_subdirectory(${COCOS2D_ROOT}/external/tinyxml2)
# audio
add_subdirectory(${COCOS2D_ROOT}/cocos/audio)
# xxhash library
add_subdirectory(${COCOS2D_ROOT}/external/xxhash)
# cocos base library
add_subdirectory(${COCOS2D_ROOT}/cocos/base)
# cocos 2d library
add_subdirectory(${COCOS2D_ROOT}/cocos/2d)
# cocos storage
add_subdirectory(${COCOS2D_ROOT}/cocos/storage)
# ui
add_subdirectory(${COCOS2D_ROOT}/cocos/ui)
# network
add_subdirectory(${COCOS2D_ROOT}/cocos/network)
# extensions
add_subdirectory(${COCOS2D_ROOT}/extensions)
## Editor Support
# spine
add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/spine)
# cocosbuilder
add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/cocosbuilder)
# cocostudio
add_subdirectory(${COCOS2D_ROOT}/cocos/editor-support/cocostudio)
# add the executable
add_executable(${APP_NAME}
${GAME_SRC}
)
if ( CMAKE_SIZEOF_VOID_P EQUAL 8 )
set(FMOD_LIB "fmodex64")
else()
set(FMOD_LIB "fmodex")
endif()
target_link_libraries(${APP_NAME}
ui
network
storage
spine
cocostudio
cocosbuilder
extensions
audio
cocos2d
)
set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")
set_target_properties(${APP_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
)