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Copy pathCMakeLists.txt
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228 lines (198 loc) · 7.95 KB
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cmake_minimum_required(VERSION 3.8)
set(APP_NAME SimulatorApp)
project(${APP_NAME} CXX)
enable_language(C ASM)
if(APPLE)
enable_language(OBJC OBJCXX)
endif()
set(CMAKE_CXX_STANDARD 17)
option(USE_SE_V8 "USE V8 JavaScript Engine" ON)
option(USE_V8_DEBUGGER "Enable Chrome Remote inspector" ON)
option(USE_SOCKET "Enable WebSocket & SocketIO" ON)
option(USE_AUDIO "Enable Audio" ON) #Enable AudioEngine
option(USE_EDIT_BOX "Enable EditBox" ON)
option(USE_SE_JSC "USE JavaScriptCore on MacOSX/iOS" OFF)
option(USE_VIDEO "Enable VideoPlayer Component" ON)
option(USE_WEBVIEW "Enable WebView Component" OFF)
option(USE_MIDDLEWARE "Enable Middleware" ON)
option(USE_DRAGONBONES "Enable Dragonbones" ON)
# NOTE: Could only enable spine 3.8 or spine 4.2, should not enable them both.
option(USE_SPINE_3_8 "Enable Spine 3.8" ON)
option(USE_SPINE_4_2 "Enable Spine 4.2" OFF)
option(USE_PHYSICS_PHYSX "USE PhysX Physics" ON)
option(USE_BOX2D_JSB "USE Box2D JSB" ON)
if(USE_SE_JSC AND APPLE)
set(USE_SE_V8 OFF)
set(USE_V8_DEBUGGER OFF)
endif()
set(TARGET_OSX_VERSION "10.14")
set(cocosdir ${CMAKE_CURRENT_LIST_DIR}/../../../..)
if(NOT cocosdir)
message(FATAL_ERROR "COCOS_ROOT is not set!")
endif()
# TODO(v3.6.1): enable all modules and scripts for simulator
set(USE_DEBUG_RENDERER OFF)
include(${cocosdir}/CMakeLists.txt)
include(${cocosdir}/tools/simulator/libsimulator/CMakeLists.txt)
if(MACOSX)
set(LIB_NAME ${APP_NAME}-Mac)
else()
set(LIB_NAME ${APP_NAME}-Win32)
endif()
set(GAME_RES_ROOT ${CMAKE_CURRENT_LIST_DIR}/../../)
set(GAME_RES_FILES
${GAME_RES_ROOT}/main.js
${GAME_RES_ROOT}/project.json
)
set(GAME_RES_FOLDERS
${GAME_RES_ROOT}/jsb-adapter
${GAME_RES_ROOT}/subpackages
${GAME_RES_ROOT}/res
${GAME_RES_ROOT}/src
)
set(GAME_RES_ALL
${GAME_RES_FILES}
${GAME_RES_FOLDERS}
)
set(UI_RESOURCES)
set(PROJ_EXTRA_SOURCE)
set(PROJ_SOURCES
Classes/Game.cpp
Classes/Game.h
Classes/ide-support/CodeIDESupport.h
Classes/ide-support/RuntimeJsImpl.cpp
Classes/ide-support/RuntimeJsImpl.h
)
if(WINDOWS)
set(UI_RESOURCES
proj.win32/game.rc
proj.win32/res/game.ico
)
list(APPEND PROJ_SOURCES
proj.win32/main.cpp
proj.win32/main.h
proj.win32/resource.h
proj.win32/SimulatorApp.cpp
proj.win32/SimulatorApp.h
# proj.win32/stdafx.cpp
# proj.win32/stdafx.h
# proj.win32/targetver.h
${UI_RESOURCES}
)
elseif(MACOSX)
set(UI_RESOURCES
SimulatorApp-Mac/Images.xcassets
proj.ios_mac/mac/Simulator.entitlements
proj.ios_mac/mac/Base.lproj/ConsoleWindow.xib
proj.ios_mac/mac/Base.lproj/MainMenu.xib
proj.ios_mac/mac/en.lproj/MainMenu.xib
proj.ios_mac/mac/zh-Hans.lproj/ConsoleWindow.strings
proj.ios_mac/mac/zh-Hans.lproj/MainMenu.xib
)
list(APPEND PROJ_SOURCES
proj.ios_mac/mac/main.mm
proj.ios_mac/mac/SimulatorApp.h
proj.ios_mac/mac/SimulatorApp.mm
# proj.ios_mac/mac/AppDelegate.h
# proj.ios_mac/mac/AppDelegate.mm
# proj.ios_mac/mac/ViewController.h
# proj.ios_mac/mac/ViewController.mm
proj.ios_mac/mac/ConsoleWindowController.h
proj.ios_mac/mac/ConsoleWindowController.m
${UI_RESOURCES}
)
endif()
set(asset_files)
foreach(res ${GAME_RES_ALL})
set(res_list)
if(NOT EXISTS ${res})
continue()
endif()
if(IS_DIRECTORY ${res})
file(GLOB_RECURSE res_list "${res}/*")
else()
set(res_list ${res})
endif()
foreach(res ${res_list})
get_filename_component(res_abs ${res} ABSOLUTE)
file(RELATIVE_PATH res_rel ${GAME_RES_ROOT} ${res_abs})
get_filename_component(res_dir ${res_rel} PATH)
set_source_files_properties(${res_abs} PROPERTIES
MACOSX_PACKAGE_LOCATION "Resources/${res_dir}/"
HEADER_FILE_ONLY 1
)
list(APPEND asset_files ${res_abs})
endforeach()
endforeach()
if(APPLE OR MSVC)
add_executable(${LIB_NAME} ${PROJ_SOURCES} ${asset_files} ${PROJ_EXTRA_SOURCE})
source_group(TREE ${GAME_RES_ROOT} PREFIX "Resources" FILES ${asset_files})
else()
add_executable(${LIB_NAME} ${PROJ_SOURCES} ${PROJ_EXTRA_SOURCE})
endif()
if(WINDOWS AND MSVC)
set_property(TARGET ${LIB_NAME} PROPERTY VS_DPI_AWARE "PerMonitor")
endif()
target_link_libraries(${LIB_NAME} ${ENGINE_NAME} simulator)
target_include_directories(${LIB_NAME} PRIVATE
Classes
)
target_compile_definitions(${LIB_NAME} PRIVATE
GAME_NAME="${APP_NAME}"
)
source_group(TREE ${CMAKE_CURRENT_LIST_DIR} PREFIX "Source Files" FILES ${PROJ_SOURCES})
if(APPLE)
set_target_properties(${LIB_NAME} PROPERTIES MACOSX_BUNDLE 1)
set_target_properties(${LIB_NAME} PROPERTIES RESOURCE "${UI_RESOURCES}")
set(EXECUTABLE_NAME ${LIB_NAME}) # referenced in Info.plist
set(PRODUCT_NAME ${APP_NAME})
if(MACOSX)
set(CMAKE_OSX_DEPLOYMENT_TARGET ${TARGET_OSX_VERSION})
set(MACOSX_BUNDLE_GUI_IDENTIFIER org.cocos.hellojavascript.mac)
set_target_properties(${LIB_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_LIST_DIR}/proj.ios_mac/mac/Info.plist")
set_target_properties(${LIB_NAME} PROPERTIES
MACOSX_DEPLOYMENT_TARGET ${TARGET_OSX_VERSION}
XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon"
RESOURCE "${UI_RESOURCES}"
)
get_property(gles2_loc TARGET GLESv2 PROPERTY IMPORTED_LOCATION)
get_property(egl_loc TARGET EGL PROPERTY IMPORTED_LOCATION)
add_custom_command(TARGET ${LIB_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory $<TARGET_FILE_DIR:${LIB_NAME}>/../Frameworks
COMMAND ${CMAKE_COMMAND} -E copy ${gles2_loc} $<TARGET_FILE_DIR:${LIB_NAME}>/../Frameworks
COMMAND ${CMAKE_COMMAND} -E copy ${egl_loc} $<TARGET_FILE_DIR:${LIB_NAME}>/../Frameworks
)
endif()
elseif(WINDOWS)
set_target_properties(${LIB_NAME} PROPERTIES RESOURCE "${UI_RESOURCES}")
if(EXISTS ${CMAKE_CURRENT_LIST_DIR}/../../jsb-adapter)
set(bin_dir $<TARGET_FILE_DIR:${LIB_NAME}>)
add_custom_command(TARGET ${LIB_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "Linking resources for ${LIB_NAME} ..."
COMMAND ${CMAKE_COMMAND} -E create_symlink ${CMAKE_CURRENT_LIST_DIR}/../../jsb-adapter ${bin_dir}/jsb-adapter
COMMAND ${CMAKE_COMMAND} -E create_symlink ${CMAKE_CURRENT_LIST_DIR}/../../res ${bin_dir}/res
COMMAND ${CMAKE_COMMAND} -E create_symlink ${CMAKE_CURRENT_LIST_DIR}/../../src ${bin_dir}/src
COMMAND ${CMAKE_COMMAND} -E create_symlink ${CMAKE_CURRENT_LIST_DIR}/../../main.js ${bin_dir}/main.js
COMMAND ${CMAKE_COMMAND} -E create_symlink ${CMAKE_CURRENT_LIST_DIR}/../../project.json ${bin_dir}/project.json
)
endif()
target_include_directories(${LIB_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/proj.win32
)
if(MSVC)
foreach(item ${WINDOWS_DLLS})
get_filename_component(filename ${item} NAME)
get_filename_component(abs ${item} ABSOLUTE)
add_custom_command(TARGET ${LIB_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${abs} $<TARGET_FILE_DIR:${LIB_NAME}>/${filename}
)
endforeach()
foreach(item ${V8_DLLS})
get_filename_component(filename ${item} NAME)
add_custom_command(TARGET ${LIB_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${V8_DIR}/$<IF:$<BOOL:$<CONFIG:RELEASE>>,Release,Debug>/${filename} $<TARGET_FILE_DIR:${LIB_NAME}>/${filename}
)
endforeach()
target_link_options(${LIB_NAME} PRIVATE /SUBSYSTEM:WINDOWS)
endif()
endif()