123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158 |
- #/****************************************************************************
- # Copyright (c) 2013-2014 cocos2d-x.org
- # Copyright (c) 2015-2017 Chukong Technologies Inc.
- #
- # 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 spine-cocos2dx-example)
- project(${APP_NAME})
- set(BUILD_EXTENSIONS OFF CACHE BOOL "Build extensions" FORCE)
- include(../spine-cocos2dx.cmake)
- if(XCODE)
- if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
- SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
- endif()
- endif()
- if(NOT DEFINED BUILD_ENGINE_DONE) # to test spine-cocos2dx-example 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 ${ENGINE_BINARY_PATH}/cocos/core)
- endif()
- # record sources, headers, resources...
- set(GAME_RES_FOLDER
- "${CMAKE_CURRENT_SOURCE_DIR}/Resources"
- )
- if(APPLE OR WINDOWS)
- cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
- endif()
- # add cross-platforms source files and header files
- file(GLOB_RECURSE GAME_SOURCE "${CMAKE_CURRENT_SOURCE_DIR}/Classes/*.cpp")
- file(GLOB_RECURSE GAME_HEADER "${CMAKE_CURRENT_SOURCE_DIR}/Classes/*.h")
- set(GAME_INCLUDE "${CMAKE_CURRENT_SOURCE_DIR}/Classes")
- if(ANDROID)
- # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
- set(APP_NAME MyGame)
- 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)
- 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()
- # Link the spine-cpp and spine-cocos2dx library to the app
- target_link_libraries(${APP_NAME} spine-cpp spine-cocos2dx)
- target_link_libraries(${APP_NAME} cocos2d)
- target_include_directories(${APP_NAME}
- PRIVATE ${GAME_INCLUDE}
- PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
- )
- # mark app resources
- setup_cocos_app_config(${APP_NAME})
- if(APPLE)
- set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
- if(MACOSX)
- set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
- elseif(IOS)
- set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${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()
|