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| 1 | +#/**************************************************************************** |
| 2 | +# Copyright (c) 2013 cocos2d-x.org |
| 3 | +# Copyright (c) 2014 martell malone |
| 4 | +# Copyright (c) 2015-2017 Chukong Technologies Inc. |
| 5 | +# |
| 6 | +# http://www.cocos2d-x.org |
| 7 | +# |
| 8 | +# Permission is hereby granted, free of charge, to any person obtaining a copy |
| 9 | +# of this software and associated documentation files (the "Software"), to deal |
| 10 | +# in the Software without restriction, including without limitation the rights |
| 11 | +# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
| 12 | +# copies of the Software, and to permit persons to whom the Software is |
| 13 | +# furnished to do so, subject to the following conditions: |
| 14 | + |
| 15 | +# The above copyright notice and this permission notice shall be included in |
| 16 | +# all copies or substantial portions of the Software. |
| 17 | + |
| 18 | +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| 19 | +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| 20 | +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
| 21 | +# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| 22 | +# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| 23 | +# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
| 24 | +# THE SOFTWARE. |
| 25 | +# ****************************************************************************/ |
| 26 | + |
| 27 | +cmake_minimum_required(VERSION 3.6) |
| 28 | + |
| 29 | +set(APP_NAME cocos2d-js-webpack) |
| 30 | + |
| 31 | +project(${APP_NAME}) |
| 32 | + |
| 33 | +set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src) |
| 34 | +set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x) |
| 35 | +set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/) |
| 36 | + |
| 37 | +include(CocosBuildSet) |
| 38 | +set(BUILD_JS_LIBS ON) |
| 39 | +add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core) |
| 40 | + |
| 41 | +# script and source files info, not need to compile |
| 42 | +set(res_main_files |
| 43 | + "${CMAKE_CURRENT_SOURCE_DIR}/main.js" |
| 44 | + "${CMAKE_CURRENT_SOURCE_DIR}/project.json" |
| 45 | + ) |
| 46 | +set(res_res_folders |
| 47 | + "${CMAKE_CURRENT_SOURCE_DIR}/res" |
| 48 | + ) |
| 49 | +set(res_src_folders |
| 50 | + "${CMAKE_CURRENT_SOURCE_DIR}/src" |
| 51 | + ) |
| 52 | +set(res_script_folders |
| 53 | + "${COCOS2DX_ROOT_PATH}/cocos/scripting/js-bindings/script" |
| 54 | + ) |
| 55 | +if(APPLE OR VS) |
| 56 | + cocos_mark_multi_resources(res_main RES_TO "Resources" FILES ${res_main_files}) |
| 57 | + cocos_mark_multi_resources(res_res RES_TO "Resources/res" FOLDERS ${res_res_folders}) |
| 58 | + cocos_mark_multi_resources(res_src RES_TO "Resources/src" FOLDERS ${res_src_folders}) |
| 59 | + cocos_mark_multi_resources(res_script RES_TO "Resources/script" FOLDERS ${res_script_folders}) |
| 60 | + set(cc_common_res ${res_main} ${res_res} ${res_src} ${res_script}) |
| 61 | +endif() |
| 62 | + |
| 63 | +# record sources, headers |
| 64 | +set(GAME_SOURCE ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.cpp) |
| 65 | +set(GAME_HEADER ${RUNTIME_SRC_ROOT}/Classes/AppDelegate.h) |
| 66 | + |
| 67 | +if(ANDROID) |
| 68 | + # change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml |
| 69 | + set(APP_NAME cocos2djs) |
| 70 | + list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.android/app/jni/hellojavascript/main.cpp) |
| 71 | +elseif(LINUX) |
| 72 | + list(APPEND GAME_SOURCE ${RUNTIME_SRC_ROOT}/proj.linux/main.cpp) |
| 73 | +elseif(WINDOWS) |
| 74 | + set(WINDOWS_SRC ${RUNTIME_SRC_ROOT}/proj.win32/main.cpp) |
| 75 | + list(APPEND WINDOWS_SRC ${RUNTIME_SRC_ROOT}/proj.win32/game.rc) |
| 76 | + list(APPEND GAME_HEADER |
| 77 | + ${RUNTIME_SRC_ROOT}/proj.win32/main.h |
| 78 | + ${RUNTIME_SRC_ROOT}/proj.win32/resource.h |
| 79 | + ) |
| 80 | + list(APPEND GAME_SOURCE ${WINDOWS_SRC} ${cc_common_res}) |
| 81 | +elseif(APPLE) |
| 82 | + if(IOS) |
| 83 | + list(APPEND GAME_HEADER |
| 84 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.h |
| 85 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.h |
| 86 | + ) |
| 87 | + set(APP_UI_RES |
| 88 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreen.storyboard |
| 89 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/LaunchScreenBackground.png |
| 90 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Images.xcassets |
| 91 | + ) |
| 92 | + list(APPEND GAME_SOURCE |
| 93 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/main.m |
| 94 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/AppController.mm |
| 95 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/RootViewController.mm |
| 96 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/ios/Prefix.pch |
| 97 | + ${APP_UI_RES} |
| 98 | + ) |
| 99 | + elseif(MACOSX) |
| 100 | + set(APP_UI_RES |
| 101 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Icon.icns |
| 102 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist |
| 103 | + ) |
| 104 | + list(APPEND GAME_SOURCE |
| 105 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/main.cpp |
| 106 | + ${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Prefix.pch |
| 107 | + ${APP_UI_RES} |
| 108 | + ) |
| 109 | + endif() |
| 110 | + list(APPEND GAME_SOURCE ${cc_common_res}) |
| 111 | +endif() |
| 112 | + |
| 113 | +set(APP_SRC ${GAME_HEADER} ${GAME_SOURCE}) |
| 114 | + |
| 115 | +# mark app complie info and libs info |
| 116 | +if(NOT ANDROID) |
| 117 | + add_executable(${APP_NAME} ${APP_SRC}) |
| 118 | +else() |
| 119 | + add_library(${APP_NAME} SHARED ${APP_SRC}) |
| 120 | + add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform) |
| 121 | + target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive) |
| 122 | + add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/scripting/js-bindings/proj.android ${ENGINE_BINARY_PATH}/cocos/js-android) |
| 123 | + target_link_libraries(${APP_NAME} -Wl,--whole-archive js_android_spec -Wl,--no-whole-archive) |
| 124 | +endif() |
| 125 | + |
| 126 | +target_link_libraries(${APP_NAME} jscocos2d) |
| 127 | +target_include_directories(${APP_NAME} PRIVATE ${RUNTIME_SRC_ROOT}/Classes) |
| 128 | + |
| 129 | +# mark app resources, resource will be copy auto after mark |
| 130 | +setup_cocos_app_config(${APP_NAME}) |
| 131 | +if(APPLE) |
| 132 | + set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}") |
| 133 | + if(MACOSX) |
| 134 | + set_target_properties(${APP_NAME} PROPERTIES |
| 135 | + MACOSX_BUNDLE_INFO_PLIST "${RUNTIME_SRC_ROOT}/proj.ios_mac/mac/Info.plist" |
| 136 | + ) |
| 137 | + elseif(IOS) |
| 138 | + cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in") |
| 139 | + set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon") |
| 140 | + endif() |
| 141 | +elseif(WINDOWS) |
| 142 | + cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..) |
| 143 | +endif() |
| 144 | +# copy resource on linux or WINDOWS |
| 145 | +if(LINUX OR WINDOWS) |
| 146 | + cocos_copy_res(COPY_TO ${APP_RES_DIR} FILES ${res_main_files}) |
| 147 | + cocos_copy_res(COPY_TO ${APP_RES_DIR}/res FOLDERS ${res_res_folders}) |
| 148 | + cocos_copy_res(COPY_TO ${APP_RES_DIR}/src FOLDERS ${res_src_folders}) |
| 149 | + cocos_copy_res(COPY_TO ${APP_RES_DIR}/script FOLDERS ${res_script_folders}) |
| 150 | +endif() |
| 151 | + |
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