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CMakeLists.txt
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#/****************************************************************************
# 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 QCEditor)
project(${APP_NAME})
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
set(CMAKE_AUTOUIC ON)
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
find_package(Qt5 COMPONENTS Core Gui Widgets OpenGL Xml Multimedia REQUIRED)
# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)
set(GAME_RES_FOLDER
"${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
#___AUTO_START___
set(GAME_SOURCE
Classes/BoxList.cpp
Classes/BoxList.h
Classes/BoxList.ui
Classes/Editor/Common.cpp
Classes/Editor/Common.h
Classes/Editor/EditorNode.cpp
Classes/Editor/EditorNode.h
Classes/Editor/FilePathManager.cpp
Classes/Editor/FilePathManager.h
Classes/Editor/PropertyDef.cpp
Classes/Editor/PropertyDef.h
Classes/Editor/QC_Application.cpp
Classes/Editor/QC_Application.h
Classes/Editor/QC_GLWidget.cpp
Classes/Editor/QC_GLWidget.h
Classes/Editor/SceneCtrl.cpp
Classes/Editor/SceneCtrl.h
Classes/Editor/WindowBox.cpp
Classes/Editor/WindowBox.h
Classes/EditorMain.cpp
Classes/EditorMain.h
Classes/EditorMain.qrc
Classes/EditorMain.ui
Classes/libqc/Any.cpp
Classes/libqc/Any.h
Classes/libqc/AttributeAccessor.cpp
Classes/libqc/AttributeAccessor.h
Classes/libqc/DefaultValue.cpp
Classes/libqc/DefaultValue.h
Classes/libqc/Serializer.cpp
Classes/libqc/Serializer.h
Classes/libqc/StringUtil.h
Classes/libqc/Varinat.cpp
Classes/libqc/Varinat.h
Classes/libqc/rapidxml-1.13/rapidxml.hpp
Classes/libqc/rapidxml-1.13/rapidxml_iterators.hpp
Classes/libqc/rapidxml-1.13/rapidxml_print.hpp
Classes/libqc/rapidxml-1.13/rapidxml_utils.hpp
Classes/main.cpp
Classes/qtpropertybrowser/src/qtbuttonpropertybrowser.cpp
Classes/qtpropertybrowser/src/qteditorfactory.cpp
Classes/qtpropertybrowser/src/qtgroupboxpropertybrowser.cpp
Classes/qtpropertybrowser/src/qtpropertybrowser.cpp
Classes/qtpropertybrowser/src/qtpropertybrowserutils.cpp
Classes/qtpropertybrowser/src/qtpropertymanager.cpp
Classes/qtpropertybrowser/src/qttreepropertybrowser.cpp
Classes/qtpropertybrowser/src/qtvariantproperty.cpp
Classes/qtpropertybrowser/src/qtpropertybrowser.qrc
)
#___AUTO_END___
if(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)
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}
)
list(APPEND GAME_SOURCE ${common_res_files})
endif()
# 设置MSVC编译编码
add_compile_options("$<$<CXX_COMPILER_ID:MSVC>:/source-charset:utf-8>")
add_compile_options("$<$<CXX_COMPILER_ID:MSVC>:/execution-charset:utf-8>")
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
add_executable(${APP_NAME} ${all_code_files})
set(QT_LIBS
Qt${QT_VERSION_MAJOR}::Core
Qt${QT_VERSION_MAJOR}::Widgets
Qt${QT_VERSION_MAJOR}::Gui
Qt${QT_VERSION_MAJOR}::OpenGL
Qt${QT_VERSION_MAJOR}::Xml
Qt${QT_VERSION_MAJOR}::Multimedia
)
if(WINDOWS)
list(APPEND QT_LIBS Qt5::WinMain)
endif()
target_compile_definitions(${APP_NAME} PRIVATE QC_EDITOR)
target_link_libraries(${APP_NAME} cocos2d ${QT_LIBS})
target_include_directories(${APP_NAME}
PRIVATE Classes
PRIVATE Classes/libqc
PRIVATE Classes/qtpropertybrowser/src
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}")
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist"
)
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()