cmake_minimum_required(VERSION 3.8) set(CMAKE_SYSTEM_NAME iOS) set(APP_NAME "pushGold" CACHE STRING "Project Name") project(${APP_NAME} CXX) include(${CMAKE_CURRENT_LIST_DIR}/../common/CMakeLists.txt) set(LIB_NAME ${APP_NAME}-mobile) set(UI_RESOURCES) set(PROJ_SOURCES) set(PROJ_COMMON_SOURCES ${CMAKE_CURRENT_LIST_DIR}/../common/Classes/Game.h ${CMAKE_CURRENT_LIST_DIR}/../common/Classes/Game.cpp ) if(NOT EXISTS ${CMAKE_CURRENT_LIST_DIR}/../common/Classes/jsb_module_register.cpp) file(COPY "${COCOS_X_PATH}/cocos/bindings/manual/jsb_module_register.cpp" DESTINATION ${CMAKE_CURRENT_LIST_DIR}/../common/Classes/) endif() list(APPEND PROJ_COMMON_SOURCES ${CMAKE_CURRENT_LIST_DIR}/../common/Classes/jsb_module_register.cpp) set(UI_RESOURCES ${CMAKE_CURRENT_LIST_DIR}/LaunchScreenBackground.png ${CMAKE_CURRENT_LIST_DIR}/Images.xcassets ${CMAKE_CURRENT_LIST_DIR}/Base.lproj/Localizable.strings ${CMAKE_CURRENT_LIST_DIR}/Base.lproj/LaunchScreen.storyboard ) # -------------- SRART --------------- # USED BY COCOS SERVICE, DON'T REMOVE! if(EXISTS ${RES_DIR}/proj/service.cmake) set(SERVICE_NATIVE_DIR ${CMAKE_CURRENT_LIST_DIR}) include(${RES_DIR}/proj/service.cmake) endif() # -------------- END ---------------- list(APPEND PROJ_SOURCES ${CMAKE_CURRENT_LIST_DIR}/AppDelegate.mm ${CMAKE_CURRENT_LIST_DIR}/AppDelegate.h ${CMAKE_CURRENT_LIST_DIR}/service/SDKWrapper.m ${CMAKE_CURRENT_LIST_DIR}/service/SDKWrapper.h ${CMAKE_CURRENT_LIST_DIR}/main.m ${CMAKE_CURRENT_LIST_DIR}/ViewController.mm ${CMAKE_CURRENT_LIST_DIR}/ViewController.h ${UI_RESOURCES} ) include_resources(${RES_DIR}/assets) add_executable(${LIB_NAME} ${PROJ_SOURCES} ${ASSET_FILES} ${PROJ_COMMON_SOURCES}) source_group(TREE ${RES_DIR}/assets PREFIX "Resources" FILES ${ASSET_FILES}) source_group(TREE ${CMAKE_CURRENT_LIST_DIR} PREFIX "Source Files" FILES ${PROJ_SOURCES}) source_group(TREE ${CMAKE_CURRENT_LIST_DIR}/../common PREFIX "Source Files" FILES ${PROJ_COMMON_SOURCES}) # -------------- SRART --------------- # USED BY COCOS SERVICE, DON'T REMOVE! if(COMMAND service_insert_library) service_insert_library() endif() # -------------- END ---------------- target_link_libraries(${LIB_NAME} cocos2d) target_include_directories(${LIB_NAME} PRIVATE ${CMAKE_CURRENT_LIST_DIR}/../common/Classes ${CMAKE_CURRENT_LIST_DIR}/service ) set(EXECUTABLE_NAME ${LIB_NAME}) # referenced in Info.plist set(PRODUCT_NAME ${APP_NAME}) set_target_properties(${LIB_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_LIST_DIR}/Info.plist" MACOSX_BUNDLE 1 RESOURCE "${UI_RESOURCES}" OSX_ARCHITECTURES "arm64;x86_64" MACOSX_DEPLOYMENT_TARGET ${TARGET_IOS_VERSION} XCODE_ATTRIBUTE_DEVELOPMENT_TEAM "${DEVELOPMENT_TEAM}" XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer" XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon" XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_LAUNCHSTORYBOARD_NAME "LaunchScreen" XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET ${TARGET_IOS_VERSION} XCODE_ATTRIBUTE_ENABLE_BITCODE NO XCODE_ATTRIBUTE_ONLY_ACTIVE_ARCH YES IOS_INSTALL_COMBINED YES XCODE_ATTRIBUTE_SKIP_INSTALL NO XCODE_ATTRIBUTE_INSTALL_PATH "$(LOCAL_APPS_DIR)" )