프로젝트 추가

This commit is contained in:
2025-10-26 15:56:27 +09:00
parent ebc5fbe7c8
commit edb0e77b47
137 changed files with 3852 additions and 0 deletions

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# NOTE: Changing the value of AX_EXT_HINT after cmake build files have been created
# will not update all other options that are using AX_EXT_HINT. You must delete the
# {build_dir}/CMakeCache.txt file and then re-run the `axmol build ...` command in
# order for the new setting to take effect. Alternatively, you can also delete the
# entire build folder and then re-run the `axmol build` command.
# set(AX_EXT_HINT ON CACHE BOOL "The default extensions hint" FORCE)
# The following are by default set the same as the AX_EXT_HINT flag above - default: ON
# Uncomment the lines below to set them individually
# set(AX_ENABLE_EXT_LUA OFF CACHE BOOL "Build lua libraries" FORCE)
# set(AX_ENABLE_EXT_GUI OFF CACHE BOOL "Build extension GUI" FORCE)
# set(AX_ENABLE_EXT_ASSETMANAGER OFF CACHE BOOL "Build extension asset-manager" FORCE)
# set(AX_ENABLE_EXT_SPINE OFF CACHE BOOL "Build extension spine" FORCE)
# set(AX_ENABLE_EXT_DRAGONBONES OFF CACHE BOOL "Build extension DragonBones" FORCE)
# set(AX_ENABLE_EXT_COCOSTUDIO OFF CACHE BOOL "Build extension cocostudio" FORCE)
# set(AX_ENABLE_EXT_FAIRYGUI OFF CACHE BOOL "Build extension FairyGUI" FORCE)
# set(AX_ENABLE_EXT_IMGUI OFF CACHE BOOL "Build extension ImGui" FORCE)
# set(AX_ENABLE_EXT_JSONDEFAULT OFF CACHE BOOL "Build extension JSONDefault" FORCE)
# 3D Support - - default: ON
# set(AX_ENABLE_3D ON CACHE BOOL "Build 3D support" FORCE)
# These depend on AX_EXT_HINT & AX_ENABLE_3D
# set(AX_ENABLE_EXT_PARTICLE3D ON CACHE BOOL "Build extension Particle3D" FORCE)
# set(AX_ENABLE_3D_PHYSICS ON CACHE BOOL "Build Physics3D support" FORCE)
# set(AX_ENABLE_NAVMESH ON CACHE BOOL "Build NavMesh support" FORCE)
# Physics Support - - default: ON
# set(AX_ENABLE_PHYSICS ON CACHE BOOL "Build Physics support" FORCE)
# These depend on AX_EXT_HINT & AX_ENABLE_PHYSICS
# set(AX_ENABLE_EXT_PHYSICS_NODE ON CACHE BOOL "Build extension physics-nodes" FORCE)
# These depend on AX_EXT_HINT & AX_ENABLE_EXT_IMGUI - default: ON
# set(AX_ENABLE_EXT_INSPECTOR ON CACHE BOOL "Enable extension Inspector" FORCE)
# set(AX_ENABLE_EXT_SDFGEN ON CACHE BOOL "Build extension SDFGen" FORCE)
# The follow options are set individually - default: OFF
# set(AX_ENABLE_EXT_LIVE2D OFF CACHE BOOL "Build extension Live2D" FORCE)
# set(AX_ENABLE_EXT_EFFEKSEER OFF CACHE BOOL "Build extension Effekseer" FORCE)
# Code modules that can be disabled - default: ON
# set(AX_ENABLE_AUDIO ON CACHE BOOL "Build audio support" FORCE)
# set(AX_ENABLE_WEBSOCKET ON CACHE BOOL "Build Websocket client based on yasio" FORCE)
# set(AX_ENABLE_HTTP ON CACHE BOOL "Build HTTP client based on yasio" FORCE)
# set(AX_ENABLE_OPUS ON CACHE BOOL "Build with opus support" FORCE)
# WEBVIEW2 - default: ON for WIN32 and WINRT
# set(AX_ENABLE_MSEDGE_WEBVIEW2 ON CACHE BOOL "Disable msedge webview2")

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if(IS_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/axmol")
set(_AX_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/axmol")
set(_is_axmol_embed TRUE)
message(STATUS "Building isolated project: ${APP_NAME}")
else()
set(_AX_ROOT "$ENV{AX_ROOT}")
if(NOT(_AX_ROOT STREQUAL ""))
file(TO_CMAKE_PATH ${_AX_ROOT} _AX_ROOT)
message(STATUS "Using system env var _AX_ROOT=${_AX_ROOT}")
else()
message(FATAL_ERROR "Please run setup.ps1 add system env var 'AX_ROOT' to specific the engine root")
endif()
endif()
list(APPEND CMAKE_MODULE_PATH
${_AX_ROOT}/cmake/Modules/
)
include(AXBuildSet)
if(NOT _is_axmol_embed)
if((WIN32 OR LINUX) AND DEFINED AX_PREBUILT_DIR AND IS_DIRECTORY ${_AX_ROOT}/${AX_PREBUILT_DIR})
set(_AX_USE_PREBUILT TRUE)
endif()
endif()
if(NOT _AX_USE_PREBUILT)
add_subdirectory(${_AX_ROOT}/core ${ENGINE_BINARY_PATH}/axmol/core)
endif()

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if((NOT APPLE) AND(NOT WINRT))
ax_get_resource_path(APP_RES_DIR ${APP_NAME})
ax_sync_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${content_folder} SYM_LINK 1)
if((WINDOWS AND(NOT(CMAKE_GENERATOR MATCHES "Ninja"))))
set_property(TARGET ${APP_NAME} PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${content_folder}")
if(NOT DEFINED BUILD_ENGINE_DONE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
endif()
endif()
elseif(WINRT)
if(NOT DEFINED BUILD_ENGINE_DONE)
set_property(DIRECTORY PROPERTY VS_STARTUP_PROJECT ${APP_NAME})
endif()
endif()
if(_AX_USE_PREBUILT) # support windows and linux
use_ax_compile_define(${APP_NAME})
include(AXLinkHelpers)
ax_link_cxx_prebuilt(${APP_NAME} ${_AX_ROOT} ${AX_PREBUILT_DIR})
endif()
ax_setup_app_props(${APP_NAME})

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if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
set_xcode_property(${APP_NAME} INSTALL_PATH "\$(LOCAL_APPS_DIR)")
set_xcode_property(${APP_NAME} PRODUCT_BUNDLE_IDENTIFIER "dev.axmol.demo")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
elseif(TVOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/targets/tvos/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "Brand Assets")
elseif(IOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/targets/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
set_xcode_property(${APP_NAME} TARGETED_DEVICE_FAMILY "1,2")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
# set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
# config quick starter batch script run.bat for windows
if(WIN32)
file(RELATIVE_PATH CMAKE_BUILD_RELATIVE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" "${PROJECT_BINARY_DIR}")
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/run.bat.in" "${CMAKE_CURRENT_SOURCE_DIR}/run.bat" @ONLY)
endif()
if(NOT _AX_USE_PREBUILT)
ax_sync_target_dlls(${APP_NAME})
endif()
endif()

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if(ANDROID)
# the APP_NAME should match on AndroidManifest.xml
list(APPEND GAME_SOURCE
proj.android/app/jni/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
list(APPEND GAME_SOURCE ${common_content_files})
elseif(WASM)
list(APPEND GAME_SOURCE
proj.wasm/main.cpp
)
list(APPEND GAME_SOURCE ${common_content_files})
elseif(WINDOWS)
if(NOT WINRT)
list(APPEND GAME_HEADER
proj.win32/main.h
proj.win32/resource.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
proj.win32/game.rc
)
else()
ax_setup_winrt_sources()
endif()
list(APPEND GAME_SOURCE ${common_content_files})
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
if(TVOS)
set(APP_UI_RES
proj.ios_mac/ios/targets/tvos/LaunchScreenBackground.png
proj.ios_mac/ios/targets/tvos/LaunchScreen.storyboard
proj.ios_mac/ios/targets/tvos/Images.xcassets
)
else()
set(APP_UI_RES
proj.ios_mac/ios/targets/ios/LaunchScreenBackground.png
proj.ios_mac/ios/targets/ios/LaunchScreen.storyboard
proj.ios_mac/ios/targets/ios/Images.xcassets
)
endif()
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
)
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_content_files})
endif()

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if(NOT ANDROID)
add_executable(${APP_NAME} ${APP_SOURCES})
else()
add_library(${APP_NAME} SHARED ${APP_SOURCES})
# whole archive for jni when not building engine as shared libs, otherwise libaxmol.so is archived with it.
if(NOT BUILD_SHARED_LIBS)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()
config_android_shared_libs("dev.axmol.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
if(NOT _AX_USE_PREBUILT)
target_link_libraries(${APP_NAME} ${_AX_CORE_LIB})
endif()
# The optional thirdparties(not dependent by engine)
if(AX_WITH_YAML_CPP)
list(APPEND GAME_INC_DIRS "${_AX_ROOT}/3rdparty/yaml-cpp/include")
endif()
target_include_directories(${APP_NAME} PRIVATE ${GAME_INC_DIRS})