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.cocos-project.json

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{
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"engine_version": "cocos2d-x-3.12",
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"has_native": true,
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"project_type": "js"
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}

.project

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<?xml version="1.0" encoding="UTF-8"?>
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<projectDescription>
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<name>acenew</name>
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<comment></comment>
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<projects>
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</projects>
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<buildSpec>
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</buildSpec>
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<natures>
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<nature>org.ccdt.cocosproject</nature>
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<nature>org.ccdt.jsdt.core.jsNature</nature>
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</natures>
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<cocosprojecttemplate>
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<version>1.2</version>
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</cocosprojecttemplate>
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<linkedResources>
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<link>
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<name>script</name>
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<type>2</type>
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<locationURI>PROJECT_LOC/frameworks/js-bindings/bindings/script</locationURI>
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</link>
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</linkedResources>
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</projectDescription>

CMakeLists.txt

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#/****************************************************************************
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# Copyright (c) 2014 Chukong Technologies Inc.
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#
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# http://www.cocos2d-x.org
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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# ****************************************************************************/
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cmake_minimum_required(VERSION 2.8)
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set(APP_NAME MyGame)
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project (${APP_NAME})
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cmake/Modules/")
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include(CocosBuildHelpers)
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option(USE_CHIPMUNK "Use chipmunk for physics library" ON)
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option(DEBUG_MODE "Debug or release?" ON)
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option(BUILD_EXTENSIONS "Build extension library" ON)
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option(BUILD_EDITOR_SPINE "Build editor support for spine" ON)
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option(BUILD_EDITOR_COCOSTUDIO "Build editor support for cocostudio" ON)
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option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON)
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option(USE_BULLET "Use bullet for physics3d library" ON)
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option(USE_PREBUILT_LIBS "Use prebuilt libraries in external directory" ON)
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if(DEBUG_MODE)
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set(CMAKE_BUILD_TYPE DEBUG)
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else(DEBUG_MODE)
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set(CMAKE_BUILD_TYPE RELEASE)
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endif(DEBUG_MODE)
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if(USE_BULLET)
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add_definitions(-DCC_ENABLE_BULLET_INTEGRATION=1)
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add_definitions(-DCC_USE_PHYSICS=1)
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endif(USE_BULLET)
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set(CMAKE_C_FLAGS_DEBUG "-DCOCOS2D_DEBUG=1")
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set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
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if(WIN32)
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ADD_DEFINITIONS (-D_USRDLL -DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32)
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if(MSVC)
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ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS
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-D_SCL_SECURE_NO_WARNINGS
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-wd4251 -wd4244 -wd4334
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-wd4005 -wd4820 -wd4710
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-wd4514 -wd4056 -wd4996 -wd4099)
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else(MSVC)#MINGW
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endif(MSVC)
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elseif(APPLE)
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else()#Linux
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ADD_DEFINITIONS(-DLINUX -DCC_RESOURCE_FOLDER_LINUX="/")
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endif()
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if(NOT MSVC)# all gcc
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set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1")
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set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
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set(CMAKE_C_FLAGS ${CMAKE_C_FLAGS} "-std=c99")
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set(CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS} "-std=c++11")
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endif()
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if(MINGW)
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add_definitions(-DGLEW_STATIC)
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endif()
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if(USE_CHIPMUNK)
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message("Using chipmunk ...")
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add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1)
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elseif(USE_BOX2D)
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message("Using box2d ...")
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add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=1)
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else(USE_CHIPMUNK)
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message(FATAL_ERROR "Must choose a physics library.")
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endif(USE_CHIPMUNK)
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# architecture
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if ( CMAKE_SIZEOF_VOID_P EQUAL 8 )
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set(ARCH_DIR "64-bit")
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else()
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set(ARCH_DIR "32-bit")
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endif()
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if(WIN32) # Win32
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set(PLATFORM_FOLDER win32)
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elseif(APPLE)# osx or ios
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set(PLATFORM_FOLDER mac)
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else() # Assume Linux
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set(PLATFORM_FOLDER linux)
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endif()
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set(COCOS_EXTERNAL_DIR ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external)
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include_directories(
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/base
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/2d
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/ui
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/audio/include
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/storage
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/network
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/platform
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/spine
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/cocosbuilder
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/editor-support/cocostudio
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/deprecated
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/platform
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/extensions
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/chipmunk/include/chipmunk
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/spidermonkey/include/${PLATFORM_FOLDER}
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/auto
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/manual
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)
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link_directories(
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${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/spidermonkey/prebuilt/${PLATFORM_FOLDER}/${ARCH_DIR}
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)
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if(USE_PREBUILT_LIBS)
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include(CocosUsePrebuiltLibs)
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endif()
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# GLFW3 used on Mac, Windows and Linux desktop platforms
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if(LINUX OR MACOSX OR WINDOWS)
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cocos_find_package(OpenGL OPENGL REQUIRED)
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if(LINUX OR WINDOWS)
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cocos_find_package(GLEW GLEW REQUIRED)
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endif()
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cocos_find_package(GLFW3 GLFW3 REQUIRED)
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include_directories(${GLFW3_INCLUDE_DIRS})
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if(LINUX)
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set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
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find_package(Threads REQUIRED)
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set(THREADS_LIBRARIES ${CMAKE_THREAD_LIBS_INIT})
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#cocos_find_package(FMODEX FMODEX REQUIRED)
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cocos_find_package(Fontconfig FONTCONFIG REQUIRED)
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cocos_find_package(GTK3 GTK3 REQUIRED)
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endif()
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if(WINDOWS)
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cocos_find_package(Vorbis VORBIS REQUIRED)
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cocos_find_package(MPG123 MPG123 REQUIRED)
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cocos_find_package(OpenAL OPENAL REQUIRED)
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# because FindOpenAL.cmake set include dir for '#include <al.h>' for portability (not for '#include <AL/al.h>'
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set(OPENAL_DEFINITIONS "-DOPENAL_PLAIN_INCLUDES")
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endif()
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endif(LINUX OR MACOSX OR WINDOWS)
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# Freetype required on all platforms
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cocos_find_package(Freetype FREETYPE REQUIRED)
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# WebP required if used
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if(USE_WEBP)
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cocos_find_package(WebP WEBP REQUIRED)
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endif(USE_WEBP)
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# Chipmunk
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if(USE_CHIPMUNK)
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cocos_find_package(Chipmunk CHIPMUNK REQUIRED)
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add_definitions(-DCC_ENABLE_CHIPMUNK_INTEGRATION=1)
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if(IOS OR MACOSX)
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# without this chipmunk will try to use apple defined geometry types, that conflicts with cocos
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add_definitions(-DCP_USE_CGPOINTS=0)
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endif()
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else(USE_CHIPMUNK)
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add_definitions(-DCC_USE_PHYSICS=0)
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endif(USE_CHIPMUNK)
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# Box2d (not prebuilded, exists as source)
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if(USE_BOX2D)
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if(USE_PREBUILT_LIBS)
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add_subdirectory(frameworks/cocos2d-x/external/Box2D)
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set(Box2D_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/js-bindings/cocos2d-x/external/box2d/include)
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set(Box2D_LIBRARIES box2d)
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else()
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find_package(Box2D REQUIRED CONFIG)
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# actually Box2D in next line is not a library, it is target exported from Box2DConfig.cmake
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set(Box2D_LIBRARIES Box2D)
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endif()
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message(STATUS "Box2D include dirs: ${Box2D_INCLUDE_DIRS}")
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add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=1)
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else()
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add_definitions(-DCC_ENABLE_BOX2D_INTEGRATION=0)
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endif(USE_BOX2D)
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# Tinyxml2 (not prebuilded, exists as source)
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if(USE_PREBUILT_LIBS)
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add_subdirectory(frameworks/cocos2d-x/external/tinyxml2)
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set(TinyXML2_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/tinyxml2)
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set(TinyXML2_LIBRARIES tinyxml2)
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else()
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cocos_find_package(TinyXML2 TinyXML2 REQUIRED)
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endif()
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message(STATUS "TinyXML2 include dirs: ${TinyXML2_INCLUDE_DIRS}")
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# libjpeg
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cocos_find_package(JPEG JPEG REQUIRED)
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cocos_find_package(ZLIB ZLIB REQUIRED)
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# minizip (we try to migrate to minizip from https://github.com/nmoinvaz/minizip)
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# only msys2 currently provides package for this variant, all other
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# dists have packages from zlib, thats very old for us.
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# moreover our embedded version modified to quick provide
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# functionality needed by cocos.
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if(USE_PREBUILT_LIBS OR NOT MINGW)
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add_subdirectory(frameworks/cocos2d-x/external/unzip)
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set(MINIZIP_INCLUDE_DIRS ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/external/unzip)
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set(MINIZIP_LIBRARIES unzip)
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message(STATUS "MINIZIP include dirs: ${MINIZIP_INCLUDE_DIRS}")
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else()
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cocos_find_package(MINIZIP MINIZIP REQUIRED)
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# double check that we have needed functions
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include(CheckLibraryExists)
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check_library_exists(${MINIZIP_LIBRARIES} "unzGoToFirstFile2" "" MINIZIP_HAS_GOTOFIRSTFILE2)
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if(NOT MINIZIP_HAS_GOTOFIRSTFILE2)
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message(FATAL_ERROR "Minizip library on you system very old. Please use recent version from https://github.com/nmoinvaz/minizip or enable USE_PREBUILT_LIBS")
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endif()
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add_definitions(-DMINIZIP_FROM_SYSTEM)
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endif()
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cocos_find_package(PNG PNG REQUIRED)
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cocos_find_package(TIFF TIFF REQUIRED)
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cocos_find_package(WEBSOCKETS WEBSOCKETS REQUIRED)
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cocos_find_package(CURL CURL REQUIRED)
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add_subdirectory(frameworks/cocos2d-x/external/flatbuffers)
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set(FLATBUFFERS_INCLUDE_DIRS frameworks/cocos2d-x/external)
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message(STATUS "Flatbuffers include dirs: ${FLATBUFFERS_INCLUDE_DIRS}")
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# build xxhash
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add_subdirectory(frameworks/cocos2d-x/external/xxhash)
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include_directories(frameworks/cocos2d-x/external/xxhash)
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#buid recast
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add_subdirectory(frameworks/cocos2d-x/external/recast)
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set(GAME_SRC
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frameworks/runtime-src/proj.linux/main.cpp
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frameworks/runtime-src/Classes/AppDelegate.cpp
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)
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# cocos2d
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add_subdirectory(frameworks/cocos2d-x/cocos)
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#jsbindings library
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add_subdirectory(frameworks/cocos2d-x/cocos/scripting/js-bindings)
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# add the executable
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add_executable(${APP_NAME}
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${GAME_SRC}
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)
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target_link_libraries(${APP_NAME}
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jscocos2d
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cocos2d
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recast
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)
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if(USE_BULLET)
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add_subdirectory(frameworks/cocos2d-x/external/bullet)
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target_link_libraries(${APP_NAME} bullet)
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endif()
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set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")
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set_target_properties(${APP_NAME} PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
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pre_build(${APP_NAME}
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COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/script
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COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/res
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COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/src
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COMMAND ${CMAKE_COMMAND} -E remove ${APP_BIN_DIR}/*.js
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COMMAND ${CMAKE_COMMAND} -E remove ${APP_BIN_DIR}/*.json
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/res ${APP_BIN_DIR}/res
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/src ${APP_BIN_DIR}/src
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/cocos2d-x/cocos/scripting/js-bindings/script ${APP_BIN_DIR}/script
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COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/main.js ${APP_BIN_DIR}/main.js
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COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_CURRENT_SOURCE_DIR}/project.json ${APP_BIN_DIR}/project.json
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)
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