CMake is an open-source, cross-platform family of tools designed to build, test and package software. CMake is used to control the software compilation process using simple platform and compiler independent configuration files, and generates native makefiles and workspaces that can be used in the compiler environment of your choice.
- Open your terminal and execute:
cmake --version
if the CMake version is lower than 3.1, please upgrade.
- You should use out-of-source builds, this means you need to create a different directory than cocos2d-x to execute the
cmake
command.
cd cocos2d-x
mkdir linux-build && cd linux-build
cmake ..
make
Execute make help
to see all build targets, make <target>
build specified target
cd cocos2d-x
mkdir win32-build && cd win32-build
cmake .. -G"Visual Studio 15 2017" -Tv141
Execute cmake --build .
to compile, or open Cocos2d-x.sln in Explorer to use the generated project.
cd cocos2d-x
mkdir mac-build && cd mac-build
cmake .. -GXcode
open Cocos2d-x.xcodeproj
cd cocos2d-x
mkdir ios-build && cd ios-build
cmake .. -GXcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake
open Cocos2d-x.xcodeproj
The default build is for running on actual iOS hardware, if you want to run in the simulator, please add -DIOS_PLATFORM=SIMULATOR
for architecture i386 or -DIOS_PLATFORM=SIMULATOR64
for x86_64.
We use the Gradle for Android applications, and Gradle use cmake to build the native code, see gradle.properties: PROP_NDK_MODE
, it controls how native builds work.
# android native code build type
# none, native code will never be compiled.
# cmake, native code will be compiled by CMakeLists.txt
# ndk-build, native code will be compiled by Android.mk
PROP_BUILD_TYPE=ndk-build
If you want to add cmake build arguments, please add it at external Native Build block of app/build.gradle file.
To solve long compilation times of the engine source code one can use prebuilt libraries. Using this feature you only need build engine sources once for a specific environment or again when the engine version changes and you wish to utilize the new version.
This is an example of building c++ libs once, and use them in different c++ projects.
cocos new -l cpp -p my.pack.app1 test_app1
mkdir app1_build && cd app1_build
cmake ../test_app1 -DGEN_COCOS_PREBUILT=ON
make prebuilt
Change option GEN_COCOS_PREBUILT
and use instead USE_COCOS_PREBUILT
to use prebuilt in the same project
cmake ../test_app1 -DGEN_COCOS_PREBUILT=OFF -DUSE_COCOS_PREBUILT=ON
make TemplateCpp
open bin/TemplateCpp.app
Add -DUSE_COCOS_PREBUILT=ON
to use prebuilt libs in another cmake build.
cocos new -l cpp -p my.pack.app2 test_app2
mkdir app2_build && cd app2_build
cmake ../test_app2 -DUSE_COCOS_PREBUILT=ON
make TemplateCpp
open bin/TemplateCpp.app
Any other cpp project can use prebuilt in this way
When using the prebuilt libraries on Android there is a small difference as CMake can't find system environment when built using Gradle. You need to supply a path as the location of prebuilt libs.
-
-G
, generate native build project you specified, for example-GXcode
generate Xcode project files.-GVisual Studio 15 2017
generate Visual Studio 2017 project, the default toolset is v141, add-T
option to specify toolset, like this-Tv140
-
CMAKE_BUILD_TYPE
, specify the build mode, Debug or Release-DCMAKE_BUILD_TYPE=Release
to generate the Release mode project, the default build mode is Debug
-
-H -B
,-H
specify the CMake project Home directory,-B
specify CMake-generated project binary directory. for example-H..\cocos2d-x -Bmsvc_build
the generated native project's location will bemsvc_build
directory.
-
--build <dir>
, build a CMake-generated project binary tree, for examplecmake --build ./msvc_build
, cmake will sellect corresponding build tools.
-
GEN_COCOS_PREBUILT
, control the project have the feature to generate pre-build libraries or not. Default value isOFF
-DGEN_COCOS_PREBUILT=ON
, will add target prebuilt, build this target will generate prebuilt libraries
-
USE_COCOS_PREBUILT
, control the project have the feature to use pre-build libraries or not. Default value isOFF
-DUSE_COCOS_PREBUILT=ON
, will disable libraries target, and make app target use prebuilt libraries
-
COCOS_PREBUILT_ROOT
, a path means the prebuilt libraries root location, it's not optional for Android Project on Android Studio, optional for other supported platforms. the default value is $cocos2dx_root/prebuilt if the cmake can access to cocos2d-x environment variable. for examplearguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
set this value on cmake block of build.gradle file.
-
Any options in SelectModule.cmake can be set manually. Do it if you know what you're doing.
-
CMake Official website: cmake.org
-
CMake Documentation: cmake.org/documentation
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CMake FAQ: Wiki/CMake_FAQ