LOCAL_PATH := $(call my-dir)
# The path to the Firebase C++ SDK, in the project's root directory.
FIREBASE_CPP_SDK_DIR := ../../../firebase_cpp_sdk
APP_ABI := armeabi-v7a x86
STL := $(firstword $(subst _, ,$(APP_STL)))
FIREBASE_LIBRARY_PATH := $(FIREBASE_CPP_SDK_DIR)/libs/android/$(TARGET_ARCH_ABI)/$(STL)
include $(CLEAR_VARS)
LOCAL_MODULE := firebase_app
LOCAL_SRC_FILES := $(FIREBASE_LIBRARY_PATH)/libapp.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/$(FIREBASE_CPP_SDK_DIR)/include
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := firebase_feature
LOCAL_SRC_FILES := $(FIREBASE_LIBRARY_PATH)/libadmob.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/$(FIREBASE_CPP_SDK_DIR)/include
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d/external)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d/cocos)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d/cocos/audio/include)
LOCAL_MODULE := MyGame_shared
LOCAL_MODULE_FILENAME := libMyGame
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../../Classes/AppDelegate.cpp \
../../../Classes/HelloWorldScene.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END
LOCAL_STATIC_LIBRARIES := cocos2dx_static
LOCAL_STATIC_LIBRARIES += firebase_app
LOCAL_STATIC_LIBRARIES += firebase_feature
# _COCOS_LIB_ANDROID_BEGIN
# _COCOS_LIB_ANDROID_END
include $(BUILD_SHARED_LIBRARY)
$(call import-module,.)
# _COCOS_LIB_IMPORT_ANDROID_BEGIN
# COCOS_LIB_IMPORT_ANDROID_NED
cmake_minimum_required(VERSION 3.6)
set(APP_NAME FirebaseSample)
project(${APP_NAME})
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)
set(GAME_RES_FOLDER
"${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
list(APPEND GAME_SOURCE
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
list(APPEND GAME_HEADER
Classes/AppDelegate.h
Classes/HelloWorldScene.h
)
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME MyGame)
list(APPEND GAME_SOURCE
proj.android/app/jni/hellocpp/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
elseif(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)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreen.storyboard
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/Images.xcassets
)
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
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}
)
endif()
list(APPEND GAME_SOURCE ${common_res_files})
endif()
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()
target_link_libraries(${APP_NAME} cocos2d)
target_include_directories(${APP_NAME}
PRIVATE Classes
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}")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist"
)
elseif(IOS)
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
endif()
if(LINUX OR WINDOWS)
cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()