there are two CMakeLists in my game folder, the one is in the same folder with Classes, Resources folder, ok the following is content of that CMakeLists
#/****************************************************************************
Copyright © 2013-2014 cocos2d-x.org
Copyright © 2015-2017 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the “Software”), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
cmake_minimum_required(VERSION 3.6)
set(APP_NAME wp8Game_new)
project(${APP_NAME})
if(XCODE)
if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
endif()
endif()
if(NOT DEFINED BUILD_ENGINE_DONE) # to test wp8Game_new into root project
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 ${ENGINE_BINARY_PATH}/cocos/core)
endif()
record sources, headers, resources…
set(GAME_SOURCE)
set(GAME_HEADER)
set(GAME_RES_FOLDER
“${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_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
elseif(IOS)
set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()
The left one is located in cocos2d\cocos\editor-support\spine . That file has contents:
set(COCOS_SPINE_HEADER
editor-support/spine/Animation.h
editor-support/spine/EventData.h
editor-support/spine/SkeletonAnimation.h
editor-support/spine/SlotData.h
editor-support/spine/SkeletonClipping.h
editor-support/spine/PathAttachment.h
editor-support/spine/PointAttachment.h
editor-support/spine/Event.h
editor-support/spine/Bone.h
editor-support/spine/Atlas.h
editor-support/spine/VertexAttachment.h
editor-support/spine/SkeletonRenderer.h
editor-support/spine/spine.h
editor-support/spine/ClippingAttachment.h
editor-support/spine/spine-cocos2dx.h
editor-support/spine/Color.h
editor-support/spine/Triangulator.h
editor-support/spine/RegionAttachment.h
editor-support/spine/Attachment.h
editor-support/spine/TransformConstraint.h
editor-support/spine/dll.h
editor-support/spine/SkeletonJson.h
editor-support/spine/IkConstraintData.h
editor-support/spine/AnimationStateData.h
editor-support/spine/kvec.h
editor-support/spine/Skeleton.h
editor-support/spine/Json.h
editor-support/spine/AttachmentLoader.h
editor-support/spine/Skin.h
editor-support/spine/VertexEffect.h
editor-support/spine/SkeletonBinary.h
editor-support/spine/SkeletonData.h
editor-support/spine/Array.h
editor-support/spine/PathConstraintData.h
editor-support/spine/SkeletonBatch.h
editor-support/spine/TransformConstraintData.h
editor-support/spine/Cocos2dAttachmentLoader.h
editor-support/spine/extension.h
editor-support/spine/PathConstraint.h
editor-support/spine/IkConstraint.h
editor-support/spine/BoundingBoxAttachment.h
editor-support/spine/AttachmentVertices.h
editor-support/spine/SkeletonTwoColorBatch.h
editor-support/spine/SkeletonBounds.h
editor-support/spine/Slot.h
editor-support/spine/BoneData.h
editor-support/spine/AnimationState.h
editor-support/spine/MeshAttachment.h
editor-support/spine/AtlasAttachmentLoader.h
)
set(COCOS_SPINE_SRC
editor-support/spine/Animation.c
editor-support/spine/AnimationState.c
editor-support/spine/AnimationStateData.c
editor-support/spine/Array.c
editor-support/spine/Atlas.c
editor-support/spine/AtlasAttachmentLoader.c
editor-support/spine/Attachment.c
editor-support/spine/AttachmentLoader.c
editor-support/spine/AttachmentVertices.cpp
editor-support/spine/Bone.c
editor-support/spine/BoneData.c
editor-support/spine/BoundingBoxAttachment.c
editor-support/spine/ClippingAttachment.c
editor-support/spine/Cocos2dAttachmentLoader.cpp
editor-support/spine/Color.c
editor-support/spine/Event.c
editor-support/spine/EventData.c
editor-support/spine/IkConstraint.c
editor-support/spine/IkConstraintData.c
editor-support/spine/Json.c
editor-support/spine/MeshAttachment.c
editor-support/spine/PathAttachment.c
editor-support/spine/PathConstraint.c
editor-support/spine/PathConstraintData.c
editor-support/spine/PointAttachment.c
editor-support/spine/RegionAttachment.c
editor-support/spine/Skeleton.c
editor-support/spine/SkeletonAnimation.cpp
editor-support/spine/SkeletonBatch.cpp
editor-support/spine/SkeletonBinary.c
editor-support/spine/SkeletonBounds.c
editor-support/spine/SkeletonClipping.c
editor-support/spine/SkeletonData.c
editor-support/spine/SkeletonJson.c
editor-support/spine/SkeletonRenderer.cpp
editor-support/spine/SkeletonTwoColorBatch.cpp
editor-support/spine/Skin.c
editor-support/spine/Slot.c
editor-support/spine/SlotData.c
editor-support/spine/TransformConstraint.c
editor-support/spine/TransformConstraintData.c
editor-support/spine/Triangulator.c
editor-support/spine/VertexAttachment.c
editor-support/spine/VertexEffect.c
editor-support/spine/extension.c
editor-support/spine/spine-cocos2dx.cpp
)
I am using ver4 by the way, i did’t add Spine source file to project. Yeah, you right, i am using spine that comes with cocos2d-x, i mean i create project by cmake, and spine folder is just there in my project, i didn’t do anything to have it. And can you show me how to use the latest version from Esoteric Software please?