zoukankan      html  css  js  c++  java
  • cocos2D-X config external library

    1.Android.mk

    {

    LOCAL_PATH := $(call my-dir)

    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)

    #$(call import-add-path,$(LOCAL_PATH)/../../../Classes/exter)
    #$(call import-add-path,$(LOCAL_PATH)/../../../Classes/exter/libyuv)


    LOCAL_MODULE := MyGame_shared

    LOCAL_MODULE_FILENAME := libMyGame

    LOCAL_SRC_FILES := $(LOCAL_PATH)/hellocpp/main.cpp
    $(LOCAL_PATH)/../../../Classes/AppDelegate.cpp
    $(LOCAL_PATH)/../../../Classes/HelloWorldScene.cpp


    LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
    LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../../Classes/exter
    LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../../Classes/exter/libyuv

    # _COCOS_HEADER_ANDROID_BEGIN
    # _COCOS_HEADER_ANDROID_END


    LOCAL_STATIC_LIBRARIES := cocos2dx_static

    # _COCOS_LIB_ANDROID_BEGIN

    LOCAL_LDLIBS += libs/$(TARGET_ARCH_ABI)/libNDKLIBRARY.so

    # _COCOS_LIB_ANDROID_END

    include $(BUILD_SHARED_LIBRARY)

    $(call import-add-path, $(LOCAL_PATH)/../../../cocos2d)
    $(call import-module, cocos)

    # _COCOS_LIB_IMPORT_ANDROID_BEGIN
    # _COCOS_LIB_IMPORT_ANDROID_END

    }

    2.Application.mk

    {

    APP_STL := c++_static

    APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=c++11 -fsigned-char -Wno-extern-c-compat
    APP_LDFLAGS := -latomic

    APP_ABI := armeabi-v7a
    APP_SHORT_COMMANDS := true


    ifeq ($(NDK_DEBUG),1)
    APP_CPPFLAGS += -DCOCOS2D_DEBUG=1
    APP_OPTIM := debug
    else
    APP_CPPFLAGS += -DNDEBUG
    APP_OPTIM := release
    endif

    }

    3.build.gradle

    {

    apply plugin: 'com.android.application'

    android {
    compileSdkVersion PROP_COMPILE_SDK_VERSION.toInteger()
    buildToolsVersion PROP_BUILD_TOOLS_VERSION

    defaultConfig {
    applicationId "com.sim.pro"
    minSdkVersion PROP_MIN_SDK_VERSION
    targetSdkVersion PROP_TARGET_SDK_VERSION
    versionCode 1
    versionName "1.0"

    externalNativeBuild {
    if (PROP_BUILD_TYPE == 'ndk-build') {
    ndkBuild {
    targets 'MyGame'
    arguments 'NDK_TOOLCHAIN_VERSION=clang'
    arguments '-j' + Runtime.runtime.availableProcessors()
    }
    }
    else if (PROP_BUILD_TYPE == 'cmake') {
    cmake {
    targets 'MyGame'
    arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE",
    "-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE"
    cppFlags "-frtti -fexceptions"
    // prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
    // set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
    // set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
    //arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
    //arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
    }
    }
    }

    ndk {
    abiFilters = []
    abiFilters.addAll(PROP_APP_ABI.split(':').collect{it as String})
    }
    }

    sourceSets.main {
    java.srcDir "src"
    res.srcDir "res"
    manifest.srcFile "AndroidManifest.xml"
    assets.srcDir "../../Resources"
    jniLibs.srcDir "libs"
    }

    externalNativeBuild {
    if (PROP_BUILD_TYPE == 'ndk-build') {
    ndkBuild {
    path "jni/Android.mk"
    }
    }
    else if (PROP_BUILD_TYPE == 'cmake') {
    cmake {
    path "../../CMakeLists.txt"
    }
    }
    }

    signingConfigs {

    release {
    if (project.hasProperty("RELEASE_STORE_FILE")) {
    storeFile file(RELEASE_STORE_FILE)
    storePassword RELEASE_STORE_PASSWORD
    keyAlias RELEASE_KEY_ALIAS
    keyPassword RELEASE_KEY_PASSWORD
    }
    }
    }

    buildTypes {
    release {
    debuggable false
    jniDebuggable false
    renderscriptDebuggable false
    minifyEnabled true
    shrinkResources true
    proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
    if (project.hasProperty("RELEASE_STORE_FILE")) {
    signingConfig signingConfigs.release
    }

    externalNativeBuild {
    ndkBuild {
    arguments 'NDK_DEBUG=0'
    }
    }
    }

    debug {
    debuggable true
    jniDebuggable true
    renderscriptDebuggable true
    externalNativeBuild {
    ndkBuild {
    arguments 'NDK_DEBUG=1'
    }
    }
    }
    }
    }

    android.applicationVariants.all { variant ->
    // delete previous files first
    delete "${buildDir}/intermediates/assets/${variant.dirName}"

    variant.mergeAssets.doLast {
    copy {
    from "${buildDir}/../../../Resources"
    into "${buildDir}/intermediates/assets/${variant.dirName}"
    exclude "**/*.gz"
    }
    copy {
    from "${buildDir}/libs"
    into "${buildDir}/intermediates/libs/"
    exclude "**/*.gz"
    }
    }
    }

    dependencies {
    implementation fileTree(dir: 'libs', include: ['*.jar'])
    implementation project(':libcocos2dx')
    }

    }

    4. libs

    {

    }

    5.test

    {

    /****************************************************************************
     Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
    
     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.
     ****************************************************************************/
    
    #include "HelloWorldScene.h"
    #include "SimpleAudioEngine.h"
    #include "SOIL2/SOIL2.h"
    #include "libyuv.h"
    
    USING_NS_CC;
    
    Scene* HelloWorld::createScene()
    {
    	return HelloWorld::create();
    }
    
    // Print useful error message instead of segfaulting when files are not there.
    static void problemLoading(const char* filename)
    {
    	printf("Error while loading: %s
    ", filename);
    	printf("Depending on how you compiled you might have to add 'Resources/' in front of filenames in HelloWorldScene.cpp
    ");
    }
    
    // on "init" you need to initialize your instance
    bool HelloWorld::init()
    {
    	//////////////////////////////
    	// 1. super init first
    	if (!Scene::init())
    	{
    		return false;
    	}
    
    	auto visibleSize = Director::getInstance()->getVisibleSize();
    	Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
    	auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    	float x = origin.x + visibleSize.width - closeItem->getContentSize().width / 2;
    	float y = origin.y + closeItem->getContentSize().height / 2;
    	closeItem->setPosition(Vec2(x, y));
    
    	// create menu, it's an autorelease object
    	auto menu = Menu::create(closeItem, NULL);
    	menu->setPosition(Vec2::ZERO);
    	this->addChild(menu, 1);
    
    
    
    	//auto sprite = Sprite::create("06a03.jpg");
    	//sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
    	//this->addChild(sprite, 0);
    
    	int width, height;
    
    	std::string fullpath = FileUtils::getInstance()->fullPathForFilename("06a03.jpg");
    	unsigned char *data = SOIL_load_image(fullpath.c_str(), &width, &height, 0, SOIL_LOAD_RGBA);
    	ssize_t size;
    	data = FileUtils::getInstance()->getFileData(fullpath, "rb", &size);
    	data = SOIL_load_image_from_memory(data,size,&width,&height, 0, SOIL_LOAD_RGBA);
    	if (data == nullptr)
    	{
    		cocos2d::log("%s . path is : %s
    ", "path error",fullpath.c_str());
    	}
    
    	Image *image = new (std::nothrow) Image();
    
    	//cocos2d::Texture2D::PixelFormat::RGBA8888
    
    	image->initWithRawData(data, size, width,height, 2);
    	image->setPNGPremultipliedAlphaEnabled(true);
    	
    	//SOIL_free_image_data(data);
    
    	auto so = Sprite::createWithTexture(Director::getInstance()->getTextureCache()->addImage(image, "key"));
    	//auto so = Sprite::create("res/06a03.jpg");
    	so->setPosition(visibleSize / 2);
    	so->setScale(2.0f);
    	delete image;
    	this->addChild(so);
    
    
    
    	return true;
    }
    
    
    void HelloWorld::menuCloseCallback(Ref* pSender)
    {
    	//Close the cocos2d-x game scene and quit the application
    	Director::getInstance()->end();
    
    #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    	exit(0);
    #endif
    
    	/*To navigate back to native iOS screen(if present) without quitting the application  ,do not use Director::getInstance()->end() and exit(0) as given above,instead trigger a custom event created in RootViewController.mm as below*/
    
    	//EventCustom customEndEvent("game_scene_close_event");
    	//_eventDispatcher->dispatchEvent(&customEndEvent);
    
    
    }
    

    }

  • 相关阅读:
    .Net中的设计模式——Decorator模式
    PetShop的系统架构设计
    PetShop数据访问层之消息处理
    对象的封装与C#的类
    Flash/Flex学习笔记(46):正向运动学
    Flash/Flex学习笔记(43):动量守恒与能量守恒
    win7下恢复“经典任务栏”/“快速启动栏”,关闭“窗口自动最大化”
    Flash/Flex学习笔记(50):3D线条与填充
    图片的javascript延时加载
    Flash/Flex学习笔记(51):3维旋转与透视变换(PerspectiveProjection)
  • 原文地址:https://www.cnblogs.com/YZFHKMS-X/p/12635662.html
Copyright © 2011-2022 走看看