cocos2D-X config external library

Posted yzfhkms-x

tags:

篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了cocos2D-X config external library相关的知识,希望对你有一定的参考价值。

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

{

 

 

 

技术图片

 

 

 

 

 

 

 

 

 

}

5.test

{

 

技术图片

 

 

 

/****************************************************************************
 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);


}

 

}

 

以上是关于cocos2D-X config external library的主要内容,如果未能解决你的问题,请参考以下文章

(27)Cocos2d-x 3.0 Json用法

减少打包组件vue.config.js——Webpack的externals的使用

cocos2d-x andriod, Box2D.h: No such file or directory

NodeJS+read+external+file+into+变量

cocos2d-x学习笔记cocos2dx 3.10添加lua LuaFileSystem库遍历文件

ubuntu gedit 工具菜单下没有 Manage external tools