2018-05-11 15:07:19 +08:00
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import org.gradle.internal.os.OperatingSystem;
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2017-03-17 11:54:36 +08:00
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2015-05-15 16:37:43 +08:00
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apply plugin: 'com.android.application'
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android {
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2017-06-05 11:35:48 +08:00
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compileSdkVersion PROP_COMPILE_SDK_VERSION.toInteger()
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2015-05-15 16:37:43 +08:00
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defaultConfig {
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applicationId "org.cocos2dx.lua_tests"
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2017-06-05 11:35:48 +08:00
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minSdkVersion PROP_MIN_SDK_VERSION
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2017-03-14 13:41:28 +08:00
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targetSdkVersion PROP_TARGET_SDK_VERSION
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2015-05-15 16:37:43 +08:00
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versionCode 1
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versionName "1.0"
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2017-03-14 13:41:28 +08:00
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2017-02-21 17:58:30 +08:00
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externalNativeBuild {
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2018-04-24 13:46:20 +08:00
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if (PROP_BUILD_TYPE == 'ndk-build') {
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2018-02-08 09:24:33 +08:00
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ndkBuild {
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2017-03-14 13:41:28 +08:00
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targets 'lua_tests'
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2017-11-23 09:08:50 +08:00
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arguments 'NDK_TOOLCHAIN_VERSION=clang'
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2017-03-14 13:41:28 +08:00
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arguments '-j' + Runtime.runtime.availableProcessors()
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2018-09-17 11:54:39 +08:00
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def module_paths = [project.file("../../../../..").absolutePath,
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project.file("../../../../../cocos").absolutePath,
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project.file("../../../../../external").absolutePath]
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if (OperatingSystem.current().isWindows()) {
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module_paths = module_paths.collect {it.replaceAll('\\\\', '/')}
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arguments 'NDK_MODULE_PATH=' + module_paths.join(";")
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}
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else {
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arguments 'NDK_MODULE_PATH=' + module_paths.join(':')
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}
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2017-03-14 13:41:28 +08:00
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}
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2017-02-21 17:58:30 +08:00
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}
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2018-04-24 13:46:20 +08:00
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else if (PROP_BUILD_TYPE == 'cmake') {
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2018-02-08 09:24:33 +08:00
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cmake {
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cmake support win32 ,and support generate&use prebuilt libs (#18683)
* fix win32 prebuilt error, and set cmake as default android native build
* cpp-template support msvc
* add msvc version check
* add -D_USRLUASTATIC, fix lua lib cmake compile error
* fix cpp-empty-test res copy dir, add function needed
* improve msvc res copy
* refactor cmake copy dll logic
* fix cpp-tests compile error
* refactor copy dll temp
* refactor win32 exe using dlls
* js-project compile support cmake using msvc
* improve res mark for win32
* update the way of lua project res mark
* add D_USRLUASTATIC for lua project
* unify RELEASE Release to Release, add CMAKE_CONFIGURATION_TYPES
* improve VS shows targets, add folder
* improve mac/ios res mark
* reduce useless comments
* unify cpp src include variable
* refactor cpp test project package logic
* improve pkg app logic
* start support prebuilt libs for cpp project using cmake
* improve prebuilt libs generate
* expand js/lua support prebuilt libs on mac
* adapt IDE generate libs path
* start do prebuilt for android
* improve the way of using external libs for prebuilt
* prebuilt libs support cpp-empty-test on android studio
* cpp-tests prebuilt libs, and remove useless
* start to improve libs using, to adapt prebuilt
* improve cpp tests prebuilt on android
* prebuilt support lua & js test on android
* prebuilt support cpp&js template
* rename prebuilt variabl, detail androd config
* finish android support prebuilt using cmake
* fix cmake script run in windows error
* reduce variable name length
* improve the way of win32 use dlls to adapt prebuilt
* loosen pick js/lua engine lib condition
* self review and start check linux build
* unify compile option location
* strict copy dlls condition
* improve libs link order
* start redo the way of copy dlls
* unify dlls copy logic
* fix linux res copy error
* update cmake copy file path in linux
* make prebuilt dir if needed, and divide Debug and Release dir
* cmake win32 divide Debug and Release dir well
* comment Lua Template project, for the unfinished lua simulator support
* add simulator cmake file
* start support simulator
* simulator support cmake build on macOS
* fix simulator compile error on win32
* add simulator prebuilt support
* improve mark cocos app macro
* improve cmake template project format
* improve cmake app files format
* fix format improve mistake
* detail cmake readme
* improve readme, useless comments
* add game.rc to template project
* check travis openssl version
* try update travis openssl
* upgrade travis openssl
* change openssl link
* change to upgrade openssl
* re install python with upgrade openssl
* add comment for macro and func, improve variable name
2018-03-08 09:47:57 +08:00
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targets 'lua_tests'
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE"
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cppFlags "-frtti -fexceptions -fsigned-char"
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2018-02-08 09:24:33 +08:00
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}
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}
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}
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ndk {
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abiFilters = []
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abiFilters.addAll(PROP_APP_ABI.split(':').collect{it as String})
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2017-02-21 17:58:30 +08:00
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}
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2015-05-15 16:37:43 +08:00
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}
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sourceSets.main {
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java.srcDir "src"
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res.srcDir "res"
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manifest.srcFile "AndroidManifest.xml"
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2017-02-21 17:58:30 +08:00
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}
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externalNativeBuild {
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2018-04-24 13:46:20 +08:00
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if (PROP_BUILD_TYPE == 'ndk-build') {
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2018-02-08 09:24:33 +08:00
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ndkBuild {
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2017-03-14 13:41:28 +08:00
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path "jni/Android.mk"
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}
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2017-02-21 17:58:30 +08:00
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}
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2018-04-24 13:46:20 +08:00
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else if (PROP_BUILD_TYPE == 'cmake') {
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2018-02-08 09:24:33 +08:00
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cmake {
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path "../../CMakeLists.txt"
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}
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}
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2015-05-15 16:37:43 +08:00
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}
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2015-05-22 15:52:41 +08:00
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signingConfigs {
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2017-11-23 09:08:50 +08:00
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release {
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2015-05-22 15:52:41 +08:00
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if (project.hasProperty("RELEASE_STORE_FILE")) {
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storeFile file(RELEASE_STORE_FILE)
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storePassword RELEASE_STORE_PASSWORD
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keyAlias RELEASE_KEY_ALIAS
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keyPassword RELEASE_KEY_PASSWORD
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}
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}
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}
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2015-05-15 16:37:43 +08:00
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buildTypes {
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release {
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2017-11-23 09:08:50 +08:00
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debuggable false
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jniDebuggable false
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renderscriptDebuggable false
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minifyEnabled true
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shrinkResources true
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2015-05-15 16:37:43 +08:00
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proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
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2017-11-23 09:08:50 +08:00
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if (project.hasProperty("RELEASE_STORE_FILE")) {
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signingConfig signingConfigs.release
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}
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2017-03-29 15:56:46 +08:00
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externalNativeBuild {
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ndkBuild {
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arguments 'NDK_DEBUG=0'
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}
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}
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}
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2017-11-23 09:08:50 +08:00
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2017-03-29 15:56:46 +08:00
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debug {
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2017-11-23 09:08:50 +08:00
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debuggable true
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jniDebuggable true
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|
renderscriptDebuggable true
|
2017-03-29 15:56:46 +08:00
|
|
|
externalNativeBuild {
|
|
|
|
ndkBuild {
|
|
|
|
arguments 'NDK_DEBUG=1'
|
2017-03-14 13:41:28 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2017-03-29 15:56:46 +08:00
|
|
|
}
|
|
|
|
}
|
2017-03-14 13:41:28 +08:00
|
|
|
|
2017-03-29 15:56:46 +08:00
|
|
|
def getCocosCommandPath() {
|
2018-05-11 15:07:19 +08:00
|
|
|
if (OperatingSystem.current().isWindows()) {
|
2017-03-29 15:56:46 +08:00
|
|
|
return 'cocos.bat'
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// on unix like system, can not get environments variables easily
|
|
|
|
// so run a shell script to get environment variable sets by cocos2d-x setup.py
|
|
|
|
new ByteArrayOutputStream().withStream { os ->
|
|
|
|
def result = exec {
|
|
|
|
executable = project.file('get_environment.sh')
|
|
|
|
standardOutput = os
|
2017-03-14 13:41:28 +08:00
|
|
|
}
|
2017-03-29 15:56:46 +08:00
|
|
|
ext.console_path = os.toString().trim()
|
2015-05-15 16:37:43 +08:00
|
|
|
}
|
2017-03-29 15:56:46 +08:00
|
|
|
return new File(console_path + '/cocos').absolutePath;
|
2015-05-15 16:37:43 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-03-14 13:41:28 +08:00
|
|
|
// a method used to invoke the cocos luacompile command
|
|
|
|
def compileLua(srcDir, dstDir, doCompile, is64bit, doEncrypt) {
|
|
|
|
def compileArgs = ['luacompile', '-s', srcDir, '-d', dstDir]
|
|
|
|
if (!doCompile) {
|
|
|
|
compileArgs << '--disable-compile'
|
|
|
|
}
|
|
|
|
else if (is64bit) {
|
|
|
|
compileArgs << '--bytecode-64bit'
|
|
|
|
}
|
|
|
|
|
|
|
|
if (doEncrypt) {
|
|
|
|
compileArgs << '-e'
|
|
|
|
compileArgs << '-k'
|
|
|
|
compileArgs << project.property('PROP_LUA_ENCRYPT_KEY')
|
|
|
|
compileArgs << '-b'
|
|
|
|
compileArgs << project.property('PROP_LUA_ENCRYPT_SIGN')
|
|
|
|
}
|
|
|
|
|
2017-11-23 09:08:50 +08:00
|
|
|
// commandLine compileArgs
|
2017-03-14 13:41:28 +08:00
|
|
|
println 'running command : ' + 'cocos ' + compileArgs.join(' ')
|
|
|
|
exec {
|
2017-03-29 15:56:46 +08:00
|
|
|
// if you meet problem, just replace `getCocosCommandPath()` to the path of cocos command
|
|
|
|
executable getCocosCommandPath()
|
2017-03-14 13:41:28 +08:00
|
|
|
args compileArgs
|
|
|
|
}
|
2017-02-21 17:58:30 +08:00
|
|
|
|
2017-03-14 13:41:28 +08:00
|
|
|
// remove the lua files in dstDir
|
|
|
|
delete fileTree(dstDir) {
|
|
|
|
include '**/*.lua'
|
|
|
|
}
|
|
|
|
}
|
2017-02-21 17:58:30 +08:00
|
|
|
|
2017-03-14 13:41:28 +08:00
|
|
|
android.applicationVariants.all { variant ->
|
|
|
|
// delete previous files first
|
|
|
|
delete "${buildDir}/intermediates/assets/${variant.dirName}"
|
2017-02-21 17:58:30 +08:00
|
|
|
|
2017-03-14 13:41:28 +08:00
|
|
|
variant.mergeAssets.doLast {
|
2017-02-21 17:58:30 +08:00
|
|
|
copy {
|
|
|
|
from "${buildDir}/../../../../res"
|
|
|
|
into "${buildDir}/intermediates/assets/${variant.dirName}/res"
|
|
|
|
}
|
2017-11-23 09:08:50 +08:00
|
|
|
|
2017-03-29 15:56:46 +08:00
|
|
|
copy {
|
|
|
|
from("${buildDir}/../../../../../cpp-tests/Resources") {
|
|
|
|
exclude "**/*.gz"
|
|
|
|
}
|
|
|
|
into "${buildDir}/intermediates/assets/${variant.dirName}/res"
|
|
|
|
}
|
2017-02-21 17:58:30 +08:00
|
|
|
|
|
|
|
copy {
|
|
|
|
from "${buildDir}/../../../../src"
|
|
|
|
into "${buildDir}/intermediates/assets/${variant.dirName}/src"
|
|
|
|
}
|
2017-11-23 09:08:50 +08:00
|
|
|
|
2017-02-21 17:58:30 +08:00
|
|
|
copy {
|
|
|
|
from "${buildDir}/../../../../../../cocos/scripting/lua-bindings/script"
|
|
|
|
into "${buildDir}/intermediates/assets/${variant.dirName}/src/cocos"
|
|
|
|
}
|
|
|
|
|
2017-03-14 13:41:28 +08:00
|
|
|
// compile & encrypt the scripts if necessary
|
|
|
|
def compileScript = (variant.name.compareTo('release') == 0)
|
|
|
|
if (project.hasProperty('PROP_COMPILE_SCRIPT')) {
|
|
|
|
compileScript = (PROP_COMPILE_SCRIPT.compareTo('1') == 0)
|
|
|
|
}
|
|
|
|
|
|
|
|
def encryptLua = project.hasProperty('PROP_LUA_ENCRYPT') && (PROP_LUA_ENCRYPT.compareTo('1') == 0)
|
|
|
|
if (compileScript || encryptLua) {
|
|
|
|
// -1 means not build bytecode
|
|
|
|
// 0 means build 32bit only
|
|
|
|
// 1 means build 64bit only
|
|
|
|
// 2 means build both 32bit & 64bit
|
|
|
|
def buildType = -1
|
|
|
|
if (compileScript) {
|
|
|
|
def need64 = false
|
|
|
|
def need32 = false
|
|
|
|
def abis = PROP_APP_ABI.split(':').collect{it as String}
|
|
|
|
abis.each{ abi->
|
|
|
|
if (abi.compareTo('arm64-v8a') == 0) {
|
|
|
|
need64 = true
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
need32 = true
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (need64 && need32) {
|
|
|
|
buildType = 2
|
|
|
|
}
|
|
|
|
else if (need64) {
|
|
|
|
buildType = 1
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
buildType = 0
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// invoke cocos command to compile & encrypt the lua files
|
|
|
|
switch (buildType) {
|
|
|
|
case -1:
|
|
|
|
compileLua("${buildDir}/intermediates/assets/${variant.dirName}/src",
|
|
|
|
"${buildDir}/intermediates/assets/${variant.dirName}/src",
|
|
|
|
false, false, encryptLua)
|
|
|
|
break
|
|
|
|
case 0:
|
|
|
|
compileLua("${buildDir}/intermediates/assets/${variant.dirName}/src",
|
|
|
|
"${buildDir}/intermediates/assets/${variant.dirName}/src",
|
|
|
|
true, false, encryptLua)
|
|
|
|
break
|
|
|
|
case 1:
|
|
|
|
compileLua("${buildDir}/intermediates/assets/${variant.dirName}/src",
|
|
|
|
"${buildDir}/intermediates/assets/${variant.dirName}/src/64bit",
|
|
|
|
true, true, encryptLua)
|
|
|
|
|
|
|
|
// remove the lua files in src dir
|
|
|
|
delete fileTree("${buildDir}/intermediates/assets/${variant.dirName}/src") {
|
|
|
|
include '**/*.lua'
|
|
|
|
}
|
|
|
|
delete "${buildDir}/intermediates/assets/${variant.dirName}/src/cocos"
|
|
|
|
break
|
|
|
|
case 2:
|
|
|
|
compileLua("${buildDir}/intermediates/assets/${variant.dirName}/src",
|
|
|
|
"${buildDir}/intermediates/assets/${variant.dirName}/src/64bit",
|
|
|
|
true, true, encryptLua)
|
|
|
|
compileLua("${buildDir}/intermediates/assets/${variant.dirName}/src",
|
|
|
|
"${buildDir}/intermediates/assets/${variant.dirName}/src",
|
|
|
|
true, false, encryptLua)
|
|
|
|
break
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2017-02-21 17:58:30 +08:00
|
|
|
}
|
|
|
|
|
2015-05-15 16:37:43 +08:00
|
|
|
dependencies {
|
2017-11-23 09:08:50 +08:00
|
|
|
implementation fileTree(dir: 'libs', include: ['*.jar'])
|
|
|
|
implementation project(':libcocos2dx')
|
2015-05-15 16:37:43 +08:00
|
|
|
}
|