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# adxe
[![dev](https://img.shields.io/badge/v1.0.0-beta6-yellow.svg)](https://github.com/adxeproject/adxe/releases)
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[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/adxeproject/adxe/pulls)
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[![Windows Build Status](https://github.com/adxeproject/adxe/actions/workflows/windows-ci.yml/badge.svg)](https://github.com/adxeproject/adxe/actions/workflows/windows-ci.yml)
[![Android Build Status](https://github.com/adxeproject/adxe/workflows/android/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aandroid)
[![iOS Build Status](https://github.com/adxeproject/adxe/workflows/ios/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aios)
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[![macOS Build Status](https://github.com/adxeproject/adxe/workflows/osx/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aosx)
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**This is another more radical fork of *Cocos2d-x-4.0*, it has Full Support OpenAL for all platforms, single texture multi GPU texture handler, C++ 17 and more! (see 'Highlighted Features' for more info).**
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### View code with vscode online:
- [![github1s](https://img.shields.io/badge/github1s-green.svg)](https://github1s.com/adxeproject/adxe)
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- [![vscode.dev](https://img.shields.io/badge/vscode.dev-green.svg)](https://vscode.dev/github/adxeproject/adxe)
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**[简体中文](README_CN.md)**
### Purpose Summary
* C++ 17
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* Focuses on native game dev (easy to use, fast deployment, intuitive)
* Bugfixes ASAP
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### Highlighted Features
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* Improve windows dev environment, support linking with engine prebuilt libs, read [windows workflow guide](https://github.com/adxeproject/adxe/issues/564)
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* Windows video player support (based on microsoft media foundation)
* Windows x64 build support
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* Reimplement HttpClient based on yasio for concorrent http requests processing.
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* **clearer third-party libs ['Upstream-Version-License'](thirdparty/README.md) for easier publishing of your commercial apps based on adxe. Also some links to third party libs which support adxe too.**
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* Refactor AudioEngine, OpenAL for all platforms
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* [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DAX_USE_ALSOFT=ON to cmake to force enabling it
* [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```AX_USE_ALSOFT``` option specified, cmake script will choose it on osx/ios, even though it was marked as deprecated, but still available.
* Refactor UserDefault with [mio](https://github.com/mandreyel/mio)
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* Modularize all optional extensions, move from engine core folder to an extensions folder
* Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ...
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* Use a modern GL loader ```Glad```
* Google [angle](https://github.com/google/angle) renderer backend support
* C++ 17 standard
* IOS SDK 9.0 as minimal deployment
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* Use fast pugixml
* Use [curl](https://github.com/curl/curl) for transferring data with URL syntax
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* Use SAX parser for all plist files
* Spine-3.8 support
* Extension ```FairyGUI``` support
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* ASTC 4x4/6x6/8x8 support (if hardware decoding is not supported, then software decoding is used)
* ETC2 RGB/RGBA support (if hardware decoding is not supported, then software decoding is used)
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* Supported 2D physics engines (see also [APPENDIX.md](APPENDIX.md)):
* Box2D
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* Box2D-optimized
* Chipmunk2D
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* Supported 3D physics engines:
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* Bullet Physics SDK
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* **ImGui 1.87 integrated, easy to write game embedded tools, very easy to use, read [ImGui](extensions/ImGui/README.md) for more info**
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[Read Full changes since cocos2d-x-4.0](CHANGELOG)
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Open [APPENDIX.md](APPENDIX.md) for additional information and see [Milestones](https://github.com/adxeproject/adxe/milestones) for planed features too.
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### Quick Start
#### Common Requirement [Python](https://www.python.org/downloads/)
* Python-2.7.17+, Python-3.7+
#### Prerequisites
1. Enter ```adxe``` root directory
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2. Run ```python setup.py```, restart the console after it has finished for environment variables to take effect
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#### Windows (64/32 bit Visual Studio 2019/2022)
1. Install [CMake](https://cmake.org/) 3.14+
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2. Install Visual Studio 2019/2022 (it's recommended that you only use these versions)
3. Execute the following commands in a command line (Console, Window Terminal or Powershell)
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```cd adxe ```
- for 32 bit Visual Studio 2019:
```cmake -S . -B build -G "Visual Studio 16 2019" -A Win32```
- for 64 bit Visual Studio 2019:
```cmake -S . -B build -G "Visual Studio 16 2019" -A x64```
- for 32 bit Visual Studio 2022:
```cmake -S . -B build -G "Visual Studio 17 2022" -A Win32```
- for 64 bit Visual Studio 2022:
```cmake -S . -B build -G "Visual Studio 17 2022" -A x64```
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Build excecutable in a command line (e.g. cpp-tests):
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```msbuild .\build\adxe.sln -target:cpp-tests -maxCpuCount```
#### Android
1. Install Android Studio 2021.1.1+
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2. When starting Android Studio for the first time, It will guide you to install the SDK and other tools, just install them
3. Start Android and choose [Open an existing Android Studio Project] and select ```adxe\tests\cpp-tests\proj.android```
4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose the following tools and click the button ```Apply``` to install them:
* Android SDK Platform 29 r5
* Android SDK Build-Tools 29.0.2
* NDK r19c+
* CMake 3.10+
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5. Wait for ```Gradle sync``` finish.
6. Note: If you use non-sdk provided CMake edition, you will need to download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory
#### iOS
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1. Ensure xcode11+ & [cmake3.21+](https://github.com/Kitware/CMake/releases) are installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install```
2. Execute the following command
```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
3. Generate xcode project
- for any device
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake```
- for arm64:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=arm64```
- for armv7,arm64 combined:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"```
- for simulator x86_64:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=x86_64```
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4. After cmake finishes generating, you can open the xcode project at ```build``` folder and run cpp-tests or other test targets.
5. Notes
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- **The code signing is required to run the ios app on your device, just change the bundle identifier until the auto manage signing is solved**
- **adxe only provides armv7, arm64, x86_64 prebuilt libraries for ios**
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### New Project
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- Cpp: `adxe new -p org.adxe.hellocpp -d D:\dev\projects\ -l cpp --portrait HelloCpp`
- Lua: `adxe new -p org.adxe.hellolua -d D:\dev\projects\ -l lua --portrait HelloLua`
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### Notes
* ThreadLocalStorage (TLS)
- ios x86 simulator ios>=10 and adxe no longer provide x86 libraries
- ios x64 or devices (armv7, arm64) ios sdk>=9.0
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- the 'OpenAL Soft' maintained by kcat uses TLS
### Reference links
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* Official Cocos2d-x Repo: https://github.com/cocos2d/cocos2d-x
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### Contributing guide
https://github.com/adxeproject/adxe/discussions/411
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### The adxe Active Contributors
- @halx99
- @rh101
- @aismann
- @weiwest
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