Merge pull request #5661 from dumganhar/re-add-lua

Adds 'cpp-empty-test', 'lua-empty-test' project
This commit is contained in:
James Chen 2014-03-11 22:50:39 +08:00
commit 1df6acd10f
860 changed files with 6370 additions and 175 deletions

View File

@ -46,8 +46,8 @@ option(BUILD_EDITOR_SPINE "Build editor support for spine" ON)
option(BUILD_EDITOR_COCOSTUDIO "Build editor support for cocostudio" ON)
option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON)
option(BUILD_TestCpp "Only build TestCpp sample" ON)
option(BUILD_TestLua "Only build TestLua sample" OFF)
option(BUILD_CppTests "Only build TestCpp sample" ON)
option(BUILD_LuaTests "Only build TestLua sample" OFF)
else()#temp
option(USE_CHIPMUNK "Use chipmunk for physics library" ON)
@ -62,8 +62,8 @@ option(BUILD_EDITOR_SPINE "Build editor support for spine" ON)
option(BUILD_EDITOR_COCOSTUDIO "Build editor support for cocostudio" ON)
option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON)
option(BUILD_TestCpp "Only build TestCpp sample" ON)
option(BUILD_TestLua "Only build TestLua sample" ON)
option(BUILD_CppTests "Only build TestCpp sample" ON)
option(BUILD_LuaTests "Only build TestLua sample" ON)
endif()#temp
@ -144,6 +144,8 @@ include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/cocos/physics
${CMAKE_CURRENT_SOURCE_DIR}/cocos/editor-support
${CMAKE_CURRENT_SOURCE_DIR}/cocos/math/kazmath
${CMAKE_CURRENT_SOURCE_DIR}/cocos/scripting/lua-bindings/auto
${CMAKE_CURRENT_SOURCE_DIR}/cocos/scripting/lua-bindings/manual
${CMAKE_CURRENT_SOURCE_DIR}/extensions
${CMAKE_CURRENT_SOURCE_DIR}/external
${CMAKE_CURRENT_SOURCE_DIR}/external/tinyxml2
@ -289,10 +291,14 @@ endif(BUILD_LIBS_LUA)
# build tests
if(BUILD_TestCpp)
add_subdirectory(samples/cpp-tests)
endif(BUILD_TestCpp)
add_subdirectory(tests/cpp-empty-test)
if(BUILD_TestLua)
add_subdirectory(samples/lua-tests/project)
endif(BUILD_TestLua)
if(BUILD_CppTests)
add_subdirectory(tests/cpp-tests)
endif(BUILD_CppTests)
add_subdirectory(tests/lua-empty-test/project)
if(BUILD_LuaTests)
add_subdirectory(tests/lua-tests/project)
endif(BUILD_LuaTests)

View File

@ -7,8 +7,8 @@ import os, os.path
import shutil
from optparse import OptionParser
CPP_SAMPLES = ['testcpp']
LUA_SAMPLES = ['testlua']
CPP_SAMPLES = ['cpp-empty-test', 'cpp-tests']
LUA_SAMPLES = ['lua-empty-test', 'lua-tests']
ALL_SAMPLES = CPP_SAMPLES + LUA_SAMPLES
def get_num_of_cpu():
@ -146,21 +146,34 @@ def copy_resources(target, app_android_root):
if os.path.isdir(assets_dir):
shutil.rmtree(assets_dir)
# copy resources(cpp samples and lua samples)
os.mkdir(assets_dir)
resources_dir = os.path.join(app_android_root, "../../res")
# copy resources(cpp samples)
if target in CPP_SAMPLES:
resources_dir = os.path.join(app_android_root, "../Resources")
if os.path.isdir(resources_dir):
copy_files(resources_dir, assets_dir)
# lua samples should copy lua script
if target in LUA_SAMPLES:
resources_dir = os.path.join(app_android_root, "../../res")
assets_res_dir = os.path.join(assets_dir, "res");
os.mkdir(assets_res_dir)
copy_files(resources_dir, assets_res_dir)
resources_dir = os.path.join(app_android_root, "../../src")
assets_src_dir = os.path.join(assets_dir, "src");
os.mkdir(assets_src_dir)
copy_files(resources_dir, assets_src_dir)
resources_dir = os.path.join(app_android_root, "../../../../cocos/scripting/lua-bindings/script")
copy_files(resources_dir, assets_dir)
# TestLua shared resources with TestCpp
if target == "testlua":
# lua-tests shared resources with cpp-tests
if target == "lua-tests":
resources_dir = os.path.join(app_android_root, "../../../cpp-tests/Resources")
copy_files(resources_dir, assets_dir)
copy_files(resources_dir, assets_res_dir)
def build_samples(target,ndk_build_param,android_platform,build_mode):
@ -186,11 +199,17 @@ def build_samples(target,ndk_build_param,android_platform,build_mode):
build_mode = 'debug'
app_android_root = ''
target_proj_path_map = {
"cpp-empty-test": "tests/cpp-empty-test/proj.android",
"cpp-tests": "tests/cpp-tests/proj.android",
"lua-empty-test": "tests/lua-empty-test/project/proj.android",
"lua-tests": "tests/lua-tests/project/proj.android"
}
for target in build_targets:
if target == 'testcpp':
app_android_root = os.path.join(cocos_root, 'samples/cpp-tests/proj.android')
elif target == 'testlua':
app_android_root = os.path.join(cocos_root, 'samples/lua-tests/project/proj.android')
if target in target_proj_path_map:
app_android_root = os.path.join(cocos_root, target_proj_path_map[target])
else:
print 'unknown target: %s' % target
continue
@ -205,14 +224,13 @@ if __name__ == '__main__':
usage = """
This script is mainy used for building tests built-in with cocos2d-x.
Usage: %prog [options] [testcpp|testlua]
Usage: %prog [options] [cpp-empty-test|cpp-tests|lua-empty-test|lua-tests]
If you are new to cocos2d-x, I recommend you start with testcpp, testlua.
If you are new to cocos2d-x, I recommend you start with cpp-empty-test, lua-empty-test.
You can combine these targets like this:
//1. to build simplegame and assetsmanager
python android-build.py -p 10 testcpp testlua
python android-build.py -p 10 cpp-empty-test lua-empty-test
Note: You should install ant to generate apk while building the andriod tests. But it is optional. You can generate apk with eclipse.

View File

@ -11,7 +11,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libchipmunk", "..\external\
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libExtensions", "..\extensions\proj.win32\libExtensions.vcxproj", "{21B2C324-891F-48EA-AD1A-5AE13DE12E28}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestCpp", "..\samples\cpp-tests\proj.win32\TestCpp.vcxproj", "{76A39BB2-9B84-4C65-98A5-654D86B86F2A}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestCpp", "..\tests\cpp-tests\proj.win32\TestCpp.vcxproj", "{76A39BB2-9B84-4C65-98A5-654D86B86F2A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libCocosBuilder", "..\cocos\editor-support\cocosbuilder\proj.win32\libCocosBuilder.vcxproj", "{811C0DAB-7B96-4BD3-A154-B7572B58E4AB}"
EndProject
@ -27,7 +27,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libLocalStorage", "..\cocos
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "liblua", "..\cocos\scripting\lua-bindings\proj.win32\liblua.vcxproj", "{DDC3E27F-004D-4DD4-9DD3-931A013D2159}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestLua", "..\samples\lua-tests\project\proj.win32\TestLua.win32.vcxproj", "{4E6A7A0E-DDD8-4BAA-8B22-C964069364ED}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestLua", "..\tests\lua-tests\project\proj.win32\TestLua.win32.vcxproj", "{4E6A7A0E-DDD8-4BAA-8B22-C964069364ED}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution

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@ -1 +0,0 @@
828f0bfcdb53dea52131e3bd9fb86ba153449816

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@ -0,0 +1 @@
cd77eb36ccea060937315cc27f757b867b262531

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@ -15,9 +15,9 @@
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BlueprintIdentifier = "A035ACBB1782469700987F6C"
BuildableName = "build all samples Mac"
BlueprintName = "build all samples Mac"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "build all tests Mac"
BlueprintName = "build all tests Mac"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>

View File

@ -15,9 +15,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "A07A517B1783A1CC0073F6A7"
BuildableName = "build all samples iOS"
BlueprintName = "build all samples iOS"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "build all tests iOS"
BlueprintName = "build all tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>

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@ -0,0 +1,86 @@
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@ -0,0 +1,86 @@
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View File

@ -15,9 +15,9 @@
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BuildableIdentifier = "primary"
BlueprintIdentifier = "1D6058900D05DD3D006BFB54"
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BlueprintName = "Test cpp Mac"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "cpp-tests Mac.app"
BlueprintName = "cpp-tests Mac"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
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@ -33,9 +33,9 @@
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BlueprintName = "cpp-tests Mac"
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@ -52,9 +52,9 @@
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BuildableName = "cpp-tests Mac.app"
BlueprintName = "cpp-tests Mac"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
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@ -70,9 +70,9 @@
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BuildableName = "cpp-tests Mac.app"
BlueprintName = "cpp-tests Mac"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
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@ -15,9 +15,9 @@
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BuildableIdentifier = "primary"
BlueprintIdentifier = "A07A517F1783A1D20073F6A7"
BuildableName = "Test cpp iOS.app"
BlueprintName = "Test cpp iOS"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "cpp-tests iOS.app"
BlueprintName = "cpp-tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
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@ -33,9 +33,9 @@
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BuildableIdentifier = "primary"
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BuildableName = "Test cpp iOS.app"
BlueprintName = "Test cpp iOS"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "cpp-tests iOS.app"
BlueprintName = "cpp-tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
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@ -52,9 +52,9 @@
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BuildableIdentifier = "primary"
BlueprintIdentifier = "A07A517F1783A1D20073F6A7"
BuildableName = "Test cpp iOS.app"
BlueprintName = "Test cpp iOS"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "cpp-tests iOS.app"
BlueprintName = "cpp-tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
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@ -70,9 +70,9 @@
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BuildableName = "cpp-tests iOS.app"
BlueprintName = "cpp-tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
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@ -0,0 +1,86 @@
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</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>

View File

@ -15,9 +15,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "1ABCA28518CD91510087CE3A"
BuildableName = "Test lua Mac.app"
BlueprintName = "Test lua Mac"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "lua-tests Mac.app"
BlueprintName = "lua-tests Mac"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
@ -33,9 +33,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "1ABCA28518CD91510087CE3A"
BuildableName = "Test lua Mac.app"
BlueprintName = "Test lua Mac"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "lua-tests Mac.app"
BlueprintName = "lua-tests Mac"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</MacroExpansion>
</TestAction>
@ -52,9 +52,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "1ABCA28518CD91510087CE3A"
BuildableName = "Test lua Mac.app"
BlueprintName = "Test lua Mac"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "lua-tests Mac.app"
BlueprintName = "lua-tests Mac"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
<AdditionalOptions>
@ -70,9 +70,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "1ABCA28518CD91510087CE3A"
BuildableName = "Test lua Mac.app"
BlueprintName = "Test lua Mac"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "lua-tests Mac.app"
BlueprintName = "lua-tests Mac"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</ProfileAction>

View File

@ -15,9 +15,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "1ABCA2CC18CD93580087CE3A"
BuildableName = "Test lua iOS.app"
BlueprintName = "Test lua iOS"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "lua-tests iOS.app"
BlueprintName = "lua-tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
@ -33,9 +33,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "1ABCA2CC18CD93580087CE3A"
BuildableName = "Test lua iOS.app"
BlueprintName = "Test lua iOS"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "lua-tests iOS.app"
BlueprintName = "lua-tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</MacroExpansion>
</TestAction>
@ -52,9 +52,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "1ABCA2CC18CD93580087CE3A"
BuildableName = "Test lua iOS.app"
BlueprintName = "Test lua iOS"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "lua-tests iOS.app"
BlueprintName = "lua-tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
<AdditionalOptions>
@ -70,9 +70,9 @@
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "1ABCA2CC18CD93580087CE3A"
BuildableName = "Test lua iOS.app"
BlueprintName = "Test lua iOS"
ReferencedContainer = "container:cocos2d_samples.xcodeproj">
BuildableName = "lua-tests iOS.app"
BlueprintName = "lua-tests iOS"
ReferencedContainer = "container:cocos2d_tests.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</ProfileAction>

View File

@ -1,17 +0,0 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := testcpp_shared
LOCAL_MODULE_FILENAME := libtestcpp
LOCAL_SRC_FILES := testcpp/main.cpp
LOCAL_C_INCLUDES := ../../Classes
LOCAL_WHOLE_STATIC_LIBRARIES := cocos_testcpp_common
include $(BUILD_SHARED_LIBRARY)
$(call import-module,samples/cpp-tests)

View File

@ -1,3 +0,0 @@
No Java files
src/ is required for Android's build.xml to operate correctly.
git does not allow empty directories in revision control so this file is added to src/ both as a readme and to keep git happy.

View File

@ -1,8 +0,0 @@
//
// Prefix header for all source files of the 'iphone' target in the 'iphone' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif

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@ -1,7 +0,0 @@
//
// Prefix header for all source files of the 'Paralaxer' target in the 'Paralaxer' project
//
#ifdef __OBJC__
#import <Cocoa/Cocoa.h>
#endif

View File

@ -0,0 +1,75 @@
set(APP_NAME cpp-empty-test)
if(QT)
set(PLATFORM_SRC
proj.qt/main.cpp
)
elseif(ANDROID)
set(PLATFORM_SRC
proj.android/jni/hellocpp/main.cpp
)
elseif(WIN32)
set(PLATFORM_SRC
proj.win32/main.cpp
)
elseif(APPLE)
if(IOS)
set(PLATFORM_SRC
proj.ios/main.m
proj.ios/AppController.mm
proj.ios/RootViewController.mm
)
else()
set(PLATFORM_SRC
proj.mac/main.m
)
endif()
else()
set(PLATFORM_SRC
proj.linux/main.cpp
)
endif()
set(SAMPLE_SRC
${PLATFORM_SRC}
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
# add the executable
add_executable(${APP_NAME}
${SAMPLE_SRC}
)
if(WIN32 AND MSVC)
#get our resources
add_custom_command(TARGET ${APP_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/Resources ${CMAKE_CURRENT_BINARY_DIR})
#get our dlls
add_custom_command(TARGET ${APP_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/../../../external/win32-specific/gles/prebuilt/glew32.dll
${CMAKE_CURRENT_BINARY_DIR})
add_custom_command(TARGET ${APP_NAME} PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/../../../external/win32-specific/zlib/prebuilt/zlib1.dll
${CMAKE_CURRENT_BINARY_DIR}/Debug)
#Visual Studio Defaults to wrong type
set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS_DEBUG "/SUBSYSTEM:WINDOWS")
set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS_RELEASE "/SUBSYSTEM:WINDOWS")
else()
set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${APP_NAME}")
set_target_properties(${APP_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
)
endif()
target_link_libraries(${APP_NAME} audio cocos2d)

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@ -0,0 +1,97 @@
#include "AppDelegate.h"
#include <vector>
#include <string>
#include "HelloWorldScene.h"
#include "AppMacros.h"
USING_NS_CC;
using namespace std;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLView::create("Cpp Empty Test");
director->setOpenGLView(glview);
}
director->setOpenGLView(glview);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
Size frameSize = glview->getFrameSize();
vector<string> searchPath;
// In this demo, we select resource according to the frame's height.
// If the resource size is different from design resolution size, you need to set contentScaleFactor.
// We use the ratio of resource's height to the height of design resolution,
// this can make sure that the resource's height could fit for the height of design resolution.
// if the frame's height is larger than the height of medium resource size, select large resource.
if (frameSize.height > mediumResource.size.height)
{
searchPath.push_back(largeResource.directory);
director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small resource size, select medium resource.
else if (frameSize.height > smallResource.size.height)
{
searchPath.push_back(mediumResource.directory);
director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium resource size, select small resource.
else
{
searchPath.push_back(smallResource.directory);
director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
}
// set searching path
FileUtils::getInstance()->setSearchPaths(searchPath);
// turn on display FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
auto scene = HelloWorld::scene();
// run
director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}

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@ -0,0 +1,38 @@
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by Director.
*/
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching();
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground();
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_

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@ -0,0 +1,56 @@
#ifndef __APPMACROS_H__
#define __APPMACROS_H__
#include "cocos2d.h"
/* For demonstrating using one design resolution to match different resources,
or one resource to match different design resolutions.
[Situation 1] Using one design resolution to match different resources.
Please look into Appdelegate::applicationDidFinishLaunching.
We check current device frame size to decide which resource need to be selected.
So if you want to test this situation which said in title '[Situation 1]',
you should change ios simulator to different device(e.g. iphone, iphone-retina3.5, iphone-retina4.0, ipad, ipad-retina),
or change the window size in "proj.XXX/main.cpp" by "CCEGLView::setFrameSize" if you are using win32 or linux plaform
and modify "proj.mac/AppController.mm" by changing the window rectangle.
[Situation 2] Using one resource to match different design resolutions.
The coordinates in your codes is based on your current design resolution rather than resource size.
Therefore, your design resolution could be very large and your resource size could be small.
To test this, just define the marco 'TARGET_DESIGN_RESOLUTION_SIZE' to 'DESIGN_RESOLUTION_2048X1536'
and open iphone simulator or create a window of 480x320 size.
[Note] Normally, developer just need to define one design resolution(e.g. 960x640) with one or more resources.
*/
#define DESIGN_RESOLUTION_480X320 0
#define DESIGN_RESOLUTION_1024X768 1
#define DESIGN_RESOLUTION_2048X1536 2
/* If you want to switch design resolution, change next line */
#define TARGET_DESIGN_RESOLUTION_SIZE DESIGN_RESOLUTION_480X320
typedef struct tagResource
{
cocos2d::Size size;
char directory[100];
}Resource;
static Resource smallResource = { cocos2d::Size(480, 320), "iphone" };
static Resource mediumResource = { cocos2d::Size(1024, 768), "ipad" };
static Resource largeResource = { cocos2d::Size(2048, 1536), "ipadhd" };
#if (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_480X320)
static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_1024X768)
static cocos2d::Size designResolutionSize = cocos2d::Size(1024, 768);
#elif (TARGET_DESIGN_RESOLUTION_SIZE == DESIGN_RESOLUTION_2048X1536)
static cocos2d::Size designResolutionSize = cocos2d::Size(2048, 1536);
#else
#error unknown target design resolution!
#endif
// The font size 24 is designed for small resolution, so we should change it to fit for current design resolution
#define TITLE_FONT_SIZE (cocos2d::Director::getInstance()->getOpenGLView()->getDesignResolutionSize().width / smallResource.size.width * 24)
#endif /* __APPMACROS_H__ */

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@ -0,0 +1,86 @@
#include "HelloWorldScene.h"
#include "AppMacros.h"
USING_NS_CC;
Scene* HelloWorld::scene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto visibleSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
closeItem->setPosition(origin + Point(visibleSize) - Point(closeItem->getContentSize() / 2));
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
auto label = LabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);
// position the label on the center of the screen
label->setPosition(Point(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png");
// position the sprite on the center of the screen
sprite->setPosition(Point(visibleSize / 2) + origin);
// add the sprite as a child to this layer
this->addChild(sprite);
return true;
}
void HelloWorld::menuCloseCallback(Ref* sender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}

View File

@ -0,0 +1,22 @@
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* scene();
// a selector callback
void menuCloseCallback(Ref* sender);
// implement the "static node()" method manually
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__

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@ -0,0 +1 @@
709d78b7f3eab27056a98d63e9153b35d57b84bc

View File

@ -0,0 +1 @@
7aa1e9dc799acf384a1c4603054242cc09c1b63e

View File

@ -0,0 +1 @@
9d6facb31897d010352e7b57f4a82715c260408a

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@ -0,0 +1,43 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>CppEmptyTest</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.cdt.managedbuilder.core.ScannerConfigBuilder</name>
<triggers>full,incremental,</triggers>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
<nature>org.eclipse.cdt.core.cnature</nature>
<nature>org.eclipse.cdt.core.ccnature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.managedBuildNature</nature>
<nature>org.eclipse.cdt.managedbuilder.core.ScannerConfigNature</nature>
</natures>
</projectDescription>

View File

@ -0,0 +1,34 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="org.cocos2dx.cpp_empty_test"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="9"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<activity android:name="org.cocos2dx.cpp_empty_test.Cocos2dxActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="cpp_empty_test" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
</manifest>

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@ -0,0 +1,85 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="CppEmptyTest" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through an env var"
unless="sdk.dir"
/>
<!-- extension targets. Uncomment the ones where you want to do custom work
in between standard targets -->
<!--
<target name="-pre-build">
</target>
<target name="-pre-compile">
</target>
/* This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir} */
<target name="-post-compile">
</target>
-->
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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@ -0,0 +1,20 @@
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := cpp_empty_test_shared
LOCAL_MODULE_FILENAME := libcpp_empty_test
LOCAL_SRC_FILES := main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/HelloWorldScene.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static cocosdenshion_static
include $(BUILD_SHARED_LIBRARY)
$(call import-module,2d)
$(call import-module,audio/android)

View File

@ -0,0 +1,5 @@
APP_STL := gnustl_static
# add -Wno-literal-suffix to avoid warning: warning: invalid suffix on literal; C++11 requires a space between literal and identifier [-Wliteral-suffix]
# in NDK_ROOT/arch-arm/usr/include/sys/cdefs_elf.h:35:28: when using ndk-r9
APP_CPPFLAGS := -frtti -DCOCOS2D_DEBUG=1 -std=c++11 -Wno-literal-suffix -fsigned-char

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@ -0,0 +1,23 @@
#!/bin/bash
append_str=' \'
list_alldir()
{
for file in $1/*
do
if [ -f $file ]; then
echo $file$append_str | grep .cpp
fi
if [ -d $file ]; then
list_alldir $file
fi
done
}
if [ $# -gt 0 ]; then
list_alldir "$1"
else
list_alldir "."
fi

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@ -0,0 +1,16 @@
#include "AppDelegate.h"
#include "platform/android/jni/JniHelper.h"
#include <jni.h>
#include <android/log.h>
#include "cocos2d.h"
#define LOG_TAG "main"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__)
using namespace cocos2d;
void cocos_android_app_init (struct android_app* app) {
LOGD("cocos_android_app_init");
AppDelegate *pAppDelegate = new AppDelegate();
}

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@ -0,0 +1,47 @@
APPNAME="CppEmptyTest"
APP_ANDROID_NAME="org.cocos2dx.cpp_empty_test"
if [ -z "${SDK_ROOT+aaa}" ]; then
# ... if SDK_ROOT is not set, use "$HOME/bin/android-sdk"
SDK_ROOT="$HOME/bin/android-sdk"
fi
if [ -z "${NDK_ROOT+aaa}" ]; then
# ... if NDK_ROOT is not set, use "$HOME/bin/android-ndk"
NDK_ROOT="$HOME/bin/android-ndk"
fi
if [ -z "${COCOS2DX_ROOT+aaa}" ]; then
# ... if COCOS2DX_ROOT is not set
# ... find current working directory
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
# ... use paths relative to current directory
COCOS2DX_ROOT="$DIR/../../../.."
APP_ROOT="$DIR/.."
APP_ANDROID_ROOT="$DIR"
else
APP_ROOT="$COCOS2DX_ROOT/samples/$APPNAME"
APP_ANDROID_ROOT="$COCOS2DX_ROOT/samples/$APPNAME/proj.android"
fi
echo "NDK_ROOT = $NDK_ROOT"
echo "SDK_ROOT = $SDK_ROOT"
echo "COCOS2DX_ROOT = $COCOS2DX_ROOT"
echo "APP_ROOT = $APP_ROOT"
echo "APP_ANDROID_ROOT = $APP_ANDROID_ROOT"
echo "APP_ANDROID_NAME = $APP_ANDROID_NAME"
echo
echo "Killing and restarting ${APP_ANDROID_NAME}"
echo
set -x
"${SDK_ROOT}"/platform-tools/adb shell am force-stop "${APP_ANDROID_NAME}"
NDK_MODULE_PATH="${COCOS2DX_ROOT}":"${COCOS2DX_ROOT}"/cocos2dx/platform/third_party/android/prebuilt \
"${NDK_ROOT}"/ndk-gdb \
--adb="${SDK_ROOT}"/platform-tools/adb \
--verbose \
--start \
--force

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">CppEmptyTest</string>
</resources>

View File

@ -0,0 +1,32 @@
package org.cocos2dx.cpp_empty_test;
import android.app.NativeActivity;
import android.os.Bundle;
public class Cocos2dxActivity extends NativeActivity{
@Override
protected void onCreate(Bundle savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);
//For supports translucency
//1.change "attribs" in cocos\2d\platform\android\nativeactivity.cpp
/*const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
//EGL_BLUE_SIZE, 5, -->delete
//EGL_GREEN_SIZE, 6, -->delete
//EGL_RED_SIZE, 5, -->delete
EGL_BUFFER_SIZE, 32, //-->new field
EGL_DEPTH_SIZE, 16,
EGL_STENCIL_SIZE, 8,
EGL_NONE
};*/
//2.Set the format of window
// getWindow().setFormat(PixelFormat.TRANSLUCENT);
}
}

View File

@ -0,0 +1,138 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
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.
****************************************************************************/
#import <UIKit/UIKit.h>
#import "AppController.h"
#import "cocos2d.h"
#import "AppDelegate.h"
#import "CCEAGLView.h"
#import "RootViewController.h"
@implementation AppController
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH_COMPONENT16
preserveBackbuffer: NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
// Use RootViewController manage CCEAGLView
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
viewController.view = eaglView;
// Set RootViewController to window
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
{
// warning: addSubView doesn't work on iOS6
[window addSubview: viewController.view];
}
else
{
// use this method on ios6
[window setRootViewController:viewController];
}
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden: YES];
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLView::createWithEAGLView(eaglView);
cocos2d::Director::getInstance()->setOpenGLView(glview);
cocos2d::Application *app = cocos2d::Application::getInstance();
app->run();
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
cocos2d::Director::getInstance()->pause();
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
/*
Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
*/
cocos2d::Director::getInstance()->resume();
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::Application::getInstance()->applicationDidEnterBackground();
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
/*
Called as part of transition from the background to the inactive state: here you can undo many of the changes made on entering the background.
*/
cocos2d::Application::getInstance()->applicationWillEnterForeground();
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
}
- (void)dealloc {
[super dealloc];
}
@end

View File

@ -0,0 +1,97 @@
/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2010 Ricardo Quesada
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.
****************************************************************************/
#import "RootViewController.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
// Override to allow orientations other than the default portrait orientation.
// This method is deprecated on ios6
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return UIInterfaceOrientationIsLandscape( interfaceOrientation );
}
// For ios6.0 and higher, use supportedInterfaceOrientations & shouldAutorotate instead
- (NSUInteger) supportedInterfaceOrientations
{
#ifdef __IPHONE_6_0
return UIInterfaceOrientationMaskAllButUpsideDown;
#endif
}
- (BOOL) shouldAutorotate {
return YES;
}
//fix not hide status on ios7
- (BOOL)prefersStatusBarHidden
{
return YES;
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
}
@end

View File

@ -0,0 +1,17 @@
//
// main.m
// iphone
//
// Created by Walzer on 10-11-16.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import <UIKit/UIKit.h>
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, @"AppController");
[pool release];
return retVal;
}

View File

@ -0,0 +1,34 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
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 "AppDelegate.h"
USING_NS_CC;
int main(int argc, char *argv[])
{
AppDelegate app;
return Application::getInstance()->run();
}

View File

@ -0,0 +1,147 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{B8BF9E81-35FD-4582-BA1C-B85FA365BABB}</ProjectGuid>
<RootNamespace>HelloCppwin32</RootNamespace>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '10.0'">v100</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0'">v110</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v110_xp</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '10.0'">v100</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0'">v110</PlatformToolset>
<PlatformToolset Condition="'$(VisualStudioVersion)' == '11.0' and exists('$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A')">v110_xp</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\..\..\cocos\2d\cocos2dx.props" />
<Import Project="..\..\..\..\cocos\2d\cocos2d_headers.props" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="..\..\..\..\cocos\2d\cocos2dx.props" />
<Import Project="..\..\..\..\cocos\2d\cocos2d_headers.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(SolutionDir)$(Configuration).win32\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Configuration).win32\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(SolutionDir)$(Configuration).win32\</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(Configuration).win32\</IntDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LibraryPath>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LibraryPath>$(MSBuildProgramFiles32)\Microsoft SDKs\Windows\v7.1A\lib;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\Classes;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;COCOS2D_DEBUG=1;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<DisableSpecificWarnings>4267;4251;4244;%(DisableSpecificWarnings)</DisableSpecificWarnings>
</ClCompile>
<Link>
<OutputFile>$(OutDir)$(ProjectName).exe</OutputFile>
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
<AdditionalDependencies>libcocos2d.lib;libchipmunk.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>
</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\Classes;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_CRT_SECURE_NO_WARNINGS;_SCL_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<DisableSpecificWarnings>4267;4251;4244;%(DisableSpecificWarnings)</DisableSpecificWarnings>
</ClCompile>
<Link>
<AdditionalDependencies>libcocos2d.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)$(ProjectName).exe</OutputFile>
<AdditionalLibraryDirectories>$(OutDir);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Command>
</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\Classes\AppDelegate.cpp" />
<ClCompile Include="..\Classes\HelloWorldScene.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\Classes\AppDelegate.h" />
<ClInclude Include="..\Classes\AppMacros.h" />
<ClInclude Include="..\Classes\HelloWorldScene.h" />
<ClInclude Include="main.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\..\cocos\2d\cocos2d.vcxproj">
<Project>{98a51ba8-fc3a-415b-ac8f-8c7bd464e93e}</Project>
<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
</ProjectReference>
<ProjectReference Include="..\..\..\..\external\chipmunk\proj.win32\chipmunk.vcxproj">
<Project>{207bc7a9-ccf1-4f2f-a04d-45f72242ae25}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,38 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Classes">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="win32">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\Classes\AppDelegate.cpp">
<Filter>Classes</Filter>
</ClCompile>
<ClCompile Include="..\Classes\HelloWorldScene.cpp">
<Filter>Classes</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>win32</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\Classes\AppDelegate.h">
<Filter>Classes</Filter>
</ClInclude>
<ClInclude Include="..\Classes\HelloWorldScene.h">
<Filter>Classes</Filter>
</ClInclude>
<ClInclude Include="main.h">
<Filter>win32</Filter>
</ClInclude>
<ClInclude Include="..\Classes\AppMacros.h">
<Filter>Classes</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -0,0 +1,20 @@
#include "main.h"
#include "../Classes/AppDelegate.h"
#include "CCEGLView.h"
USING_NS_CC;
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// create the application instance
AppDelegate app;
EGLView eglView;
eglView.init("HelloCpp",900,640);
return Application::getInstance()->run();
}

View File

@ -2,9 +2,9 @@ LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := cocos_testcpp_common
LOCAL_MODULE := cocos_cpp_tests_common
LOCAL_MODULE_FILENAME := libtestcppcommon
LOCAL_MODULE_FILENAME := libcpp_tests_common
LOCAL_SRC_FILES := \
Classes/AppDelegate.cpp \

View File

@ -1,4 +1,4 @@
set(APP_NAME testcpp)
set(APP_NAME cpp-tests)
if(WIN32)
set(PLATFORM_SRC

View File

@ -54,7 +54,7 @@ bool AppDelegate::applicationDidFinishLaunching()
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLView::create("Test Cpp");
glview = GLView::create("Cpp Tests");
director->setOpenGLView(glview);
}

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