mirror of https://github.com/axmolengine/axmol.git
remove un-elegant prebuilt feature in cmake (#19109)
* remove unclearly cmake prebuilt feature * reduce useless code * add project info print
This commit is contained in:
parent
57cdad95b2
commit
48cce75be4
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@ -1,23 +1,5 @@
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include(CMakeParseArguments)
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# find a prebuilt lib by `lib_name` and save the result in `lib_out`
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function(cocos_find_prebuilt_lib_by_name lib_name lib_out)
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set(search_path ${COCOS_PREBUILT_PATH})
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if(XCODE OR VS)
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set(search_path ${COCOS_PREBUILT_PATH}/${CMAKE_BUILD_TYPE})
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endif()
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message(STATUS "search_path cocos prebuilt library: ${search_path}")
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find_library(found_lib ${lib_name} PATHS ${search_path} NO_DEFAULT_PATH NO_CMAKE_FIND_ROOT_PATH)
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if(found_lib)
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message(STATUS "found cocos prebuilt library: ${found_lib}")
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else()
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message(STATUS "can't found cocos prebuilt library: ${lib_name}")
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endif()
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set(${lib_out} ${found_lib} PARENT_SCOPE)
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unset(found_lib CACHE)
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endfunction()
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# copy resource `FILES` and `FOLDERS` to `COPY_TO` folder
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function(cocos_copy_res)
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set(oneValueArgs COPY_TO)
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@ -114,21 +96,6 @@ function(cocos_copy_target_dll cocos_target)
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endforeach()
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endfunction()
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# find dlls in a dir which `LIB_ABS_PATH` located, and save the result in `dlls_out`
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function(cocos_find_dlls_for_lib dlls_out)
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set(oneValueArgs LIB_ABS_PATH)
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cmake_parse_arguments(opt "" "${oneValueArgs}" "${multiValueArgs}" ${ARGN})
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get_filename_component(lib_dir ${opt_LIB_ABS_PATH} DIRECTORY)
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file(GLOB lib_dir_files "${lib_dir}/*")
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set(cc_dlls)
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foreach(dir_file ${lib_dir_files})
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if(${dir_file} MATCHES "dll$")
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list(APPEND cc_dlls ${dir_file})
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endif()
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endforeach()
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set(${dlls_out} ${cc_dlls} PARENT_SCOPE)
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endfunction()
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# mark `FILES` as resources, files will be put into sub-dir tree depend on its absolute path
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function(cocos_mark_resources)
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set(oneValueArgs BASEDIR RESOURCEBASE)
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@ -215,12 +182,6 @@ function(setup_cocos_app_config app_name)
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cocos_mark_code_files(${APP_NAME})
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endif()
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# generate prebuilt auto when build app if GEN_COCOS_PREBUILT=ON
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# tocheck, do we really need prebuilt cocos2dx libs?
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if(GEN_COCOS_PREBUILT)
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add_dependencies(${APP_NAME} prebuilt)
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endif()
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set(APP_BIN_DIR ${APP_BIN_DIR} PARENT_SCOPE)
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set(APP_RES_DIR ${APP_RES_DIR} PARENT_SCOPE)
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endfunction()
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@ -311,7 +272,7 @@ endfunction(set_xcode_property)
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# works same as find_package, but do additional care to properly find
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macro(cocos_find_package pkg_name pkg_prefix)
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if(NOT USE_EXTERNAL_PREBUILT OR NOT ${pkg_prefix}_FOUND)
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if(NOT ${pkg_prefix}_FOUND)
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find_package(${pkg_name} ${ARGN})
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endif()
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if(NOT ${pkg_prefix}_INCLUDE_DIRS AND ${pkg_prefix}_INCLUDE_DIR)
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@ -32,9 +32,13 @@ endif()
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set(COCOS_EXTERNAL_DIR ${COCOS2DX_ROOT_PATH}/external)
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set(ENGINE_BINARY_PATH ${PROJECT_BINARY_DIR}/engine)
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message(STATUS "PROJECT_NAME:" ${PROJECT_NAME})
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message(STATUS "PROJECT_SOURCE_DIR:" ${PROJECT_SOURCE_DIR})
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message(STATUS "COCOS2DX_ROOT_PATH:" ${COCOS2DX_ROOT_PATH})
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message(STATUS "CMAKE_MODULE_PATH:" ${CMAKE_MODULE_PATH})
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message(STATUS "COCOS_EXTERNAL_DIR:" ${COCOS_EXTERNAL_DIR})
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# delete binary dir if you hope a full clean re-build
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message(STATUS "PROJECT_BINARY_DIR:" ${PROJECT_BINARY_DIR})
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message(STATUS "ENGINE_BINARY_PATH:" ${ENGINE_BINARY_PATH})
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# include helper functions for cmake build
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@ -47,17 +47,6 @@
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endif()
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message(STATUS "CMAKE_BUILD_TYPE: ${CMAKE_BUILD_TYPE}")
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# ARCH_DIR only useful for search linux prebuilt libs
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if(LINUX)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(ARCH_DIR "64-bit")
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elseif(CMAKE_SIZEOF_VOID_P EQUAL 4)
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set(ARCH_DIR "32-bit")
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else()
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message(WARNING "CMAKE_SIZEOF_VOID_P: ${CMAKE_SIZEOF_VOID_P}")
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endif()
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endif()
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# check and print compiler infos
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if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
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set(COMPILER_STRING ${CMAKE_CXX_COMPILER_ID})
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@ -160,7 +149,7 @@
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return()
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endif()
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if(CMAKE_FIND_ROOT_PATH AND USE_EXTERNAL_PREBUILT)
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if(CMAKE_FIND_ROOT_PATH)
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# Adds cocos2d-x external folder to the list of valid include/library paths when cross-compiling and using prebuilds
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set(CMAKE_FIND_ROOT_PATH ${CMAKE_FIND_ROOT_PATH} ${COCOS_EXTERNAL_DIR})
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endif()
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@ -183,39 +172,6 @@
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endif()
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endif()
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# check prebuilt config
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if(GEN_COCOS_PREBUILT AND USE_COCOS_PREBUILT)
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message(FATAL_ERROR "can't generate prebuilt libs and use prebuilt libs at the same time")
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endif()
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if(GEN_COCOS_PREBUILT OR USE_COCOS_PREBUILT)
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if(DEFINED COCOS_PREBUILT_ROOT)
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message(STATUS "pre-defined COCOS_PREBUILT_ROOT: ${COCOS_PREBUILT_ROOT}")
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else()
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# the default prebuilt path is cocos2d-x/prebuilt
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set(COCOS_PREBUILT_ROOT $ENV{COCOS_TEMPLATES_ROOT}/../prebuilt)
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endif()
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if(NOT IS_DIRECTORY ${COCOS_PREBUILT_ROOT})
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message(STATUS "prebuilt root directory defined but not existed, create: ${COCOS_PREBUILT_ROOT}")
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file(MAKE_DIRECTORY ${COCOS_PREBUILT_ROOT})
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endif()
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if(IS_DIRECTORY ${COCOS_PREBUILT_ROOT})
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# prebuilt libs path
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set(COCOS_PREBUILT_PATH ${COCOS_PREBUILT_ROOT}/${PLATFORM_FOLDER}/${CMAKE_BUILD_TYPE})
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if(XCODE OR VS)
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set(COCOS_PREBUILT_PATH ${COCOS_PREBUILT_ROOT}/${PLATFORM_FOLDER})
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endif()
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if(ANDROID)
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set(COCOS_PREBUILT_PATH ${COCOS_PREBUILT_ROOT}/${PLATFORM_FOLDER}/${ANDROID_ABI})
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endif()
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message(STATUS "COCOS_PREBUILT_PATH:" ${COCOS_PREBUILT_PATH})
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else()
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if(ANDROID)
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message(WARNING "using cmake in Android Studio, can't get value of environment variable, please define COCOS_PREBUILT_ROOT manually")
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endif()
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message(FATAL_ERROR "can't find prebuilt libs location")
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endif()
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endif()
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# custom target property for dll collect
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define_property(TARGET
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PROPERTY CC_DEPEND_DLLS
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@ -143,7 +143,6 @@ endmacro()
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macro(target_use_cocos2dx_depend target)
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cocos2dx_depend()
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cocos2dx_define()
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message(STATUS "${target} prepare to use system depend: ${PLATFORM_SPECIFIC_LIBS}")
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foreach(platform_lib ${PLATFORM_SPECIFIC_LIBS})
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target_link_libraries(${target} ${platform_lib})
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endforeach()
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@ -1,10 +1,4 @@
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# the default behavior of using prebuilt
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set(GEN_COCOS_PREBUILT_DEFAULT OFF)
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set(USE_COCOS_PREBUILT_DEFAULT OFF)
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# the default behavior of build module
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set(USE_WEBP_DEFAULT ON)
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set(USE_EXTERNAL_PREBUILT_DEFAULT ON)
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set(BUILD_LUA_LIBS_DEFAULT OFF)
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set(BUILD_JS_LIBS_DEFAULT OFF)
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@ -12,7 +6,7 @@ option(USE_CHIPMUNK "Use chipmunk for physics library" ON)
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option(USE_BOX2D "Use box2d for physics library" OFF)
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option(USE_BULLET "Use bullet for physics3d library" ON)
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option(USE_RECAST "Use Recast for navigation mesh" ON)
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option(USE_WEBP "Use WebP codec" ${USE_WEBP_DEFAULT})
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option(USE_WEBP "Use WebP codec" ON)
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option(USE_PNG "Use PNG codec" ON)
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option(USE_TIFF "Use TIFF codec" ON)
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option(USE_JPEG "Use JPEG codec" ON)
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@ -24,6 +18,4 @@ option(BUILD_EDITOR_COCOSTUDIO "Build editor support for cocostudio" ON)
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option(BUILD_EDITOR_COCOSBUILDER "Build editor support for cocosbuilder" ON)
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option(BUILD_LUA_LIBS "Build lua libraries" ${BUILD_LUA_LIBS_DEFAULT})
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option(BUILD_JS_LIBS "Build js libraries" ${BUILD_JS_LIBS_DEFAULT})
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option(USE_EXTERNAL_PREBUILT "Use prebuilt libraries in external directory" ${USE_EXTERNAL_PREBUILT_DEFAULT})
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option(GEN_COCOS_PREBUILT "generate cocos static libraries, put libraries into prebuilt folder in cocos root" ${GEN_COCOS_PREBUILT_DEFAULT})
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option(USE_COCOS_PREBUILT "use cocos static libraries, return warning if not find" ${USE_COCOS_PREBUILT_DEFAULT})
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@ -69,42 +69,6 @@ PROP_BUILD_TYPE=cmake
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If you want to add cmake build arguments, please add it at [external Native Build](https://github.com/cocos2d/cocos2d-x/blob/84be684e3858393a6f3efc50e3f95d4e0ac92a20/tests/cpp-empty-test/proj.android/app/build.gradle#L25) block of __app/build.gradle__ file.
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## Prebuilt libraries feature
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To solve long compilation times of the engine source code one can use prebuilt libraries. Using this feature you only need build engine sources once for a specific environment or again when the engine version changes and you wish to utilize the new version.
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### Example
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This is an example of building c++ libs once, and use them in different c++ projects.
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```sh
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cocos new -l cpp -p my.pack.app1 test_app1
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mkdir app1_build && cd app1_build
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cmake ../test_app1 -DGEN_COCOS_PREBUILT=ON
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make prebuilt
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```
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Change option `GEN_COCOS_PREBUILT` and use instead `USE_COCOS_PREBUILT` to use prebuilt in the same project
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```sh
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cmake ../test_app1 -DGEN_COCOS_PREBUILT=OFF -DUSE_COCOS_PREBUILT=ON
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make TemplateCpp
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open bin/TemplateCpp.app
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```
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Add `-DUSE_COCOS_PREBUILT=ON` to use prebuilt libs in another cmake build.
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```sh
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cocos new -l cpp -p my.pack.app2 test_app2
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mkdir app2_build && cd app2_build
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cmake ../test_app2 -DUSE_COCOS_PREBUILT=ON
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make TemplateCpp
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open bin/TemplateCpp.app
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```
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> Any other cpp project can use prebuilt in this way
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When using the prebuilt libraries on Android there is a small difference as CMake can't find system environment when built using Gradle. You need to [supply a path](https://github.com/cocos2d/cocos2d-x/blob/c087be314c2c56a757bf66163b173746b5d6ad34/tests/cpp-empty-test/proj.android/app/build.gradle#L34) as the location of prebuilt libs.
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## Build Options
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@ -127,22 +91,6 @@ When using the prebuilt libraries on Android there is a small difference as CMak
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* `cmake --build ./msvc_build`, cmake will sellect corresponding build tools.
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### Cocos2d-x Options
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1. __`GEN_COCOS_PREBUILT`__, control the project have the feature to generate pre-build libraries or not. Default value is `OFF`
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* `-DGEN_COCOS_PREBUILT=ON`, will add target prebuilt, build this target will generate prebuilt libraries
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1. __`USE_COCOS_PREBUILT`__, control the project have the feature to use pre-build libraries or not. Default value is `OFF`
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* `-DUSE_COCOS_PREBUILT=ON`, will disable libraries target, and make app target use prebuilt libraries
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1. __`COCOS_PREBUILT_ROOT`__, a path means the prebuilt libraries root location, it's not optional for Android Project on Android Studio, optional for other supported platforms. the default value is $cocos2dx_root/prebuilt if the cmake can access to cocos2d-x environment variable. for example
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* `arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"` set this value on [cmake block](https://github.com/cocos2d/cocos2d-x/blob/84be684e3858393a6f3efc50e3f95d4e0ac92a20/tests/cpp-empty-test/proj.android/app/build.gradle#L31) of build.gradle file.
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1. Any options in [SelectModule.cmake](./Modules/SelectModule.cmake) can be set manually. Do it if you know what you're doing.
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## Useful Links
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* CMake Official website: [cmake.org](https://cmake.org/)
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@ -30,7 +30,7 @@
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# build jscocos2d if BUILD_JS_LIBS=ON
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# The version number
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set(COCOS2D_X_VERSION 3.17)
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set(COCOS2D_X_VERSION 3.18)
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set(COCOS_CORE_LIB cocos2d)
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@ -37,11 +37,6 @@ android {
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arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", \
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"-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE"
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cppFlags "-frtti -fexceptions"
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// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
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// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
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// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
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//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
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//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
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}
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}
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}
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@ -36,11 +36,6 @@ android {
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arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", \
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"-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE", "-DBUILD_JS_LIBS=TRUE"
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cppFlags "-frtti -fexceptions"
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// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
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// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
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// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
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//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
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//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
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}
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}
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}
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@ -36,11 +36,6 @@ android {
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arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", \
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"-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE", "-DBUILD_LUA_LIBS=TRUE"
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cppFlags "-frtti -fexceptions"
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// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
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// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
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// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
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//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
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//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
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}
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}
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}
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@ -37,11 +37,6 @@ android {
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arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang",
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"-DANDROID_ARM_NEON=TRUE"
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cppFlags "-frtti -fexceptions"
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// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
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// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
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// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
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//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
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//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=ON"
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}
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}
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}
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@ -37,11 +37,6 @@ android {
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arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", \
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"-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE"
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cppFlags "-frtti -fexceptions"
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// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
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// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
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// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
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//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
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//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
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}
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}
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}
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@ -37,11 +37,6 @@ android {
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arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", \
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"-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE", "-DBUILD_JS_LIBS=TRUE"
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cppFlags "-frtti -fexceptions"
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// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
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// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
|
||||
// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
|
||||
//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
|
||||
//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,11 +37,6 @@ android {
|
|||
arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", \
|
||||
"-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE", "-DBUILD_LUA_LIBS=TRUE"
|
||||
cppFlags "-frtti -fexceptions"
|
||||
// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
|
||||
// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
|
||||
// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
|
||||
//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
|
||||
//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,11 +37,6 @@ android {
|
|||
arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", \
|
||||
"-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE", "-DBUILD_LUA_LIBS=TRUE"
|
||||
cppFlags "-frtti -fexceptions"
|
||||
// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
|
||||
// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
|
||||
// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
|
||||
//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
|
||||
//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue