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This commit is contained in:
halx99 2020-10-24 21:57:36 +08:00
parent 80ff81e6e8
commit 975ef2ff61
23 changed files with 145 additions and 146 deletions

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@ -28,7 +28,7 @@
cmake_minimum_required(VERSION 3.6)
project(cocos-re)
project(engine-x)
# cocos2dx root path
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR})

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@ -1,11 +1,11 @@
# cocos-re - Cocos2dx Refine
[![Android Build Status](https://github.com/c4games/cocos-re/workflows/android/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aandroid)
[![iOS Build Status](https://github.com/c4games/cocos-re/workflows/ios/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aios)
[![Windows Build Status](https://github.com/c4games/cocos-re/workflows/win32/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Awin32)
[![Linux Build Status](https://github.com/c4games/cocos-re/workflows/linux/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Alinux)
[![macOS Build Status](https://github.com/c4games/cocos-re/workflows/osx/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aosx)
# Engine-x
[![Android Build Status](https://github.com/c4games/engine-x/workflows/android/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aandroid)
[![iOS Build Status](https://github.com/c4games/engine-x/workflows/ios/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aios)
[![Windows Build Status](https://github.com/c4games/engine-x/workflows/win32/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Awin32)
[![Linux Build Status](https://github.com/c4games/engine-x/workflows/linux/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Alinux)
[![macOS Build Status](https://github.com/c4games/engine-x/workflows/osx/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aosx)
[![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/cocos-re/releases)
[![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/engine-x/releases)
**This is another more radical fork of *Cocos2d-x-4.0*, use OpenAL for all platforms, single texture multi GPU texture handler, C++14/17, etc.**
@ -37,7 +37,7 @@
* Add ETC2 RGB/RGBA support, if hardware decoder not present, use software decoder
* **ImGui integrated, easy to write game embedded tools, very ease to use, please read [ImGuiEXT](extensions/ImGuiEXT/README.md)**
### [Roadmap](https://github.com/c4games/cocos-re/issues/1)
### [Roadmap](https://github.com/c4games/engine-x/issues/1)
@ -46,7 +46,7 @@
* python-2.7.17+, python-3.7+
#### Prerequisites
1. Enter ```cocos-re``` root directory
1. Enter ```engine-x``` root directory
2. Run ```python download-deps.py```
3. Run ```python setup.py```, restart console after finish
@ -55,7 +55,7 @@
2. Install Visual Studio 2019 build(we strong recommend you use this version)
3. Execute follow command at command line(Console, Window Terminal or Powershell)
```bat
cd cocos-re\
cd engine-x\
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
```
@ -63,7 +63,7 @@
#### Android
1. Install Android Studio 4.0+
2. When first start Android Studio, It will guide you to install sdk and other tools, just install them
3. Start Android and choose [Open an existing Android Studio Project] to open ```cocos-re\tests\cpp-tests\proj.android```
3. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android```
4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose follow tools and click the button ```Apply``` to install them:
* Android SDK Platform 28 r3
* Android SDK Build-Tools 29.0.2
@ -93,7 +93,7 @@
5. Notes
a. **The code sign required to run ios app on device, just change bundle identifier until the auto manage siging solved**
b. **cocos-re only provide armv7,arm64,x86_64 prebuilt libraries for ios**
b. **engine-x only provide armv7,arm64,x86_64 prebuilt libraries for ios**
### Pitfalls
* ThreadLocalStorage(TLS)
@ -102,5 +102,5 @@
- the openal-soft maintained by kcat use TLS
### Reference links
* cocos-re: https://github.com/c4games/cocos-re-3rd
* engine-x-3rd: https://github.com/c4games/engine-x-3rd
* official v4: https://github.com/cocos2d/cocos2d-x

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@ -1,11 +1,11 @@
# cocos-re - Cocos2dx Refine
[![Android Build Status](https://github.com/c4games/cocos-re/workflows/android/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aandroid)
[![iOS Build Status](https://github.com/c4games/cocos-re/workflows/ios/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aios)
[![Windows Build Status](https://github.com/c4games/cocos-re/workflows/win32/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Awin32)
[![Linux Build Status](https://github.com/c4games/cocos-re/workflows/linux/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Alinux)
[![macOS Build Status](https://github.com/c4games/cocos-re/workflows/osx/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aosx)
# Engine-x
[![Android Build Status](https://github.com/c4games/engine-x/workflows/android/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aandroid)
[![iOS Build Status](https://github.com/c4games/engine-x/workflows/ios/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aios)
[![Windows Build Status](https://github.com/c4games/engine-x/workflows/win32/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Awin32)
[![Linux Build Status](https://github.com/c4games/engine-x/workflows/linux/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Alinux)
[![macOS Build Status](https://github.com/c4games/engine-x/workflows/osx/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aosx)
[![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/cocos-re/releases)
[![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/engine-x/releases)
**这是另外一个基于 *Cocos2d-x-4.0* 持续维护的分支, 全平台基于OpenAL, c++14/17...**
@ -38,7 +38,7 @@
* 新增硬件压缩纹理格式ETC2 RGB/RGBA支持支持软解
* **ImGui集成非常方便写游戏内嵌小工具用法详见[ImGuiEXT](extensions/ImGuiEXT/README.md)**
### [Roadmap](https://github.com/c4games/cocos-re/issues/1)
### [Roadmap](https://github.com/c4games/engine-x/issues/1)
### 快速开始
@ -46,7 +46,7 @@
* python-2.7.17+, python-3.7+都可以
#### 准备步骤
1. 进入引擎```cocos-re```根目录
1. 进入引擎```engine-x```根目录
2. 执行```python download-deps.py```等待下载第三方库完成
3. 执行```python setup.py```后重启控制台
@ -55,15 +55,15 @@
2. 确保Visual Studio 2019以正确安装
3. 执行下面的命令
```bat
cd cocos-re
cd engine-x
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
```
4. 之后就可以用vs打开```cocos-re/build/cocos-re.sln```启动cpp-tests等测试工程了
4. 之后就可以用vs打开```engine-x/build/engine-x.sln```启动cpp-tests等测试工程了
#### Android
1. 安装 Android Studio 4.0或更高版本
2. 第一次启动Android Studio, 会引导安装一些工具,默认安装即可,如果不需要模拟器可以把```Virutal Device```勾选去掉
2. 启动 Android Studio并打开cocos-re\tests\cpp-tests\proj.android
2. 启动 Android Studio并打开engine-x\tests\cpp-tests\proj.android
3. 通过 [Tools][SdkManagers] 打开sdk管理工具选择如下SDK Platforms和SDK Tools后 点击按钮 ```Apply``` 一路跟着引导安装即可:
* Android SDK Platform 28 r3 (在SDK Platforms页签)
* Android SDK Build-Tools 29.0.2
@ -77,7 +77,7 @@
1. 确保已安装xcode11+和[cmake3.6+](https://github.com/Kitware/CMake/releases), 安装CMake命令行支持: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install```
2. 执行如下命令确保cmake能成功生成xcode工程:
```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
3. 生成xcode工程, 进入cocos-re根目录执行如下命令:
3. 生成xcode工程, 进入engine-x根目录执行如下命令:
```sh
# for device arm64
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake
@ -98,8 +98,8 @@
### QQ交流群
点击链接加入群聊【cocos-re交流群】https://jq.qq.com/?_wv=1027&k=nvNmzOIY
点击链接加入群聊【engine-x交流群】https://jq.qq.com/?_wv=1027&k=nvNmzOIY
### 参考链接
* cocos-re-3rd: https://github.com/c4games/cocos-re-3rd
* engine-x-3rd: https://github.com/c4games/engine-x-3rd
* official v4: https://gitee.com/mirrors/cocos2d-x

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@ -96,7 +96,7 @@ endif()
function(use_cocos2dx_compile_define target)
target_compile_definitions(${target} PUBLIC $<$<CONFIG:Debug>:COCOS2D_DEBUG=1>)
# !important cocos-re not use double precision
# !important engine-x not use double precision
# target_compile_definitions(${target} PUBLIC CP_USE_CGTYPES=0)
# target_compile_definitions(${target} PUBLIC CP_USE_DOUBLES=0)

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@ -17,7 +17,7 @@ if the CMake version is lower than 3.6, please upgrade.
### Linux
```sh
cd cocos-re
cd engine-x
mkdir linux-build && cd linux-build
cmake ..
make
@ -28,7 +28,7 @@ Execute `make help` to see all build targets, `make <target>` build specified ta
### Generate Visual Studio projects
```sh
cd cocos-re
cd engine-x
mkdir win32-build && cd win32-build
cmake .. -G"Visual Studio 16 2019"
```
@ -43,24 +43,24 @@ or open __cocos-re.sln__ in Explorer to use the generated project.
### Generate macOS Project
```sh
cd cocos-re
cd engine-x
mkdir mac-build && cd mac-build
cmake .. -GXcode
open cocos-re.xcodeproj
open engine-x.xcodeproj
```
### Generate iOS Project
```sh
cd cocos-re
cd engine-x
mkdir ios-build && cd ios-build
cmake .. -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake
open cocos-re.xcodeproj
open engine-x.xcodeproj
```
#### How do I customize the generated Xcode project?
Xcode project settings that you want to affect both the app project and the cocos-re library project should be passed on the command
Xcode project settings that you want to affect both the app project and the engine-x library project should be passed on the command
line when invoking `cmake`.
Xcode project settings that you want to affect the app project only shoudl be put into the its `CMakeLists.txt` file.
@ -79,7 +79,7 @@ set_xcode_property(${APP_NAME} XXX "Value")
##### Deployment Target
As explained above, pass this on the command line so both the app the cocos-re are built using the same version:
As explained above, pass this on the command line so both the app the engine-x are built using the same version:
For iOS pass `-DCMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET=version`, where `version` is `9.0`, `10.0`, etc.
@ -107,7 +107,7 @@ from `cmake`:
### Android Studio
We use the Gradle for Android applications, and Gradle use cmake to build the native code, see [gradle.properties](https://github.com/c4games/cocos-re/blob/84be684e3858393a6f3efc50e3f95d4e0ac92a20/tests/cpp-empty-test/proj.android/gradle.properties#L38): `PROP_NDK_MODE`, it controls how native builds work.
We use the Gradle for Android applications, and Gradle use cmake to build the native code, see [gradle.properties](https://github.com/c4games/engine-x/blob/84be684e3858393a6f3efc50e3f95d4e0ac92a20/tests/cpp-empty-test/proj.android/gradle.properties#L38): `PROP_NDK_MODE`, it controls how native builds work.
```sh
# android native code build type
@ -117,7 +117,7 @@ We use the Gradle for Android applications, and Gradle use cmake to build the na
PROP_BUILD_TYPE=cmake
```
If you want to add cmake build arguments, please add it at [external Native Build](https://github.com/c4games/cocos-re/blob/84be684e3858393a6f3efc50e3f95d4e0ac92a20/tests/cpp-empty-test/proj.android/app/build.gradle#L25) block of __app/build.gradle__ file.
If you want to add cmake build arguments, please add it at [external Native Build](https://github.com/c4games/engine-x/blob/84be684e3858393a6f3efc50e3f95d4e0ac92a20/tests/cpp-empty-test/proj.android/app/build.gradle#L25) block of __app/build.gradle__ file.
## Build Options
@ -135,7 +135,7 @@ If you want to add cmake build arguments, please add it at [external Native Buil
1. __`-H -B`__, `-H` specify the CMake project Home directory, `-B` specify CMake-generated project binary directory. for example
* `-H..\cocos-re -Bmsvc_build` the generated native project's location will be `msvc_build` directory.
* `-H..\engine-x -Bmsvc_build` the generated native project's location will be `msvc_build` directory.
1. __`--build <dir>`__, build a CMake-generated project binary tree, for example

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@ -59,10 +59,10 @@ if(CMAKE_SYSTEM_NAME STREQUAL "iOS")
endif()
# The version number
set(COCOSRE_VERSION 1.0)
set(ENGINEX_VERSION 1.0)
if(NOT DEFINED COCOSRE_CORE_LIB)
set(COCOSRE_CORE_LIB cocos2d CACHE INTERNAL "The EGNX core lib name" )
if(NOT DEFINED ENGINEX_CORE_LIB)
set(ENGINEX_CORE_LIB cocos2d CACHE INTERNAL "The engine-x core lib name" )
endif()
if (NOT DEFINED CC_FORCE_USE_GLES)
@ -118,7 +118,7 @@ set(COCOS_SRC cocos2d.cpp
list(APPEND COCOS_SRC ${COCOS_HEADER})
add_library(${COCOSRE_CORE_LIB} ${COCOS_SRC})
add_library(${ENGINEX_CORE_LIB} ${COCOS_SRC})
# if (NOT APPLE)
# set_source_files_properties("audio/src/AudioEngineImpl.mm" PROPERTIES LANGUAGE CXX)
@ -126,16 +126,16 @@ add_library(${COCOSRE_CORE_LIB} ${COCOS_SRC})
# use external libs
add_subdirectory(${COCOS2DX_ROOT_PATH}/external ${ENGINE_BINARY_PATH}/external)
target_link_libraries(${COCOSRE_CORE_LIB} external)
target_link_libraries(${ENGINEX_CORE_LIB} external)
# add base macro define and compile options
use_cocos2dx_compile_define(${COCOSRE_CORE_LIB})
use_cocos2dx_compile_options(${COCOSRE_CORE_LIB})
use_cocos2dx_compile_define(${ENGINEX_CORE_LIB})
use_cocos2dx_compile_options(${ENGINEX_CORE_LIB})
# use all platform related system libs
use_cocos2dx_libs_depend(${COCOSRE_CORE_LIB})
use_cocos2dx_libs_depend(${ENGINEX_CORE_LIB})
target_include_directories(${COCOSRE_CORE_LIB}
target_include_directories(${ENGINEX_CORE_LIB}
PUBLIC ${COCOS2DX_ROOT_PATH}
PUBLIC ${COCOS2DX_ROOT_PATH}/external
PUBLIC ${COCOS2DX_ROOT_PATH}/extensions
@ -149,12 +149,12 @@ target_include_directories(${COCOSRE_CORE_LIB}
INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/platform/${PLATFORM_FOLDER}
)
set_target_properties(${COCOSRE_CORE_LIB}
set_target_properties(${ENGINEX_CORE_LIB}
PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
VERSION "${COCOSRE_VERSION}"
VERSION "${ENGINEX_VERSION}"
FOLDER "Internal"
)
@ -164,13 +164,13 @@ set_target_properties(${COCOSRE_CORE_LIB}
# endif()
if(XCODE OR VS)
cocos_mark_code_files("${COCOSRE_CORE_LIB}")
cocos_mark_code_files("${ENGINEX_CORE_LIB}")
endif()
if(WINDOWS)
# precompiled header. Compilation time speedup ~4x.
target_sources(${COCOSRE_CORE_LIB} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp")
set_target_properties(${COCOSRE_CORE_LIB} PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h")
target_sources(${ENGINEX_CORE_LIB} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp")
set_target_properties(${ENGINEX_CORE_LIB} PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h")
set_source_files_properties("${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp" PROPERTIES COMPILE_FLAGS "/Ycprecheader.h")
# compile c as c++. needed for precompiled header
set_source_files_properties(${COCOS_SPINE_SRC} base/ccFPSImages.c PROPERTIES LANGUAGE CXX)
@ -187,5 +187,5 @@ add_subdirectory(${COCOS2DX_ROOT_PATH}/extensions ${ENGINE_BINARY_PATH}/extensio
#if(XCODE)
# # Later versions of Xcode clang want to compile C++17 with aligned allocation turned on and this is only supported on iOS 11.0+
# # TODO: Only turn this off if ${CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET} < 11.0
# target_compile_options(${COCOSRE_CORE_LIB} PUBLIC $<$<COMPILE_LANGUAGE:CXX>:-fno-aligned-allocation>)
# target_compile_options(${ENGINEX_CORE_LIB} PUBLIC $<$<COMPILE_LANGUAGE:CXX>:-fno-aligned-allocation>)
#endif()

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@ -71,7 +71,7 @@
#endif
// !FIXME: the previous version of cocos2d::log not thread safe
// since cocos-re make it multi-threading safe by default
// since engine-x make it multi-threading safe by default
#if !defined(CC_LOG_MULTITHREAD)
#define CC_LOG_MULTITHREAD 1
#endif

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@ -71,7 +71,7 @@ namespace utils
* @param afterCaptured specify the callback function which will be invoked after the snapshot is done.
* @param filename specify a filename where the snapshot is stored. This parameter can be either an absolute path or a simple
* base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png" etc.).
* @since v4.0 with cocos-re
* @since v4.0 with engine-x
*/
CC_DLL void captureScreen(std::function<void(RefPtr<Image>)> imageCallback);
@ -79,7 +79,7 @@ namespace utils
* @param startNode specify the snapshot Node. It should be cocos2d::Scene
* @param scale
* @returns: return a Image, then can call saveToFile to save the image as "xxx.png or xxx.jpg".
* @since v4.0 with cocos-re
* @since v4.0 with engine-x
*/
CC_DLL void captureNode(Node* startNode, std::function<void(RefPtr<Image>)> imageCallback, float scale = 1.0f);

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@ -31,10 +31,10 @@ THE SOFTWARE.
// 0x00 HI ME LO
// 00 03 08 00
#define COCOSRE_VERSION 0x00010000
#define COCOSRE_VERSION 0x00010000
#define ENGINEX_VERSION 0x00010000
#define COCOS2D_VERSION 0x00040000
#define ENGINEX_VERSION COCOSRE_VERSION
#define EGNX_VERSION ENGINEX_VERSION
//
// all cocos2d include files

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@ -491,7 +491,7 @@ namespace
}
/*
* Notes: PVR file Specification have many pixel formats, cocos2d-x-v2~v4 and cocos-re only support pvrtc and etc1
* Notes: PVR file Specification have many pixel formats, cocos2d-x-v2~v4 and engine-x only support pvrtc and etc1
* see: https://cdn.imgtec.com/sdk-documentation/PVR+File+Format.Specification.pdf
*/
static backend::PixelFormat getDevicePVRPixelFormat(backend::PixelFormat format)

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@ -144,7 +144,7 @@ enum class PixelFormat : uint32_t
D24S8,
//!!!Please append depth stencil pixel format
/* the count of pixel format supported by cocos-re */
/* the count of pixel format supported by engine-x */
COUNT,
NONE = 0xffff

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@ -170,7 +170,7 @@ PixelFormat RenderTargetMTL::getColorAttachmentPixelFormat(int index) const
}
PixelFormat RenderTargetMTL::getDepthAttachmentPixelFormat() const
{ // FIXME: cocos-re only support D24S8
{ // FIXME: engine-x only support D24S8
if(bitmask::any(_flags, TargetBufferFlags::DEPTH_AND_STENCIL)) {
if(isDefaultRenderTarget() || !_depth)
return PixelFormat::D24S8;
@ -180,7 +180,7 @@ PixelFormat RenderTargetMTL::getDepthAttachmentPixelFormat() const
}
PixelFormat RenderTargetMTL::getStencilAttachmentPixelFormat() const
{ // FIXME: cocos-re only support D24S8
{ // FIXME: engine-x only support D24S8
if(bitmask::any(_flags, TargetBufferFlags::DEPTH_AND_STENCIL)) {
if(isDefaultRenderTarget() || !_stencil)
return PixelFormat::D24S8;

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@ -32,12 +32,12 @@ function(setup_cocos_extension_config target_name)
"" ${ARGN} )
if(ANDROID)
target_link_libraries(${target_name} INTERFACE ${COCOSRE_CORE_LIB})
target_include_directories(${target_name} PRIVATE $<TARGET_PROPERTY:${COCOSRE_CORE_LIB},INTERFACE_INCLUDE_DIRECTORIES>)
target_link_libraries(${target_name} INTERFACE ${ENGINEX_CORE_LIB})
target_include_directories(${target_name} PRIVATE $<TARGET_PROPERTY:${ENGINEX_CORE_LIB},INTERFACE_INCLUDE_DIRECTORIES>)
# target_compile_definitions(${target_name} PRIVATE CP_USE_CGTYPES=0)
# target_compile_definitions(${target_name} PRIVATE CP_USE_DOUBLES=0)
else()
target_link_libraries(${target_name} ${COCOSRE_CORE_LIB})
target_link_libraries(${target_name} ${ENGINEX_CORE_LIB})
endif()
if(BUILD_SHARED_LIBS)

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@ -160,20 +160,20 @@ endif()
list(APPEND lua_bindings_files ${lua_bindings_headers})
set(COCOSRE_LUA_LIB luacocos2d CACHE INTERNAL "The EGNX lua bindings lib name" )
set(ENGINEX_LUA_LIB luacocos2d CACHE INTERNAL "The EGNX lua bindings lib name" )
add_library(${COCOSRE_LUA_LIB} STATIC ${lua_bindings_files})
target_link_libraries(${COCOSRE_LUA_LIB} ${COCOSRE_CORE_LIB})
add_dependencies(${COCOSRE_LUA_LIB} ${COCOSRE_CORE_LIB})
add_library(${ENGINEX_LUA_LIB} STATIC ${lua_bindings_files})
target_link_libraries(${ENGINEX_LUA_LIB} ${ENGINEX_CORE_LIB})
add_dependencies(${ENGINEX_LUA_LIB} ${ENGINEX_CORE_LIB})
if(BUILD_YASIO_LUA)
target_compile_definitions(${COCOSRE_LUA_LIB} PRIVATE CC_ENABLE_YASIO_LUA=1)
target_compile_definitions(${ENGINEX_LUA_LIB} PRIVATE CC_ENABLE_YASIO_LUA=1)
endif()
get_target_property(lua_ext_depend external CC_LUA_DEPEND)
target_link_libraries(${COCOSRE_LUA_LIB} ${lua_ext_depend})
target_link_libraries(${ENGINEX_LUA_LIB} ${lua_ext_depend})
target_include_directories(${COCOSRE_LUA_LIB}
target_include_directories(${ENGINEX_LUA_LIB}
PRIVATE manual/platform/android
PRIVATE manual/platform/android/jni
PRIVATE ${cocos_root}/extensions/spine/runtime/include
@ -183,12 +183,12 @@ target_include_directories(${COCOSRE_LUA_LIB}
)
if(WINDOWS)
target_compile_definitions(${COCOSRE_LUA_LIB} PUBLIC _USRLUASTATIC)
target_compile_definitions(${ENGINEX_LUA_LIB} PUBLIC _USRLUASTATIC)
endif()
target_compile_definitions(${COCOSRE_LUA_LIB} PUBLIC LUA_COMPAT_MODULE)
target_compile_definitions(${ENGINEX_LUA_LIB} PUBLIC LUA_COMPAT_MODULE)
set_target_properties(${COCOSRE_LUA_LIB}
set_target_properties(${ENGINEX_LUA_LIB}
PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
@ -196,6 +196,6 @@ set_target_properties(${COCOSRE_LUA_LIB}
)
if(XCODE OR VS)
cocos_mark_code_files("${COCOSRE_LUA_LIB}")
cocos_mark_code_files("${ENGINEX_LUA_LIB}")
endif()

View File

@ -1,7 +1,7 @@
{
"version": "v79",
"zip_file_size": "107642814",
"repo_name": "cocos-re-3rd",
"repo_name": "engine-x-3rd",
"repo_parent": "https://github.com/c4games/",
"move_dirs": {
}

View File

@ -26,11 +26,11 @@ THE SOFTWARE.
'''
This script will install environment variables needed to by cocos2d-x. It will set these envrironment variables:
* COCOS_RE_CONSOLE_ROOT: used to run cocos console tools, more information about cocos console tools please refer to
* ENGINEX_CONSOLE_ROOT: used to run cocos console tools, more information about cocos console tools please refer to
https://github.com/cocos2d/cocos2d-console
* ANDROID_NDK: used to build android native codes
* ANDROID_SDK: used to generate applicatoin on Android through commands
* COCOS_RE_ROOT: path where cocos2d-re is installed
* ENGINEX_ROOT: path where cocos2d-re is installed
On Max OS X, when start a shell, it will read these files and execute commands in sequence:
@ -60,8 +60,8 @@ except Exception:
pass
from optparse import OptionParser
COCOS_RE_ROOT = 'COCOS_RE_ROOT'
COCOS_RE_CONSOLE_ROOT = 'COCOS_RE_CONSOLE_ROOT'
ENGINEX_ROOT = 'ENGINEX_ROOT'
ENGINEX_CONSOLE_ROOT = 'ENGINEX_CONSOLE_ROOT'
ANDROID_NDK = 'ANDROID_NDK'
ANDROID_SDK = 'ANDROID_SDK'
@ -451,41 +451,41 @@ class SetEnvVar(object):
print(" ->Add directory \"%s\" into PATH failed!\n" % add_dir)
def set_console_root(self):
print("->Check environment variable %s" % COCOS_RE_CONSOLE_ROOT)
cocos_consle_root = os.path.join(
print("->Check environment variable %s" % ENGINEX_CONSOLE_ROOT)
enginex_console_root = os.path.join(
self.current_absolute_path, 'tools', 'cocos2d-console', 'bin')
old_dir = self._find_environment_variable(COCOS_RE_CONSOLE_ROOT)
old_dir = self._find_environment_variable(ENGINEX_CONSOLE_ROOT)
if old_dir is None:
# add environment variable
if self._isWindows():
self.set_windows_path(cocos_consle_root)
self.set_windows_path(enginex_console_root)
self._set_environment_variable(
COCOS_RE_CONSOLE_ROOT, cocos_consle_root)
ENGINEX_CONSOLE_ROOT, enginex_console_root)
else:
if old_dir == cocos_consle_root:
if old_dir == enginex_console_root:
# is same with before, nothing to do
return
# update the environment variable
if self._isWindows():
self.remove_dir_from_win_path(old_dir)
self.set_windows_path(cocos_consle_root)
self.set_windows_path(enginex_console_root)
self._force_update_env(COCOS_RE_CONSOLE_ROOT, cocos_consle_root)
self._force_update_env(ENGINEX_CONSOLE_ROOT, enginex_console_root)
def set_cocos_re_root(self):
print("->Check environment variable %s" % COCOS_RE_ROOT)
cocos_re_root = self.current_absolute_path
old_dir = self._find_environment_variable(COCOS_RE_ROOT)
def set_enginex_root(self):
print("->Check environment variable %s" % ENGINEX_ROOT)
enginex_root = self.current_absolute_path
old_dir = self._find_environment_variable(ENGINEX_ROOT)
if old_dir is None:
# add environment variable
self._set_environment_variable(COCOS_RE_ROOT, cocos_re_root)
self._set_environment_variable(ENGINEX_ROOT, enginex_root)
else:
if old_dir == cocos_re_root:
if old_dir == enginex_root:
# is same with before, nothing to do
return
self._force_update_env(COCOS_RE_ROOT, cocos_re_root)
self._force_update_env(ENGINEX_ROOT, enginex_root)
def _force_update_unix_env(self, var_name, value):
import re
@ -642,10 +642,9 @@ class SetEnvVar(object):
self.file_used_for_setup = self._get_filepath_for_setup()
self.set_cocos_re_root()
self.set_enginex_root()
self.set_console_root()
if self._isWindows():
print(
'->Configuration for Android platform only, you can also skip and manually edit your environment variables\n')

View File

@ -30,17 +30,17 @@ set(APP_NAME HelloCpp)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloCpp into root project
set(cocos_re_root "$ENV{COCOS_RE_ROOT}")
if(cocos_re_root STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}")
set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(ENGINEX_ROOT STREQUAL "")
set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif()
if(NOT (cocos_re_root STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}")
set(COCOS2DX_ROOT_PATH "${cocos_re_root}")
if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "${ENGINEX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else()
message(FATAL_ERROR "Please run setup.py add system env var 'COCOS_RE_ROOT' to specific the engine root")
message(FATAL_ERROR "Please run setup.py add system env var 'ENGINEX_ROOT' to specific the engine root")
endif()
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
@ -135,7 +135,7 @@ else()
config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
target_link_libraries(${APP_NAME} ${COCOSRE_CORE_LIB})
target_link_libraries(${APP_NAME} ${ENGINEX_CORE_LIB})
target_include_directories(${APP_NAME}
PRIVATE Classes
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/

View File

@ -27,17 +27,17 @@ set(APP_NAME HelloLua)
project(${APP_NAME})
set(cocos_re_root "$ENV{COCOS_RE_ROOT}")
if(cocos_re_root STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}")
set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(ENGINEX_ROOT STREQUAL "")
set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif()
if(NOT (cocos_re_root STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}")
set(COCOS2DX_ROOT_PATH "${cocos_re_root}")
if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "${ENGINEX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else()
message(FATAL_ERROR "Please run setup.py add system env var 'COCOS_RE_ROOT' to specific the engine root")
message(FATAL_ERROR "Please run setup.py add system env var 'ENGINEX_ROOT' to specific the engine root")
endif()
set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src)

View File

@ -28,13 +28,13 @@ set(APP_NAME cpp-empty-test)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
set(cocos_re_root "$ENV{COCOS_RE_ROOT}")
if(cocos_re_root STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}")
set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(ENGINEX_ROOT STREQUAL "")
set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif()
if(NOT (cocos_re_root STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}")
if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "$ENV{COCOS2DX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else()
@ -133,7 +133,7 @@ else()
config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
target_link_libraries(${APP_NAME} ${COCOSRE_CORE_LIB})
target_link_libraries(${APP_NAME} ${ENGINEX_CORE_LIB})
target_include_directories(${APP_NAME} PRIVATE Classes)

View File

@ -5,14 +5,14 @@ set(APP_NAME cpp-tests)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
set(cocos_re_root "$ENV{COCOS_RE_ROOT}")
if(cocos_re_root STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}")
set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(ENGINEX_ROOT STREQUAL "")
set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif()
if(NOT (cocos_re_root STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}")
set(COCOS2DX_ROOT_PATH "${cocos_re_root}")
if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "${ENGINEX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else()
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../..)
@ -400,7 +400,7 @@ else()
config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
target_link_libraries(${APP_NAME} ${COCOSRE_CORE_LIB})
target_link_libraries(${APP_NAME} ${ENGINEX_CORE_LIB})
target_include_directories(${APP_NAME}
PRIVATE Classes

View File

@ -28,13 +28,13 @@ set(APP_NAME fairygui-tests)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
set(cocos_re_root "$ENV{COCOS_RE_ROOT}")
if(cocos_re_root STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}")
set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(ENGINEX_ROOT STREQUAL "")
set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif()
if(NOT (cocos_re_root STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}")
if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "$ENV{COCOS2DX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else()
@ -122,7 +122,7 @@ else()
config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif()
target_link_libraries(${APP_NAME} ${COCOSRE_CORE_LIB})
target_link_libraries(${APP_NAME} ${ENGINEX_CORE_LIB})
target_include_directories(${APP_NAME} PRIVATE Classes)

View File

@ -5,13 +5,13 @@ set(APP_NAME lua-empty-test)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
set(cocos_re_root "$ENV{COCOS_RE_ROOT}")
if(cocos_re_root STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}")
set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(ENGINEX_ROOT STREQUAL "")
set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif()
if(NOT (cocos_re_root STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}")
if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "$ENV{COCOS2DX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else()

View File

@ -5,13 +5,13 @@ set(APP_NAME lua-tests)
project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE)
set(cocos_re_root "$ENV{COCOS_RE_ROOT}")
if(cocos_re_root STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}")
set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(ENGINEX_ROOT STREQUAL "")
set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif()
if(NOT (cocos_re_root STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}")
if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "$ENV{COCOS2DX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else()