diff --git a/CMakeLists.txt b/CMakeLists.txt index 499d60a030..2f31d4b2bb 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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}) diff --git a/README.md b/README.md index b26b24c9c9..9b54cc2b29 100644 --- a/README.md +++ b/README.md @@ -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 diff --git a/README_CN.md b/README_CN.md index 556f17f561..7000052d36 100644 --- a/README_CN.md +++ b/README_CN.md @@ -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 diff --git a/cmake/Modules/CocosConfigDefine.cmake b/cmake/Modules/CocosConfigDefine.cmake index 52dc69f808..322d91598e 100644 --- a/cmake/Modules/CocosConfigDefine.cmake +++ b/cmake/Modules/CocosConfigDefine.cmake @@ -96,7 +96,7 @@ endif() function(use_cocos2dx_compile_define target) target_compile_definitions(${target} PUBLIC $<$: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) diff --git a/cmake/README.md b/cmake/README.md index 4f97c8966c..0e6fb649d2 100644 --- a/cmake/README.md +++ b/cmake/README.md @@ -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 ` 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 `__, build a CMake-generated project binary tree, for example diff --git a/cocos/CMakeLists.txt b/cocos/CMakeLists.txt index 156025342d..2d5c9bf9f3 100644 --- a/cocos/CMakeLists.txt +++ b/cocos/CMakeLists.txt @@ -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 $<$:-fno-aligned-allocation>) +# target_compile_options(${ENGINEX_CORE_LIB} PUBLIC $<$:-fno-aligned-allocation>) #endif() diff --git a/cocos/base/CCConsole.cpp b/cocos/base/CCConsole.cpp index 07e7f606a1..8d0e124925 100644 --- a/cocos/base/CCConsole.cpp +++ b/cocos/base/CCConsole.cpp @@ -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 diff --git a/cocos/base/ccUtils.h b/cocos/base/ccUtils.h index 5bf8c377fb..05a52ebab6 100644 --- a/cocos/base/ccUtils.h +++ b/cocos/base/ccUtils.h @@ -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)> 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)> imageCallback, float scale = 1.0f); diff --git a/cocos/cocos2d.h b/cocos/cocos2d.h index 58da9f7336..deb48e161c 100644 --- a/cocos/cocos2d.h +++ b/cocos/cocos2d.h @@ -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 diff --git a/cocos/platform/CCImage.cpp b/cocos/platform/CCImage.cpp index 1cd22458c1..d40d39ffac 100644 --- a/cocos/platform/CCImage.cpp +++ b/cocos/platform/CCImage.cpp @@ -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) diff --git a/cocos/renderer/backend/Types.h b/cocos/renderer/backend/Types.h index dc83801b48..ada57589e9 100644 --- a/cocos/renderer/backend/Types.h +++ b/cocos/renderer/backend/Types.h @@ -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 diff --git a/cocos/renderer/backend/metal/RenderTargetMTL.mm b/cocos/renderer/backend/metal/RenderTargetMTL.mm index e24ad51563..afdb4e8e9a 100644 --- a/cocos/renderer/backend/metal/RenderTargetMTL.mm +++ b/cocos/renderer/backend/metal/RenderTargetMTL.mm @@ -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; diff --git a/extensions/CMakeLists.txt b/extensions/CMakeLists.txt index 720fdbb3a6..a3c9d58632 100644 --- a/extensions/CMakeLists.txt +++ b/extensions/CMakeLists.txt @@ -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 $) + target_link_libraries(${target_name} INTERFACE ${ENGINEX_CORE_LIB}) + target_include_directories(${target_name} PRIVATE $) # target_compile_definitions(${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) diff --git a/extensions/scripting/lua-bindings/CMakeLists.txt b/extensions/scripting/lua-bindings/CMakeLists.txt index 57bf98f412..0a2b3a41bd 100644 --- a/extensions/scripting/lua-bindings/CMakeLists.txt +++ b/extensions/scripting/lua-bindings/CMakeLists.txt @@ -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() diff --git a/external/config.json b/external/config.json index c6f09e3733..89afca5148 100644 --- a/external/config.json +++ b/external/config.json @@ -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": { } diff --git a/setup.py b/setup.py index a6cc57c47b..7fe0c4db6b 100755 --- a/setup.py +++ b/setup.py @@ -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') diff --git a/templates/cpp-template-default/CMakeLists.txt b/templates/cpp-template-default/CMakeLists.txt index 4b9801c79b..f5d031b44c 100644 --- a/templates/cpp-template-default/CMakeLists.txt +++ b/templates/cpp-template-default/CMakeLists.txt @@ -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 ${COCOS2DX_ROOT_PATH}/cocos/audio/include/ diff --git a/templates/lua-template-default/CMakeLists.txt b/templates/lua-template-default/CMakeLists.txt index 1fc6413ea2..72063c231a 100644 --- a/templates/lua-template-default/CMakeLists.txt +++ b/templates/lua-template-default/CMakeLists.txt @@ -27,17 +27,17 @@ set(APP_NAME HelloLua) project(${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 ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src) diff --git a/tests/cpp-empty-test/CMakeLists.txt b/tests/cpp-empty-test/CMakeLists.txt index 6236e86314..2fdfbf10cd 100644 --- a/tests/cpp-empty-test/CMakeLists.txt +++ b/tests/cpp-empty-test/CMakeLists.txt @@ -28,13 +28,13 @@ set(APP_NAME cpp-empty-test) project(${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) diff --git a/tests/cpp-tests/CMakeLists.txt b/tests/cpp-tests/CMakeLists.txt index 2e87721241..cc078d3fdc 100644 --- a/tests/cpp-tests/CMakeLists.txt +++ b/tests/cpp-tests/CMakeLists.txt @@ -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 diff --git a/tests/fairygui-tests/CMakeLists.txt b/tests/fairygui-tests/CMakeLists.txt index 0f87a4c939..bae98d2f17 100644 --- a/tests/fairygui-tests/CMakeLists.txt +++ b/tests/fairygui-tests/CMakeLists.txt @@ -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) diff --git a/tests/lua-empty-test/project/CMakeLists.txt b/tests/lua-empty-test/project/CMakeLists.txt index 4cc8616058..80208d45f0 100644 --- a/tests/lua-empty-test/project/CMakeLists.txt +++ b/tests/lua-empty-test/project/CMakeLists.txt @@ -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 ${COCOS2DX_ROOT_PATH}) else() diff --git a/tests/lua-tests/project/CMakeLists.txt b/tests/lua-tests/project/CMakeLists.txt index ca94d83cc8..b921143522 100644 --- a/tests/lua-tests/project/CMakeLists.txt +++ b/tests/lua-tests/project/CMakeLists.txt @@ -5,13 +5,13 @@ set(APP_NAME lua-tests) project(${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()