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

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@ -1,11 +1,11 @@
# cocos-re - Cocos2dx Refine # Engine-x
[![Android Build Status](https://github.com/c4games/cocos-re/workflows/android/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aandroid) [![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/cocos-re/workflows/ios/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aios) [![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/cocos-re/workflows/win32/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Awin32) [![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/cocos-re/workflows/linux/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Alinux) [![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/cocos-re/workflows/osx/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aosx) [![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.** **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 * 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)** * **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+ * python-2.7.17+, python-3.7+
#### Prerequisites #### Prerequisites
1. Enter ```cocos-re``` root directory 1. Enter ```engine-x``` root directory
2. Run ```python download-deps.py``` 2. Run ```python download-deps.py```
3. Run ```python setup.py```, restart console after finish 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) 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) 3. Execute follow command at command line(Console, Window Terminal or Powershell)
```bat ```bat
cd cocos-re\ cd engine-x\
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
``` ```
@ -63,7 +63,7 @@
#### Android #### Android
1. Install Android Studio 4.0+ 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 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: 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 Platform 28 r3
* Android SDK Build-Tools 29.0.2 * Android SDK Build-Tools 29.0.2
@ -93,7 +93,7 @@
5. Notes 5. Notes
a. **The code sign required to run ios app on device, just change bundle identifier until the auto manage siging solved** 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 ### Pitfalls
* ThreadLocalStorage(TLS) * ThreadLocalStorage(TLS)
@ -102,5 +102,5 @@
- the openal-soft maintained by kcat use TLS - the openal-soft maintained by kcat use TLS
### Reference links ### 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 * official v4: https://github.com/cocos2d/cocos2d-x

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@ -1,11 +1,11 @@
# cocos-re - Cocos2dx Refine # Engine-x
[![Android Build Status](https://github.com/c4games/cocos-re/workflows/android/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aandroid) [![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/cocos-re/workflows/ios/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aios) [![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/cocos-re/workflows/win32/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Awin32) [![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/cocos-re/workflows/linux/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Alinux) [![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/cocos-re/workflows/osx/badge.svg)](https://github.com/c4games/cocos-re/actions?query=workflow%3Aosx) [![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...** **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 * 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)** * **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 ### 快速开始
@ -46,7 +46,7 @@
* python-2.7.17+, python-3.7+都可以 * python-2.7.17+, python-3.7+都可以
#### 准备步骤 #### 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 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 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 2. 确保Visual Studio 2019以正确安装
3. 执行下面的命令 3. 执行下面的命令
```bat ```bat
cd cocos-re cd engine-x
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 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 #### Android
1. 安装 Android Studio 4.0或更高版本 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. 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: 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 Platform 28 r3 (在SDK Platforms页签)
* Android SDK Build-Tools 29.0.2 * 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``` 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: 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``` ```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 ```sh
# for device arm64 # for device arm64
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake
@ -98,8 +98,8 @@
### QQ交流群 ### 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 ### 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 * official v4: https://gitee.com/mirrors/cocos2d-x

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@ -96,7 +96,7 @@ endif()
function(use_cocos2dx_compile_define target) function(use_cocos2dx_compile_define target)
target_compile_definitions(${target} PUBLIC $<$<CONFIG:Debug>:COCOS2D_DEBUG=1>) 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_CGTYPES=0)
# target_compile_definitions(${target} PUBLIC CP_USE_DOUBLES=0) # target_compile_definitions(${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 ### Linux
```sh ```sh
cd cocos-re cd engine-x
mkdir linux-build && cd linux-build mkdir linux-build && cd linux-build
cmake .. cmake ..
make make
@ -28,7 +28,7 @@ Execute `make help` to see all build targets, `make <target>` build specified ta
### Generate Visual Studio projects ### Generate Visual Studio projects
```sh ```sh
cd cocos-re cd engine-x
mkdir win32-build && cd win32-build mkdir win32-build && cd win32-build
cmake .. -G"Visual Studio 16 2019" 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 ### Generate macOS Project
```sh ```sh
cd cocos-re cd engine-x
mkdir mac-build && cd mac-build mkdir mac-build && cd mac-build
cmake .. -GXcode cmake .. -GXcode
open cocos-re.xcodeproj open engine-x.xcodeproj
``` ```
### Generate iOS Project ### Generate iOS Project
```sh ```sh
cd cocos-re cd engine-x
mkdir ios-build && cd ios-build mkdir ios-build && cd ios-build
cmake .. -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake 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? #### 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`. 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. 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 ##### 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. 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 ### 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 ```sh
# android native code build type # 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 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 ## 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 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 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() endif()
# The version number # The version number
set(COCOSRE_VERSION 1.0) set(ENGINEX_VERSION 1.0)
if(NOT DEFINED COCOSRE_CORE_LIB) if(NOT DEFINED ENGINEX_CORE_LIB)
set(COCOSRE_CORE_LIB cocos2d CACHE INTERNAL "The EGNX core lib name" ) set(ENGINEX_CORE_LIB cocos2d CACHE INTERNAL "The engine-x core lib name" )
endif() endif()
if (NOT DEFINED CC_FORCE_USE_GLES) if (NOT DEFINED CC_FORCE_USE_GLES)
@ -118,7 +118,7 @@ set(COCOS_SRC cocos2d.cpp
list(APPEND COCOS_SRC ${COCOS_HEADER}) list(APPEND COCOS_SRC ${COCOS_HEADER})
add_library(${COCOSRE_CORE_LIB} ${COCOS_SRC}) add_library(${ENGINEX_CORE_LIB} ${COCOS_SRC})
# if (NOT APPLE) # if (NOT APPLE)
# set_source_files_properties("audio/src/AudioEngineImpl.mm" PROPERTIES LANGUAGE CXX) # set_source_files_properties("audio/src/AudioEngineImpl.mm" PROPERTIES LANGUAGE CXX)
@ -126,16 +126,16 @@ add_library(${COCOSRE_CORE_LIB} ${COCOS_SRC})
# use external libs # use external libs
add_subdirectory(${COCOS2DX_ROOT_PATH}/external ${ENGINE_BINARY_PATH}/external) add_subdirectory(${COCOS2DX_ROOT_PATH}/external ${ENGINE_BINARY_PATH}/external)
target_link_libraries(${COCOSRE_CORE_LIB} external) target_link_libraries(${ENGINEX_CORE_LIB} external)
# add base macro define and compile options # add base macro define and compile options
use_cocos2dx_compile_define(${COCOSRE_CORE_LIB}) use_cocos2dx_compile_define(${ENGINEX_CORE_LIB})
use_cocos2dx_compile_options(${COCOSRE_CORE_LIB}) use_cocos2dx_compile_options(${ENGINEX_CORE_LIB})
# use all platform related system libs # use all platform related system libs
use_cocos2dx_libs_depend(${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}
PUBLIC ${COCOS2DX_ROOT_PATH}/external PUBLIC ${COCOS2DX_ROOT_PATH}/external
PUBLIC ${COCOS2DX_ROOT_PATH}/extensions PUBLIC ${COCOS2DX_ROOT_PATH}/extensions
@ -149,12 +149,12 @@ target_include_directories(${COCOSRE_CORE_LIB}
INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/platform/${PLATFORM_FOLDER} INTERFACE ${COCOS2DX_ROOT_PATH}/cocos/platform/${PLATFORM_FOLDER}
) )
set_target_properties(${COCOSRE_CORE_LIB} set_target_properties(${ENGINEX_CORE_LIB}
PROPERTIES PROPERTIES
ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib" ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib" LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib" RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
VERSION "${COCOSRE_VERSION}" VERSION "${ENGINEX_VERSION}"
FOLDER "Internal" FOLDER "Internal"
) )
@ -164,13 +164,13 @@ set_target_properties(${COCOSRE_CORE_LIB}
# endif() # endif()
if(XCODE OR VS) if(XCODE OR VS)
cocos_mark_code_files("${COCOSRE_CORE_LIB}") cocos_mark_code_files("${ENGINEX_CORE_LIB}")
endif() endif()
if(WINDOWS) if(WINDOWS)
# precompiled header. Compilation time speedup ~4x. # precompiled header. Compilation time speedup ~4x.
target_sources(${COCOSRE_CORE_LIB} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp") target_sources(${ENGINEX_CORE_LIB} PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp")
set_target_properties(${COCOSRE_CORE_LIB} PROPERTIES COMPILE_FLAGS "/Yuprecheader.h /FIprecheader.h") 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") set_source_files_properties("${CMAKE_CURRENT_SOURCE_DIR}/precheader.cpp" PROPERTIES COMPILE_FLAGS "/Ycprecheader.h")
# compile c as c++. needed for precompiled header # compile c as c++. needed for precompiled header
set_source_files_properties(${COCOS_SPINE_SRC} base/ccFPSImages.c PROPERTIES LANGUAGE CXX) 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) #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+ # # 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 # # 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() #endif()

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@ -71,7 +71,7 @@
#endif #endif
// !FIXME: the previous version of cocos2d::log not thread safe // !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) #if !defined(CC_LOG_MULTITHREAD)
#define CC_LOG_MULTITHREAD 1 #define CC_LOG_MULTITHREAD 1
#endif #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 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 * @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.). * 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); 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 startNode specify the snapshot Node. It should be cocos2d::Scene
* @param scale * @param scale
* @returns: return a Image, then can call saveToFile to save the image as "xxx.png or xxx.jpg". * @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); 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 // 0x00 HI ME LO
// 00 03 08 00 // 00 03 08 00
#define COCOSRE_VERSION 0x00010000
#define COCOSRE_VERSION 0x00010000 #define ENGINEX_VERSION 0x00010000
#define COCOS2D_VERSION 0x00040000 #define COCOS2D_VERSION 0x00040000
#define ENGINEX_VERSION COCOSRE_VERSION #define EGNX_VERSION ENGINEX_VERSION
// //
// all cocos2d include files // 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 * see: https://cdn.imgtec.com/sdk-documentation/PVR+File+Format.Specification.pdf
*/ */
static backend::PixelFormat getDevicePVRPixelFormat(backend::PixelFormat format) static backend::PixelFormat getDevicePVRPixelFormat(backend::PixelFormat format)

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@ -144,7 +144,7 @@ enum class PixelFormat : uint32_t
D24S8, D24S8,
//!!!Please append depth stencil pixel format //!!!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, COUNT,
NONE = 0xffff NONE = 0xffff

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

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

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

View File

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

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@ -26,11 +26,11 @@ THE SOFTWARE.
''' '''
This script will install environment variables needed to by cocos2d-x. It will set these envrironment variables: 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 https://github.com/cocos2d/cocos2d-console
* ANDROID_NDK: used to build android native codes * ANDROID_NDK: used to build android native codes
* ANDROID_SDK: used to generate applicatoin on Android through commands * 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: 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 pass
from optparse import OptionParser from optparse import OptionParser
COCOS_RE_ROOT = 'COCOS_RE_ROOT' ENGINEX_ROOT = 'ENGINEX_ROOT'
COCOS_RE_CONSOLE_ROOT = 'COCOS_RE_CONSOLE_ROOT' ENGINEX_CONSOLE_ROOT = 'ENGINEX_CONSOLE_ROOT'
ANDROID_NDK = 'ANDROID_NDK' ANDROID_NDK = 'ANDROID_NDK'
ANDROID_SDK = 'ANDROID_SDK' ANDROID_SDK = 'ANDROID_SDK'
@ -451,41 +451,41 @@ class SetEnvVar(object):
print(" ->Add directory \"%s\" into PATH failed!\n" % add_dir) print(" ->Add directory \"%s\" into PATH failed!\n" % add_dir)
def set_console_root(self): def set_console_root(self):
print("->Check environment variable %s" % COCOS_RE_CONSOLE_ROOT) print("->Check environment variable %s" % ENGINEX_CONSOLE_ROOT)
cocos_consle_root = os.path.join( enginex_console_root = os.path.join(
self.current_absolute_path, 'tools', 'cocos2d-console', 'bin') 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: if old_dir is None:
# add environment variable # add environment variable
if self._isWindows(): if self._isWindows():
self.set_windows_path(cocos_consle_root) self.set_windows_path(enginex_console_root)
self._set_environment_variable( self._set_environment_variable(
COCOS_RE_CONSOLE_ROOT, cocos_consle_root) ENGINEX_CONSOLE_ROOT, enginex_console_root)
else: else:
if old_dir == cocos_consle_root: if old_dir == enginex_console_root:
# is same with before, nothing to do # is same with before, nothing to do
return return
# update the environment variable # update the environment variable
if self._isWindows(): if self._isWindows():
self.remove_dir_from_win_path(old_dir) 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): def set_enginex_root(self):
print("->Check environment variable %s" % COCOS_RE_ROOT) print("->Check environment variable %s" % ENGINEX_ROOT)
cocos_re_root = self.current_absolute_path enginex_root = self.current_absolute_path
old_dir = self._find_environment_variable(COCOS_RE_ROOT) old_dir = self._find_environment_variable(ENGINEX_ROOT)
if old_dir is None: if old_dir is None:
# add environment variable # add environment variable
self._set_environment_variable(COCOS_RE_ROOT, cocos_re_root) self._set_environment_variable(ENGINEX_ROOT, enginex_root)
else: else:
if old_dir == cocos_re_root: if old_dir == enginex_root:
# is same with before, nothing to do # is same with before, nothing to do
return 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): def _force_update_unix_env(self, var_name, value):
import re import re
@ -642,10 +642,9 @@ class SetEnvVar(object):
self.file_used_for_setup = self._get_filepath_for_setup() self.file_used_for_setup = self._get_filepath_for_setup()
self.set_cocos_re_root() self.set_enginex_root()
self.set_console_root() self.set_console_root()
if self._isWindows(): if self._isWindows():
print( print(
'->Configuration for Android platform only, you can also skip and manually edit your environment variables\n') '->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(${APP_NAME}) project(${APP_NAME})
if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloCpp into root project if(NOT DEFINED BUILD_ENGINE_DONE) # to test HelloCpp into root project
set(cocos_re_root "$ENV{COCOS_RE_ROOT}") set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(cocos_re_root STREQUAL "") if(ENGINEX_ROOT STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}") set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif() endif()
if(NOT (cocos_re_root STREQUAL "")) if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}") message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "${cocos_re_root}") set(COCOS2DX_ROOT_PATH "${ENGINEX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH}) string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else() 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() endif()
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/) 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") config_android_shared_libs("org.cocos2dx.lib" "${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/src")
endif() endif()
target_link_libraries(${APP_NAME} ${COCOSRE_CORE_LIB}) target_link_libraries(${APP_NAME} ${ENGINEX_CORE_LIB})
target_include_directories(${APP_NAME} target_include_directories(${APP_NAME}
PRIVATE Classes PRIVATE Classes
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/ PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/

View File

@ -27,17 +27,17 @@ set(APP_NAME HelloLua)
project(${APP_NAME}) project(${APP_NAME})
set(cocos_re_root "$ENV{COCOS_RE_ROOT}") set(ENGINEX_ROOT "$ENV{ENGINEX_ROOT}")
if(cocos_re_root STREQUAL "") if(ENGINEX_ROOT STREQUAL "")
set(cocos_re_root "$ENV{COCOS2DX_ROOT}") set(ENGINEX_ROOT "$ENV{COCOS2DX_ROOT}")
endif() endif()
if(NOT (cocos_re_root STREQUAL "")) if(NOT (ENGINEX_ROOT STREQUAL ""))
message(STATUS "Using system env var COCOS_RE_ROOT=${cocos_re_root}") message(STATUS "Using system env var ENGINEX_ROOT=${ENGINEX_ROOT}")
set(COCOS2DX_ROOT_PATH "${cocos_re_root}") set(COCOS2DX_ROOT_PATH "${ENGINEX_ROOT}")
string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH}) string(REPLACE "\\" "/" COCOS2DX_ROOT_PATH ${COCOS2DX_ROOT_PATH})
else() 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() endif()
set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src) set(RUNTIME_SRC_ROOT ${CMAKE_CURRENT_SOURCE_DIR}/frameworks/runtime-src)

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

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

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

View File

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

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