mirror of https://github.com/axmolengine/axmol.git
remove unneeded files
This commit is contained in:
parent
8fd8ba97db
commit
b37ef4e1c3
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/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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package org.cocos2dx.lib;
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import java.io.FileInputStream;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import android.content.Context;
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import android.content.res.AssetManager;
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import android.opengl.ETC1Util;
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import android.util.Log;
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public class Cocos2dxETCLoader {
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private static final String ASSETS_PATH = "assets/";
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private static Context context;
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public static boolean loadTexture(String filePath) {
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if (! ETC1Util.isETC1Supported()) {
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return false;
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}
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if (filePath.length() == 0) {
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return false;
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}
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// Create ETC1Texture
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InputStream inputStream = null;
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ETC1Util.ETC1Texture texture = null;
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AssetManager assetManager = null;
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try {
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if (filePath.charAt(0) == '/') {
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// absolute path
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inputStream = new FileInputStream(filePath);
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} else {
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// remove prefix: "assets/"
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if (filePath.startsWith(ASSETS_PATH)) {
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filePath = filePath.substring(ASSETS_PATH.length());
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}
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assetManager = context.getAssets();
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inputStream = assetManager.open(filePath);
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}
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texture = ETC1Util.createTexture(inputStream);
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inputStream.close();
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} catch (Exception e) {
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Log.d("Cocos2dx", "Unable to create texture for " + filePath);
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texture = null;
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}
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if (texture != null) {
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boolean ret = true;
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try {
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final int width = texture.getWidth();
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final int height = texture.getHeight();
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final int length = texture.getData().remaining();
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final byte[] data = new byte[length];
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final ByteBuffer buf = ByteBuffer.wrap(data);
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buf.order(ByteOrder.nativeOrder());
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buf.put(texture.getData());
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nativeSetTextureInfo(width,
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height,
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data,
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length);
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} catch (Exception e)
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{
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Log.d("invoke native function error", e.toString());
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ret = false;
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}
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return ret;
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} else {
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return false;
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}
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}
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public static void setContext(Context context) {
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Cocos2dxETCLoader.context = context;
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}
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private static native void nativeSetTextureInfo(final int width, final int height, final byte[] data,
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final int dataLength);
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}
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@ -1,47 +0,0 @@
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set(EXTENSIONS_SRC
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assets-manager/AssetsManager.cpp
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GUI/CCControlExtension/CCControl.cpp
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GUI/CCControlExtension/CCControlButton.cpp
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GUI/CCControlExtension/CCControlColourPicker.cpp
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GUI/CCControlExtension/CCControlHuePicker.cpp
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GUI/CCControlExtension/CCControlPotentiometer.cpp
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GUI/CCControlExtension/CCControlSaturationBrightnessPicker.cpp
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GUI/CCControlExtension/CCControlSlider.cpp
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GUI/CCControlExtension/CCControlStepper.cpp
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GUI/CCControlExtension/CCControlSwitch.cpp
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GUI/CCControlExtension/CCControlUtils.cpp
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GUI/CCControlExtension/CCInvocation.cpp
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GUI/CCScrollView/CCScrollView.cpp
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GUI/CCScrollView/CCTableView.cpp
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GUI/CCScrollView/CCTableViewCell.cpp
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physics-nodes/CCPhysicsDebugNode.cpp
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physics-nodes/CCPhysicsSprite.cpp
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)
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if(WIN32)
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ADD_DEFINITIONS(-DUNICODE -D_UNICODE)
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set(PLATFORM_EXTENSIONS_SRC
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proj.win32/Win32InputBox.cpp
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)
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elseif(APPLE)
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else()
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endif()
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include_directories(
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..
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)
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add_library(extensions STATIC
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${EXTENSIONS_SRC}
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${PLATFORM_EXTENSIONS_SRC}
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)
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set_target_properties(extensions
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PROPERTIES
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ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
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LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib"
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)
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## Prerequisites:
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* Android NDK
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* Android SDK **OR** Eclipse ADT Bundle
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* Android AVD target installed
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## Building project
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There are two ways of building Android projects.
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1. Eclipse
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2. Command Line
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### Import Project in Eclipse
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####Step 1: C/C++ Environment Variable `NDK_ROOT`
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* Eclipse->Preferences->C/C++->Build->**Environment**.
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* Click **Add** button and add a new variable `NDK_ROOT` pointing to the root NDK directory.
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![Example](https://lh3.googleusercontent.com/-AVcY8IAT0_g/UUOYltoRobI/AAAAAAAAsdM/22D2J9u3sig/s400/cocos2d-x-eclipse-ndk.png)
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* Only for Windows: Add new variables **CYGWIN** with value `nodosfilewarning` and **SHELLOPTS** with value `igncr`
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####Step 2: Adding and running from Eclipse
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![Example](https://lh3.googleusercontent.com/-SLBOu6e3QbE/UUOcOXYaGqI/AAAAAAAAsdo/tYBY2SylOSM/s288/cocos2d-x-eclipse-project-from-code.png) ![Import](https://lh5.googleusercontent.com/-XzC9Pn65USc/UUOcOTAwizI/AAAAAAAAsdk/4b6YM-oim9Y/s400/cocos2d-x-eclipse-import-project.png)
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1. File->New->Project->Android Project From Existing Code
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2. **Browse** to your project directory and Add the project
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3. Click **Run as Android Application** to run on connected device or emulator.
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That's all !!!
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### Running project from Command Line
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$ cd NEW_PROJECTS_DIR/MyGame
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$ cocos run -p android -j 4
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@ -1,87 +0,0 @@
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## Prerequisites:
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* Android NDK
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* Android SDK **OR** Eclipse ADT Bundle
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* Android AVD target installed
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|
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## Building project
|
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||||||
|
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There are two ways of building Android projects.
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||||||
|
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||||||
1. Eclipse
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2. Command Line
|
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||||||
|
|
||||||
### Import Project in Eclipse
|
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||||||
|
|
||||||
#### Features:
|
|
||||||
|
|
||||||
1. Complete workflow from Eclipse, including:
|
|
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* Build C++.
|
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* Clean C++.
|
|
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* Build and Run whole project.
|
|
||||||
* Logcat view.
|
|
||||||
* Debug Java code.
|
|
||||||
* Javascript editor.
|
|
||||||
* Project management.
|
|
||||||
2. True C++ editing, including:
|
|
||||||
* Code completion.
|
|
||||||
* Jump to definition.
|
|
||||||
* Refactoring tools etc.
|
|
||||||
* Quick open C++ files.
|
|
||||||
|
|
||||||
|
|
||||||
#### Setup Eclipse Environment (only once)
|
|
||||||
|
|
||||||
|
|
||||||
**NOTE:** This step needs to be done only once to setup the Eclipse environment for cocos2d-x projects. Skip this section if you've done this before.
|
|
||||||
|
|
||||||
1. Download Eclipse ADT bundle from [Google ADT homepage](http://developer.android.com/sdk/index.html)
|
|
||||||
|
|
||||||
**OR**
|
|
||||||
|
|
||||||
Install Eclipse with Java. Add ADT and CDT plugins.
|
|
||||||
|
|
||||||
2. Only for Windows
|
|
||||||
1. Install [Cygwin](http://www.cygwin.com/) with make (select make package from the list during the install).
|
|
||||||
2. Add `Cygwin\bin` directory to system PATH variable.
|
|
||||||
3. Add this line `none /cygdrive cygdrive binary,noacl,posix=0,user 0 0` to `Cygwin\etc\fstab` file.
|
|
||||||
|
|
||||||
3. Set up Variables:
|
|
||||||
1. Path Variable `COCOS2DX`:
|
|
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* Eclipse->Preferences->General->Workspace->**Linked Resources**
|
|
||||||
* Click **New** button to add a Path Variable `COCOS2DX` pointing to the root cocos2d-x directory.
|
|
||||||
![Example](https://lh5.googleusercontent.com/-oPpk9kg3e5w/UUOYlq8n7aI/AAAAAAAAsdQ/zLA4eghBH9U/s400/cocos2d-x-eclipse-vars.png)
|
|
||||||
|
|
||||||
2. C/C++ Environment Variable `NDK_ROOT`:
|
|
||||||
* Eclipse->Preferences->C/C++->Build->**Environment**.
|
|
||||||
* Click **Add** button and add a new variable `NDK_ROOT` pointing to the root NDK directory.
|
|
||||||
![Example](https://lh3.googleusercontent.com/-AVcY8IAT0_g/UUOYltoRobI/AAAAAAAAsdM/22D2J9u3sig/s400/cocos2d-x-eclipse-ndk.png)
|
|
||||||
* Only for Windows: Add new variables **CYGWIN** with value `nodosfilewarning` and **SHELLOPTS** with value `igncr`
|
|
||||||
|
|
||||||
4. Import libcocos2dx library project:
|
|
||||||
1. File->New->Project->Android Project From Existing Code.
|
|
||||||
2. Click **Browse** button and open `cocos2d-x/cocos2dx/platform/android/java` directory.
|
|
||||||
3. Click **Finish** to add project.
|
|
||||||
|
|
||||||
#### Adding and running from Eclipse
|
|
||||||
|
|
||||||
![Example](https://lh3.googleusercontent.com/-SLBOu6e3QbE/UUOcOXYaGqI/AAAAAAAAsdo/tYBY2SylOSM/s288/cocos2d-x-eclipse-project-from-code.png) ![Import](https://lh5.googleusercontent.com/-XzC9Pn65USc/UUOcOTAwizI/AAAAAAAAsdk/4b6YM-oim9Y/s400/cocos2d-x-eclipse-import-project.png)
|
|
||||||
|
|
||||||
1. File->New->Project->Android Project From Existing Code
|
|
||||||
2. **Browse** to your project directory. eg: `cocos2d-x/cocos2dx/samples/Cpp/TestCpp/proj.android/`
|
|
||||||
3. Add the project
|
|
||||||
4. Click **Run** or **Debug** to compile C++ followed by Java and to run on connected device or emulator.
|
|
||||||
|
|
||||||
|
|
||||||
### Running project from Command Line
|
|
||||||
|
|
||||||
$ cd cocos2d-x/samples/Cpp/TestCpp/proj.android/
|
|
||||||
$ export NDK_ROOT=/path/to/ndk
|
|
||||||
$ ./build_native.sh
|
|
||||||
$ ant debug install
|
|
||||||
|
|
||||||
If the last command results in sdk.dir missing error then do:
|
|
||||||
|
|
||||||
$ android list target
|
|
||||||
$ android update project -p . -t (id from step 6)
|
|
||||||
$ android update project -p cocos2d-x/cocos2dx/platform/android/java/ -t (id from step 6)
|
|
|
@ -1,87 +0,0 @@
|
||||||
## Prerequisites:
|
|
||||||
|
|
||||||
* Android NDK
|
|
||||||
* Android SDK **OR** Eclipse ADT Bundle
|
|
||||||
* Android AVD target installed
|
|
||||||
|
|
||||||
## Building project
|
|
||||||
|
|
||||||
There are two ways of building Android projects.
|
|
||||||
|
|
||||||
1. Eclipse
|
|
||||||
2. Command Line
|
|
||||||
|
|
||||||
### Import Project in Eclipse
|
|
||||||
|
|
||||||
#### Features:
|
|
||||||
|
|
||||||
1. Complete workflow from Eclipse, including:
|
|
||||||
* Build C++.
|
|
||||||
* Clean C++.
|
|
||||||
* Build and Run whole project.
|
|
||||||
* Logcat view.
|
|
||||||
* Debug Java code.
|
|
||||||
* Javascript editor.
|
|
||||||
* Project management.
|
|
||||||
2. True C++ editing, including:
|
|
||||||
* Code completion.
|
|
||||||
* Jump to definition.
|
|
||||||
* Refactoring tools etc.
|
|
||||||
* Quick open C++ files.
|
|
||||||
|
|
||||||
|
|
||||||
#### Setup Eclipse Environment (only once)
|
|
||||||
|
|
||||||
|
|
||||||
**NOTE:** This step needs to be done only once to setup the Eclipse environment for cocos2d-x projects. Skip this section if you've done this before.
|
|
||||||
|
|
||||||
1. Download Eclipse ADT bundle from [Google ADT homepage](http://developer.android.com/sdk/index.html)
|
|
||||||
|
|
||||||
**OR**
|
|
||||||
|
|
||||||
Install Eclipse with Java. Add ADT and CDT plugins.
|
|
||||||
|
|
||||||
2. Only for Windows
|
|
||||||
1. Install [Cygwin](http://www.cygwin.com/) with make (select make package from the list during the install).
|
|
||||||
2. Add `Cygwin\bin` directory to system PATH variable.
|
|
||||||
3. Add this line `none /cygdrive cygdrive binary,noacl,posix=0,user 0 0` to `Cygwin\etc\fstab` file.
|
|
||||||
|
|
||||||
3. Set up Variables:
|
|
||||||
1. Path Variable `COCOS2DX`:
|
|
||||||
* Eclipse->Preferences->General->Workspace->**Linked Resources**
|
|
||||||
* Click **New** button to add a Path Variable `COCOS2DX` pointing to the root cocos2d-x directory.
|
|
||||||
![Example](https://lh5.googleusercontent.com/-oPpk9kg3e5w/UUOYlq8n7aI/AAAAAAAAsdQ/zLA4eghBH9U/s400/cocos2d-x-eclipse-vars.png)
|
|
||||||
|
|
||||||
2. C/C++ Environment Variable `NDK_ROOT`:
|
|
||||||
* Eclipse->Preferences->C/C++->Build->**Environment**.
|
|
||||||
* Click **Add** button and add a new variable `NDK_ROOT` pointing to the root NDK directory.
|
|
||||||
![Example](https://lh3.googleusercontent.com/-AVcY8IAT0_g/UUOYltoRobI/AAAAAAAAsdM/22D2J9u3sig/s400/cocos2d-x-eclipse-ndk.png)
|
|
||||||
* Only for Windows: Add new variables **CYGWIN** with value `nodosfilewarning` and **SHELLOPTS** with value `igncr`
|
|
||||||
|
|
||||||
4. Import libcocos2dx library project:
|
|
||||||
1. File->New->Project->Android Project From Existing Code.
|
|
||||||
2. Click **Browse** button and open `cocos2d-x/cocos2dx/platform/android/java` directory.
|
|
||||||
3. Click **Finish** to add project.
|
|
||||||
|
|
||||||
#### Adding and running from Eclipse
|
|
||||||
|
|
||||||
![Example](https://lh3.googleusercontent.com/-SLBOu6e3QbE/UUOcOXYaGqI/AAAAAAAAsdo/tYBY2SylOSM/s288/cocos2d-x-eclipse-project-from-code.png) ![Import](https://lh5.googleusercontent.com/-XzC9Pn65USc/UUOcOTAwizI/AAAAAAAAsdk/4b6YM-oim9Y/s400/cocos2d-x-eclipse-import-project.png)
|
|
||||||
|
|
||||||
1. File->New->Project->Android Project From Existing Code
|
|
||||||
2. **Browse** to your project directory. eg: `cocos2d-x/cocos2dx/samples/Cpp/CppTests/proj.android/`
|
|
||||||
3. Add the project
|
|
||||||
4. Click **Run** or **Debug** to compile C++ followed by Java and to run on connected device or emulator.
|
|
||||||
|
|
||||||
|
|
||||||
### Running project from Command Line
|
|
||||||
|
|
||||||
$ cd cocos2d-x/samples/Cpp/CppTests/proj.android/
|
|
||||||
$ export NDK_ROOT=/path/to/ndk
|
|
||||||
$ ./build_native.sh
|
|
||||||
$ ant debug install
|
|
||||||
|
|
||||||
If the last command results in sdk.dir missing error then do:
|
|
||||||
|
|
||||||
$ android list target
|
|
||||||
$ android update project -p . -t (id from step 6)
|
|
||||||
$ android update project -p cocos2d-x/cocos2dx/platform/android/java/ -t (id from step 6)
|
|
|
@ -1,87 +0,0 @@
|
||||||
## Prerequisites:
|
|
||||||
|
|
||||||
* Android NDK
|
|
||||||
* Android SDK **OR** Eclipse ADT Bundle
|
|
||||||
* Android AVD target installed
|
|
||||||
|
|
||||||
## Building project
|
|
||||||
|
|
||||||
There are two ways of building Android projects.
|
|
||||||
|
|
||||||
1. Eclipse
|
|
||||||
2. Command Line
|
|
||||||
|
|
||||||
### Import Project in Eclipse
|
|
||||||
|
|
||||||
#### Features:
|
|
||||||
|
|
||||||
1. Complete workflow from Eclipse, including:
|
|
||||||
* Build C++.
|
|
||||||
* Clean C++.
|
|
||||||
* Build and Run whole project.
|
|
||||||
* Logcat view.
|
|
||||||
* Debug Java code.
|
|
||||||
* Javascript editor.
|
|
||||||
* Project management.
|
|
||||||
2. True C++ editing, including:
|
|
||||||
* Code completion.
|
|
||||||
* Jump to definition.
|
|
||||||
* Refactoring tools etc.
|
|
||||||
* Quick open C++ files.
|
|
||||||
|
|
||||||
|
|
||||||
#### Setup Eclipse Environment (only once)
|
|
||||||
|
|
||||||
|
|
||||||
**NOTE:** This step needs to be done only once to setup the Eclipse environment for cocos2d-x projects. Skip this section if you've done this before.
|
|
||||||
|
|
||||||
1. Download Eclipse ADT bundle from [Google ADT homepage](http://developer.android.com/sdk/index.html)
|
|
||||||
|
|
||||||
**OR**
|
|
||||||
|
|
||||||
Install Eclipse with Java. Add ADT and CDT plugins.
|
|
||||||
|
|
||||||
2. Only for Windows
|
|
||||||
1. Install [Cygwin](http://www.cygwin.com/) with make (select make package from the list during the install).
|
|
||||||
2. Add `Cygwin\bin` directory to system PATH variable.
|
|
||||||
3. Add this line `none /cygdrive cygdrive binary,noacl,posix=0,user 0 0` to `Cygwin\etc\fstab` file.
|
|
||||||
|
|
||||||
3. Set up Variables:
|
|
||||||
1. Path Variable `COCOS2DX`:
|
|
||||||
* Eclipse->Preferences->General->Workspace->**Linked Resources**
|
|
||||||
* Click **New** button to add a Path Variable `COCOS2DX` pointing to the root cocos2d-x directory.
|
|
||||||
![Example](https://lh5.googleusercontent.com/-oPpk9kg3e5w/UUOYlq8n7aI/AAAAAAAAsdQ/zLA4eghBH9U/s400/cocos2d-x-eclipse-vars.png)
|
|
||||||
|
|
||||||
2. C/C++ Environment Variable `NDK_ROOT`:
|
|
||||||
* Eclipse->Preferences->C/C++->Build->**Environment**.
|
|
||||||
* Click **Add** button and add a new variable `NDK_ROOT` pointing to the root NDK directory.
|
|
||||||
![Example](https://lh3.googleusercontent.com/-AVcY8IAT0_g/UUOYltoRobI/AAAAAAAAsdM/22D2J9u3sig/s400/cocos2d-x-eclipse-ndk.png)
|
|
||||||
* Only for Windows: Add new variables **CYGWIN** with value `nodosfilewarning` and **SHELLOPTS** with value `igncr`
|
|
||||||
|
|
||||||
4. Import libcocos2dx library project:
|
|
||||||
1. File->New->Project->Android Project From Existing Code.
|
|
||||||
2. Click **Browse** button and open `cocos2d-x/cocos2dx/platform/android/java` directory.
|
|
||||||
3. Click **Finish** to add project.
|
|
||||||
|
|
||||||
#### Adding and running from Eclipse
|
|
||||||
|
|
||||||
![Example](https://lh3.googleusercontent.com/-SLBOu6e3QbE/UUOcOXYaGqI/AAAAAAAAsdo/tYBY2SylOSM/s288/cocos2d-x-eclipse-project-from-code.png) ![Import](https://lh5.googleusercontent.com/-XzC9Pn65USc/UUOcOTAwizI/AAAAAAAAsdk/4b6YM-oim9Y/s400/cocos2d-x-eclipse-import-project.png)
|
|
||||||
|
|
||||||
1. File->New->Project->Android Project From Existing Code
|
|
||||||
2. **Browse** to your project directory. eg: `cocos2d-x/cocos2dx/samples/Cpp/TestCpp/proj.android/`
|
|
||||||
3. Add the project
|
|
||||||
4. Click **Run** or **Debug** to compile C++ followed by Java and to run on connected device or emulator.
|
|
||||||
|
|
||||||
|
|
||||||
### Running project from Command Line
|
|
||||||
|
|
||||||
$ cd cocos2d-x/samples/Cpp/TestCpp/proj.android/
|
|
||||||
$ export NDK_ROOT=/path/to/ndk
|
|
||||||
$ ./build_native.sh
|
|
||||||
$ ant debug install
|
|
||||||
|
|
||||||
If the last command results in sdk.dir missing error then do:
|
|
||||||
|
|
||||||
$ android list target
|
|
||||||
$ android update project -p . -t (id from step 6)
|
|
||||||
$ android update project -p cocos2d-x/cocos2dx/platform/android/java/ -t (id from step 6)
|
|
Loading…
Reference in New Issue