diff --git a/README.md b/README.md index 8a343a90af..88fa7f65c0 100644 --- a/README.md +++ b/README.md @@ -11,7 +11,7 @@ [![Linux Build Status](https://github.com/adxeproject/adxe/workflows/linux/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Alinux) [![macOS Build Status](https://github.com/adxeproject/adxe/workflows/osx/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aosx) -**This is another more radical fork of *Cocos2d-x-4.0*, use OpenAL for all platforms, single texture multi GPU texture handler, C++ 17 and some more (see 'Highlight Features' for more info).** +**This is another more radical fork of *Cocos2d-x-4.0*, it has Full Support OpenAL for all platforms, single texture multi GPU texture handler, C++ 17 and more! (see 'Highlighted Features' for more info).** ### View code with vscode online: - [![github1s](https://img.shields.io/badge/github1s-green.svg)](https://github1s.com/adxeproject/adxe) @@ -22,39 +22,39 @@ ### Purpose Summary * C++ 17 -* Focus on native game dev (quick starting, easy to use, fast) +* Focuses on native game dev (easy to use, fast deployment, intuitive) * Bugfixes ASAP -### Highlight Features +### Highlighted Features * Windows x64 build support -* Reimplement HttpClient based on yasio for process http request concorrently. -* **More clearly third-party libs ['Upstream-Version-License'](thirdparty/README.md) for easy to publish your commercial apps based on adxe. Also some links to third party libs which supporting adxe too.** +* Reimplement HttpClient based on yasio for concorrent http requests processing. +* **clearer third-party libs ['Upstream-Version-License'](thirdparty/README.md) for easier publishing of your commercial apps based on adxe. Also some links to third party libs which support adxe too.** * Refactor AudioEngine, OpenAL for all platforms - * [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DBUILD_DEP_ALSOFT=ON to cmake to force enable it - * [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```BUILD_DEP_ALSOFT``` option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still available. + * [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DBUILD_DEP_ALSOFT=ON to cmake to force enabling it + * [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```BUILD_DEP_ALSOFT``` option specified, cmake script will choose it on osx/ios, even though it was marked as deprecated, but still available. * Refactor UserDefault with [mio](https://github.com/mandreyel/mio) -* Modularize all optional extension, move from engine core to folder extensions +* Modularize all optional extensions, move from engine core folder to an extensions folder * Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ... -* Use modern GL loader ```Glad``` +* Use a modern GL loader ```Glad``` * Google [angle](https://github.com/google/angle) renderer backend support * C++ 17 standard * IOS SDK 9.0 as minimal deployment * Use fast pugixml * Use [curl](https://github.com/curl/curl) for transferring data with URL syntax -* Use SAX parser for all plist file +* Use SAX parser for all plist files * Spine-3.8 support * Extension ```FairyGUI``` support -* ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder) -* ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder) +* ASTC 4x4/6x6/8x8 support (if hardware decoding is not supported, then software decoding is used) +* ETC2 RGB/RGBA support (if hardware decoding is not supported, then software decoding is used) * Supported 2D physics engines (see also [Wiki](https://github.com/adxeproject/adxe-wiki)): * Box2D * Box2D-optimized * Chipmunk2D * Supported 3D physics engines: * Bullet Physics SDK -* **ImGui 1.87 integrated, easy to write game embedded tools, very ease to use, please read [ImGuiEXT](extensions/ImGuiEXT/README.md)** +* **ImGui 1.87 integrated, easy to write game embedded tools, very easy to use, read [ImGuiEXT](extensions/ImGuiEXT/README.md) for more info** -Open [Wiki](https://github.com/adxeproject/adxe-wiki) for additional information and see [Milestones](https://github.com/adxeproject/adxe/milestones) for planed feature too. +Open [Wiki](https://github.com/adxeproject/adxe-wiki) for additional information and see [Milestones](https://github.com/adxeproject/adxe/milestones) for planed features too. ### Quick Start @@ -63,12 +63,12 @@ Open [Wiki](https://github.com/adxeproject/adxe-wiki) for additional information #### Prerequisites 1. Enter ```adxe``` root directory - 2. Run ```python setup.py```, restart console after finish + 2. Run ```python setup.py```, restart the console after it has finished for environment variables to take effect #### Windows (64/32 bit Visual Studio 2019/2022) 1. Install [CMake](https://cmake.org/) 3.14+ - 2. Install Visual Studio 2019/2022 (it's recommend you use only this versions) - 3. Execute follow command at command line (Console, Window Terminal or Powershell) + 2. Install Visual Studio 2019/2022 (it's recommended that you only use these versions) + 3. Execute the following commands in a command line (Console, Window Terminal or Powershell) ```cd adxe ``` - for 32 bit Visual Studio 2019: @@ -80,24 +80,24 @@ Open [Wiki](https://github.com/adxeproject/adxe-wiki) for additional information - for 64 bit Visual Studio 2022: ```cmake -S . -B build -G "Visual Studio 17 2022" -A x64``` - Build excecutable on command line (e.g. cpp-tests): + Build excecutable in a command line (e.g. cpp-tests): ```msbuild .\build\adxe.sln -target:cpp-tests -maxCpuCount``` #### Android 1. Install Android Studio 2021.1.1+ - 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 ```adxe\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: + 2. When starting Android Studio for the first time, It will guide you to install the SDK and other tools, just install them + 3. Start Android and choose [Open an existing Android Studio Project] and select ```adxe\tests\cpp-tests\proj.android``` + 4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose the following tools and click the button ```Apply``` to install them: * Android SDK Platform 29 r5 * Android SDK Build-Tools 29.0.2 * NDK r19c+ * CMake 3.10+ - 5. Waiting for ```Gradle sync``` finish. - 6. Remark: If you use non-sdk provided CMake edition, you need download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory + 5. Wait for ```Gradle sync``` finish. + 6. Note: If you use non-sdk provided CMake edition, you will need to download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory #### iOS - 1. Ensure xcode11+ & [cmake3.21+](https://github.com/Kitware/CMake/releases) installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install``` - 2. Execute follow command + 1. Ensure xcode11+ & [cmake3.21+](https://github.com/Kitware/CMake/releases) are installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install``` + 2. Execute the following command ```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer``` 3. Generate xcode project - for any device @@ -109,10 +109,10 @@ Open [Wiki](https://github.com/adxeproject/adxe-wiki) for additional information - for simulator x86_64: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=x86_64``` - 4. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets. + 4. After cmake finishes generating, you can open the xcode project at ```build``` folder and run cpp-tests or other test targets. 5. Notes - - **The code sign required to run ios app on device, just change bundle identifier until the auto manage signing solved** - - **adxe only provide armv7, arm64, x86_64 prebuilt libraries for ios** + - **The code signing is required to run the ios app on your device, just change the bundle identifier until the auto manage signing is solved** + - **adxe only provides armv7, arm64, x86_64 prebuilt libraries for ios** ### New Project - Cpp: `adxe new -p org.adxe.hellocpp -d D:\dev\projects\ -l cpp --portrait HelloCpp` @@ -122,10 +122,10 @@ Open [Wiki](https://github.com/adxeproject/adxe-wiki) for additional information * ThreadLocalStorage (TLS) - ios x86 simulator ios>=10 and adxe no longer provide x86 libraries - ios x64 or devices (armv7, arm64) ios sdk>=9.0 - - the 'OpenAL Soft' maintained by kcat use TLS + - the 'OpenAL Soft' maintained by kcat uses TLS ### Reference links - * Official Cocos2d-x: https://github.com/cocos2d/cocos2d-x + * Official Cocos2d-x Repo: https://github.com/cocos2d/cocos2d-x ### Contributing guide https://github.com/adxeproject/adxe/discussions/411 @@ -139,77 +139,77 @@ https://github.com/adxeproject/adxe/discussions/411 ![Alt](https://repobeats.axiom.co/api/embed/e46f10898672224fde3b102d81a28482164faf2e.svg "Repobeats analytics image") -### Fully changes since cocos2d-x-4.0 +### Full changes since cocos2d-x-4.0 -- [HIGHLIGHT] Improve spine RTTI compare performance when compiler string pooling enabled +- [HIGHLIGHT] Improve spine RTTI compare performance when compiler string pooling is enabled - [HIGHLIGHT] Implement Windows WebView using WebView2 Edge Chromium, thanks to @rh101 - [HIGHLIGHT] Windows x64 build support - [HIGHLIGHT] Support custom texture atlas formats, thanks to @rh101 - [HIGHLIGHT] Downloader realtime md5 checksum calculation support - [HIGHLIGHT] Decompress astc parallel support - [HIGHLIGHT] Reimplement HttpClient based on yasio for concurrent http request support -- [HIGHLIGHT] Improve Lua RTTI performance and less memory cost +- [HIGHLIGHT] Improve Lua RTTI performance and increase memory efficiency - [HIGHLIGHT] Virtual File System support, thanks to @rh101 -- [HIGHLIGHT] Refactor lua loader, speed up 30%+ +- [HIGHLIGHT] Refactor lua loader, gain 30%+ speed - [HIGHLIGHT] Update plainlua version to 5.4.3 -- [HIGHLIGHT] Use Openal-Soft for all platform -- [HIGHLIGHT] Refactor UserDefault with mio, speed up 100x+ +- [HIGHLIGHT] Use Openal-Soft for all platforms +- [HIGHLIGHT] Refactor UserDefault with mio, gain 100x+ speed - [HIGHLIGHT] Implement all .wav formats supported by Openal-Soft, such as MS-ADPCM, ADPCM -- [HIGHLIGHT] Use modern GL loader Glad +- [HIGHLIGHT] Use a modern GL loader Glad - [HIGHLIGHT] Google angle renderer backend support - [HIGHLIGHT] Update codebase to C++ 17 standard - [HIGHLIGHT] Remove tinyxml2 - [HIGHLIGHT] Use fast pugixml - [HIGHLIGHT] Spine-3.6~4.0 support -- [HIGHLIGHT] ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder) -- [HIGHLIGHT] ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder) +- [HIGHLIGHT] ASTC 4x4/6x6/8x8 support (if hardware decoding is not present, software decoding will be used instead) +- [HIGHLIGHT] ETC2 RGB/RGBA support (if hardware decoding is not present, software decoding will be used instead) - [HIGHLIGHT] ImGui integrated for PC platforms - [HIGHLIGHT] Extension FairyGUI support - [HIGHLIGHT] Use curl for transferring data with URL syntax -- [HIGHLIGHT] Modularize all optional extension, move from engine core to folder extensions -- [HIGHLIGHT] Improve thirdparty libs building, 99% of them build from sources or github actions with latest toolchain, see also: `adxeproject/buildware` -- [HIGHLIGHT] Add new API `Director::setChildrenIndexerEnabled` for speed up getChildByTag & getChildByName support -- [HIGHLIGHT] Add new API `FontFreeType::setStreamParsingEnabled` for stream parsing support, it's very useful for reduce memory cost when load large .ttf font file +- [HIGHLIGHT] Modularize all optional extension, move from engine core folder to an extensions folder +- [HIGHLIGHT] Improve thirdparty library building, 99% of builds are from sources or github actions with latest toolchain, see also: `adxeproject/buildware` +- [HIGHLIGHT] Added a new API `Director::setChildrenIndexerEnabled` for speeding up getChildByTag & getChildByName support +- [HIGHLIGHT] Added a new API `FontFreeType::setStreamParsingEnabled` for stream parsing support, it's very useful for reducing memory cost when loading a large .ttf font file - [HIGHLIGHT] Remove all unnecessary `std::nothrow` stubs - [HIGHLIGHT] Use c++17 string_view instead `const std::string&` -- [NEW] Add int64_t/uint64_t support for `cocos2d::Value` -- [Fix] Fix Label overflow shrink bug -- [FIX] Fix uniform location mismatch when more than 1 spine with different shaders -- [FIX] Fix imgui draw frame cause afterimage when game scene nothing to draw -- [FIX] Set global Z value of label debug layer to be the same as the parent label to fix display issue -- [FIX] Use TTF scaled metrics to calculate line height, thanks to @rh101 -- [FIX] Fix Memory leak in ShaderModuleGL::getErrorLog(), thanks to @Xrysnow -- [FIX] Fix console output text encoding for win32 -- [FIX] Fix charset process for fontName on win32 -- [FIX] Fix Crash on ParticleBatchNode::updateProgramStateTexture() -- [FIX] Fix Crash on SpriteBatchNode::appendChild when CC_SPRITE_DEBUG_DRAW==1 -- [FIX] Fix Lua can't get `unsigned char` or `unsigned int` values of `ValueMap` -- [FIX] Fix crash on AudioEngine::end after the `Director` was destroyed -- [FIX] Fix font atlas will leak when it does not exist in the atlas cache, thanks to @rh101 -- [FIX] Fix ScrollView shows incorrect position in vertical direction some time, thanks to @wzhengsen -- [FIX] Fix Spine ClippingAttachment doesn't work +- [NEW] Added int64_t/uint64_t support for `cocos2d::Value` +- [Fix] Fixed Label overflow shrink bug +- [FIX] Fixed uniform location mismatch when having more than 1 spine with different shaders +- [FIX] Fixed imgui draw frame cause afterimage when game scene nothing to draw +- [FIX] Set global Z value of label debug layer to be the same as the parent label to fix display issues +- [FIX] Using TTF scaled metrics to calculate line height, thanks to @rh101 +- [FIX] Fixed Memory leak in ShaderModuleGL::getErrorLog(), thanks to @Xrysnow +- [FIX] Fixed console output text encoding for win32 +- [FIX] Fixed charset processing for fontName on win32 +- [FIX] Fixed A crash on ParticleBatchNode::updateProgramStateTexture() +- [FIX] Fixed A crash on SpriteBatchNode::appendChild when CC_SPRITE_DEBUG_DRAW==1 +- [FIX] Fixed A bug where Lua can't get `unsigned char` or `unsigned int` values of a `ValueMap` +- [FIX] Fixed A crash on AudioEngine::end after the `Director` has been destroyed +- [FIX] Fixed font atlas memory leaking when it doesn't exist in the atlas cache, thanks to @rh101 +- [FIX] Fixed A bug where ScrollView randomly shows in an incorrect position vertically, thanks to @wzhengsen +- [FIX] Fixed Spine ClippingAttachment not working - [REFINE] CCValue move construct and assign with std::string support -- [REFINE] Improve windows dev workflow, use working directory instead copy resources to build binary directory +- [REFINE] Improve windows dev workflow, use working directory instead of copying resources to build binary directory manually - [REFINE] Add lua debug project file to lua project template - [REFINE] Remove lua 64bit spec search path, since we can compile compatible bytecode for both plainlua and luajit -- [REFINE] Put stats labels to safe origin to make sure we can see it integral at some mobile device +- [REFINE] Put stats labels to a safe origin to make sure we can see it integral at some mobile device - [REFINE] Improve cmake scripts - [REFINE] Replace deprecated repo `jcenter` with `mavenCentral` - [REFINE] Lua-5.4 compatible - [REFINE] Improve cmdline-tools -- [REFINE] Ensure label underline node has the same global Z value as the label node to fix visibility issue when global Z is not 0 +- [REFINE] Ensure label underline node has the same global Z value as the label node to fix visibility issues when global Z value is not 0 - [REFINE] Improve android astc support check - [REFINE] Improve the "Physics part" (#379), thanks to @aismann -- [REFINE] Rename command line to to `adxe` +- [REFINE] Rename command line to `adxe` - [REFINE] Update imgui to 1.84 WIP - [REFINE] Rename thirdparty folder `external` to `thirdparty` -- [REFINE] Building plainlua as dll on windows always for debugger happy to debug app quickly -- [REFINE] Fix some audio test case can't hear sound +- [REFINE] Force building plainlua as dll on windows for the debugger, better for debuging apps quickly +- [REFINE] Fix some audio test cases where sound can't be heard - [REFINE] Avoid OS_WINDOWS conflict with system macro - [REFINE] Update OpenSSL to v3.0.1 - [REFINE] Update FreeType to latest -- [REFINE] Use Freetype SDF render when label distance field enabled -- [REFINE] Always enable string pooling for msvc on cmake +- [REFINE] Use Freetype SDF rendering when label distance field is enabled +- [REFINE] Force enable string pooling for msvc on cmake - [REFINE] Change DrawNode api color parameters from `Color4F` to low `Color4B` -- [REFINE] Improve DrawNode GC allocs -- [REFINE] Use `jni.hpp` to improve jni call without method signature GC allocs +- [REFINE] Improve DrawNode GC allocations +- [REFINE] Use `jni.hpp` to improve jni calls without method signature GC allocations