mirror of https://github.com/axmolengine/axmol.git
issue #1489: update ios libcurl and add android project
This commit is contained in:
parent
27f093ea12
commit
c8baa94753
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@ -1 +1 @@
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37c991ae464a874685771db077196885dffed928
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c135286e812602cc184684b59b4d074f723ef4a5
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@ -5,7 +5,8 @@ LOCAL_MODULE := cocos_extension_static
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LOCAL_MODULE_FILENAME := libextension
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LOCAL_SRC_FILES := CCBReader/CCBFileLoader.cpp \
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LOCAL_SRC_FILES := AssetsManager/AssetsManager.cpp \
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CCBReader/CCBFileLoader.cpp \
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CCBReader/CCBReader.cpp \
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CCBReader/CCControlButtonLoader.cpp \
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CCBReader/CCControlLoader.cpp \
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@ -109,6 +109,7 @@ bool AssetsManager::checkUpdate()
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CURLcode res;
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curl_easy_setopt(_curl, CURLOPT_URL, _versionFileUrl.c_str());
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curl_easy_setopt(_curl, CURLOPT_SSL_VERIFYPEER, 0L);
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curl_easy_setopt(_curl, CURLOPT_WRITEFUNCTION, getVersionCode);
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curl_easy_setopt(_curl, CURLOPT_WRITEDATA, &_version);
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res = curl_easy_perform(_curl);
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@ -170,7 +170,9 @@ AssetsManager* UpdateLayer::getAssetsManager()
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if (! pAssetsManager)
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{
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pAssetsManager = new AssetsManager("http://localhost/package.zip", "http://localhost/version", pathToSave.c_str());
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pAssetsManager = new AssetsManager("https://raw.github.com/minggo/AssetsManagerTest/master/package.zip",
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"https://raw.github.com/minggo/AssetsManagerTest/master/version",
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pathToSave.c_str());
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}
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return pAssetsManager;
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@ -0,0 +1,28 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="org.cocos2dx.AssetsManagerTest"
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android:versionCode="1"
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android:versionName="1.0">
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<uses-sdk android:minSdkVersion="8"/>
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<uses-feature android:glEsVersion="0x00020000" />
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<application android:label="@string/app_name"
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android:icon="@drawable/icon">
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<activity android:name=".AssetsManager"
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android:label="@string/app_name"
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android:screenOrientation="landscape"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:configChanges="orientation">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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<supports-screens android:largeScreens="true"
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android:smallScreens="true"
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android:anyDensity="true"
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android:normalScreens="true"/>
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</manifest>
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@ -0,0 +1,17 @@
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# This file is used to override default values used by the Ant build system.
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#
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# This file must be checked into Version Control Systems, as it is
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# integral to the build system of your project.
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# This file is only used by the Ant script.
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# You can use this to override default values such as
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# 'source.dir' for the location of your java source folder and
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# 'out.dir' for the location of your output folder.
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# You can also use it define how the release builds are signed by declaring
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# the following properties:
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# 'key.store' for the location of your keystore and
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# 'key.alias' for the name of the key to use.
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# The password will be asked during the build when you use the 'release' target.
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@ -0,0 +1,92 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project name="AssetsManager" default="help">
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<!-- The local.properties file is created and updated by the 'android' tool.
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It contains the path to the SDK. It should *NOT* be checked into
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Version Control Systems. -->
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<property file="local.properties" />
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<!-- The ant.properties file can be created by you. It is only edited by the
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'android' tool to add properties to it.
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This is the place to change some Ant specific build properties.
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Here are some properties you may want to change/update:
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source.dir
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The name of the source directory. Default is 'src'.
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out.dir
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The name of the output directory. Default is 'bin'.
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For other overridable properties, look at the beginning of the rules
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files in the SDK, at tools/ant/build.xml
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Properties related to the SDK location or the project target should
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be updated using the 'android' tool with the 'update' action.
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This file is an integral part of the build system for your
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application and should be checked into Version Control Systems.
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-->
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<property file="ant.properties" />
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<!-- if sdk.dir was not set from one of the property file, then
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get it from the ANDROID_HOME env var.
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This must be done before we load project.properties since
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the proguard config can use sdk.dir -->
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<property environment="env" />
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<condition property="sdk.dir" value="${env.ANDROID_HOME}">
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<isset property="env.ANDROID_HOME" />
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</condition>
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<!-- The project.properties file is created and updated by the 'android'
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tool, as well as ADT.
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This contains project specific properties such as project target, and library
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dependencies. Lower level build properties are stored in ant.properties
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(or in .classpath for Eclipse projects).
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This file is an integral part of the build system for your
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application and should be checked into Version Control Systems. -->
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<loadproperties srcFile="project.properties" />
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<!-- quick check on sdk.dir -->
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<fail
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message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
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unless="sdk.dir"
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/>
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<!--
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Import per project custom build rules if present at the root of the project.
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This is the place to put custom intermediary targets such as:
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-pre-build
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-pre-compile
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-post-compile (This is typically used for code obfuscation.
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Compiled code location: ${out.classes.absolute.dir}
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If this is not done in place, override ${out.dex.input.absolute.dir})
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-post-package
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-post-build
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-pre-clean
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-->
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<import file="custom_rules.xml" optional="true" />
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<!-- Import the actual build file.
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To customize existing targets, there are two options:
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- Customize only one target:
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- copy/paste the target into this file, *before* the
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<import> task.
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- customize it to your needs.
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- Customize the whole content of build.xml
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- copy/paste the content of the rules files (minus the top node)
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into this file, replacing the <import> task.
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- customize to your needs.
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***********************
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****** IMPORTANT ******
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***********************
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In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
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in order to avoid having your file be overridden by tools such as "android update project"
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-->
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<!-- version-tag: 1 -->
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<import file="${sdk.dir}/tools/ant/build.xml" />
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</project>
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@ -0,0 +1,91 @@
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APPNAME="AssetsManager"
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# options
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buildexternalsfromsource=
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usage(){
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cat << EOF
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usage: $0 [options]
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Build C/C++ code for $APPNAME using Android NDK
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OPTIONS:
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-s Build externals from source
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-h this help
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EOF
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}
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while getopts "sh" OPTION; do
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case "$OPTION" in
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s)
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buildexternalsfromsource=1
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;;
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h)
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usage
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exit 0
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;;
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esac
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done
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# paths
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if [ -z "${NDK_ROOT+aaa}" ];then
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echo "please define NDK_ROOT"
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exit 1
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fi
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DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
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# ... use paths relative to current directory
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COCOS2DX_ROOT="../../../../"
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APP_ROOT="$DIR/.."
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APP_ANDROID_ROOT="$DIR"
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echo "NDK_ROOT = $NDK_ROOT"
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echo "COCOS2DX_ROOT = $COCOS2DX_ROOT"
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echo "APP_ROOT = $APP_ROOT"
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echo "APP_ANDROID_ROOT = $APP_ANDROID_ROOT"
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# make sure assets is exist
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if [ -d "$APP_ANDROID_ROOT"/assets ]; then
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rm -rf "$APP_ANDROID_ROOT"/assets
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fi
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mkdir "$APP_ANDROID_ROOT"/assets
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# copy resources
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for file in "$APP_ROOT"/Resources/*
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do
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if [ -d "$file" ]; then
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cp -rf "$file" "$APP_ANDROID_ROOT"/assets
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fi
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if [ -f "$file" ]; then
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cp "$file" "$APP_ANDROID_ROOT"/assets
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fi
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done
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# copy icons (if they exist)
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file="$APP_ANDROID_ROOT"/assets/Icon-72.png
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if [ -f "$file" ]; then
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cp "$file" "$APP_ANDROID_ROOT"/res/drawable-hdpi/icon.png
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fi
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file="$APP_ANDROID_ROOT"/assets/Icon-48.png
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if [ -f "$file" ]; then
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cp "$file" "$APP_ANDROID_ROOT"/res/drawable-mdpi/icon.png
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fi
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file="$APP_ANDROID_ROOT"/assets/Icon-32.png
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if [ -f "$file" ]; then
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cp "$file" "$APP_ANDROID_ROOT"/res/drawable-ldpi/icon.png
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fi
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if [[ "$buildexternalsfromsource" ]]; then
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echo "Building external dependencies from source"
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"$NDK_ROOT"/ndk-build -C "$APP_ANDROID_ROOT" $* \
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"NDK_MODULE_PATH=${COCOS2DX_ROOT}:${COCOS2DX_ROOT}/cocos2dx/platform/third_party/android/source"
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else
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echo "Using prebuilt externals"
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"$NDK_ROOT"/ndk-build -C "$APP_ANDROID_ROOT" $* \
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"NDK_MODULE_PATH=${COCOS2DX_ROOT}:${COCOS2DX_ROOT}/cocos2dx/platform/third_party/android/prebuilt"
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fi
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@ -0,0 +1,28 @@
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LOCAL_PATH := $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE := game_shared
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LOCAL_MODULE_FILENAME := libgame
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LOCAL_SRC_FILES := hellocpp/main.cpp \
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../../Classes/AppDelegate.cpp
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LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
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LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
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LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
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LOCAL_WHOLE_STATIC_LIBRARIES += chipmunk_static
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LOCAL_WHOLE_STATIC_LIBRARIES += spidermonkey_static
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LOCAL_WHOLE_STATIC_LIBRARIES += scriptingcore-spidermonkey
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LOCAL_EXPORT_CFLAGS := -DCOCOS2D_DEBUG=2 -DCOCOS2D_JAVASCRIPT
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include $(BUILD_SHARED_LIBRARY)
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$(call import-module,cocos2dx)
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$(call import-module,CocosDenshion/android)
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$(call import-module,external/chipmunk)
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$(call import-module,scripting/javascript/spidermonkey-android)
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$(call import-module,scripting/javascript/bindings)
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@ -0,0 +1,3 @@
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APP_STL := gnustl_static
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APP_CPPFLAGS := -frtti -DCOCOS2D_JAVASCRIPT=1
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APP_CPPFLAGS += -DCOCOS2D_DEBUG=1 -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
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@ -0,0 +1,43 @@
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#include "AppDelegate.h"
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#include "platform/android/jni/JniHelper.h"
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#include <jni.h>
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#include <android/log.h>
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#define LOG_TAG "main"
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#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__)
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using namespace cocos2d;
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extern "C"
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{
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jint JNI_OnLoad(JavaVM *vm, void *reserved)
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{
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JniHelper::setJavaVM(vm);
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return JNI_VERSION_1_4;
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}
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void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
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{
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if (!CCDirector::sharedDirector()->getOpenGLView())
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{
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CCEGLView *view = CCEGLView::sharedOpenGLView();
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view->setFrameSize(w, h);
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AppDelegate *pAppDelegate = new AppDelegate();
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CCApplication::sharedApplication()->run();
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}
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else
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{
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ccDrawInit();
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ccGLInvalidateStateCache();
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CCShaderCache::sharedShaderCache()->reloadDefaultShaders();
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CCTextureCache::reloadAllTextures();
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CCNotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
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CCDirector::sharedDirector()->setGLDefaultValues();
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}
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}
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}
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@ -0,0 +1,20 @@
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# To enable ProGuard in your project, edit project.properties
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# to define the proguard.config property as described in that file.
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#
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# Add project specific ProGuard rules here.
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# By default, the flags in this file are appended to flags specified
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# in ${sdk.dir}/tools/proguard/proguard-android.txt
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# You can edit the include path and order by changing the ProGuard
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# include property in project.properties.
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#
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# For more details, see
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# http://developer.android.com/guide/developing/tools/proguard.html
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# Add any project specific keep options here:
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# If your project uses WebView with JS, uncomment the following
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# and specify the fully qualified class name to the JavaScript interface
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# class:
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#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
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# public *;
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#}
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@ -0,0 +1,15 @@
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# This file is automatically generated by Android Tools.
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# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
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#
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# This file must be checked in Version Control Systems.
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#
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# To customize properties used by the Ant build system edit
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# "ant.properties", and override values to adapt the script to your
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# project structure.
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#
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# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
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#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
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# Project target.
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target=android-8
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android.library.reference.1=../../cocos2dx/platform/android/java
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@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<string name="app_name">AssetsManager</string>
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</resources>
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@ -0,0 +1,39 @@
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/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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http://www.cocos2d-x.org
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|
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
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.AssetsManagerTest;
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import org.cocos2dx.lib.Cocos2dxActivity;
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import android.os.Bundle;
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public class AssetsManager extends Cocos2dxActivity{
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protected void onCreate(Bundle savedInstanceState){
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super.onCreate(savedInstanceState);
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}
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static {
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System.loadLibrary("game");
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}
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}
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