- Build using C++17 by default.
- Simplified customization of Xcode project via cmake.
- Add documentation to demonstrate how to use the customization.
- NOTE: I believe we could compile with bitcode enabled if the box2d
library was compiled using bitcode.
* update cmake template
* fix tabs
* use function instead of macros
* rename local variables & cocos_fake_set
* use g++ 7 in travis ci
* use clang
* use g++6
* hack to make sprite3d test work
* support cull face
* support setting front face winding
* convert depth compare function type
* clean codes
* remove usage of glprogramstate
* pass needed information to Material::draw()
* add 3d textures
* enable animation
* 3D: compile on windows (#179)
* exclude source files from extensions/
* enable assets and 3D
* run on windows
* update comments
* use std::vector instead of raw pointer void *
* compile on mac
* revert cmake
* fix bufferdata
* add todos
* remove dirty flag from uniform buffer
* argument type const &
* enable more tests
* update shader
* save: failed to compile
* pass compilation
* fix type convert
* save stage
* save stage 2
* remove VertexData & IndexBuffer & VertexBuffer
* comment out _meshCommand
* comment bindPredefinedVertexAttribs()
* fix xcode project file
* simple refactor
* remove unused files
* revert sprite3d testcase position
* revert change
* remove ProgramGL::bindPredefinedVertexAttribs()
* add header <string>
* fix uniform size
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
* Fix OSX linker error with missing GameController.framework
* remove GameController.framework from jscocos2d_depend_libs
GameController.framework is now included in all APPLE builds so it's not necessary to include it twice.
* ARCH_DIR only useful for search linux prebuilt libs
* add iOS app target ONLY_ACTIVE_ARCH property
* set Xcode property for application, include all depend target
* fix bugs-editbox-win32 crash
* improve EditBox-align test case
* typo error
* update cocos-console submodule
* VS RelWithDebInfo build use release folder external libs
* make android native build default mode clear
* update android native build comment
* temp change sub-module, need change before merge
* change tests project cmake file dir
* change PROP_BUILD_TYPE to PROP_BUILD_TYPE
* change var name for build.gradle
* modify others 3 tests project config
* make compile_sdk_version same as target_sdk_version
* update sdk version in CI config script
* update sub-module to cocos2d
* let the cmake build of template project more clear
* update cocos-console submodule
* fix mistake for ios lua template
* auto select headers depend on sources
* change cmake "cocos_build_app" from macro to function
* fix cmake dll repeat copy
* update travis srcipt
* add header list for cocos lib
* add header list in cmake files
* re-add include dir Classes
* improve template cpp var name
* remove func get_headers_by_sources
* cmake add simulator header list
* make source and header collect more clear
* improve macos app pkg
* improve ios pkg, run failed
* revert the ios pak logic, keep older
* expand var APP_BIN_DIR scope
* fix use sqlite3 error on linux
* fix win32 compile error
* remove multi-add mistake
* try to fix python install issue on travis
* fix js-tests build on android
* uninstall old python in travis
* add travis python print info
* fix command ll to ls -l
* remove useless link
* PYTHON_BIN adapt homebrew python
* fix win32 prebuilt error, and set cmake as default android native build
* cpp-template support msvc
* add msvc version check
* add -D_USRLUASTATIC, fix lua lib cmake compile error
* fix cpp-empty-test res copy dir, add function needed
* improve msvc res copy
* refactor cmake copy dll logic
* fix cpp-tests compile error
* refactor copy dll temp
* refactor win32 exe using dlls
* js-project compile support cmake using msvc
* improve res mark for win32
* update the way of lua project res mark
* add D_USRLUASTATIC for lua project
* unify RELEASE Release to Release, add CMAKE_CONFIGURATION_TYPES
* improve VS shows targets, add folder
* improve mac/ios res mark
* reduce useless comments
* unify cpp src include variable
* refactor cpp test project package logic
* improve pkg app logic
* start support prebuilt libs for cpp project using cmake
* improve prebuilt libs generate
* expand js/lua support prebuilt libs on mac
* adapt IDE generate libs path
* start do prebuilt for android
* improve the way of using external libs for prebuilt
* prebuilt libs support cpp-empty-test on android studio
* cpp-tests prebuilt libs, and remove useless
* start to improve libs using, to adapt prebuilt
* improve cpp tests prebuilt on android
* prebuilt support lua & js test on android
* prebuilt support cpp&js template
* rename prebuilt variabl, detail androd config
* finish android support prebuilt using cmake
* fix cmake script run in windows error
* reduce variable name length
* improve the way of win32 use dlls to adapt prebuilt
* loosen pick js/lua engine lib condition
* self review and start check linux build
* unify compile option location
* strict copy dlls condition
* improve libs link order
* start redo the way of copy dlls
* unify dlls copy logic
* fix linux res copy error
* update cmake copy file path in linux
* make prebuilt dir if needed, and divide Debug and Release dir
* cmake win32 divide Debug and Release dir well
* comment Lua Template project, for the unfinished lua simulator support
* add simulator cmake file
* start support simulator
* simulator support cmake build on macOS
* fix simulator compile error on win32
* add simulator prebuilt support
* improve mark cocos app macro
* improve cmake template project format
* improve cmake app files format
* fix format improve mistake
* detail cmake readme
* improve readme, useless comments
* add game.rc to template project
* check travis openssl version
* try update travis openssl
* upgrade travis openssl
* change openssl link
* change to upgrade openssl
* re install python with upgrade openssl
* add comment for macro and func, improve variable name
* CMake build improvements
* android cmake support
* Enable proguard for cocos2d
* examples & test cmake support
* add android build type param to gradle.properties file
* less warnings
* update all android configs to recomended settings
* fix network cmake error
* fix js-tests cmake error
* android build config, add cmake
* android build config, add cmake
* add lua share lib
* android lua cmake build fix
* fix
* luajit test
* run fail, still
* fix js-warning
* correct lua main include
* lua test project cmake support android
* try to add lua-template cmake support
* lua template fix
* js_tests support cmake on android
* js-tests improve
* cmake support js-template
* test to realise prebuild
* cmake improve, no feature
* improve templates cmake
* refactor cmake struct
* correct cpp-tests cmake
* cpp-templates cmake improve
* typo fix
* cmake struct refator
* change default option
* adapt new project struct
* uniform cmake test style
* add_dependencies to support make -j
* little struct improve
* little fix
* adapt cmake bin dir
* little improve about cmake version
* change build all tests condition
* add source_group for Xcode
* add mark source files
* add more mark source code
* add template project to test
* add macos info.plist template
* add pak macos for all project
* lua test icon fix
* not consider lua project for now
* modify pak method
* add another ios toolchain
* add ios system library
* update ios toolchain, and reduce ios compile errors
* reduce error
* make ios engine lib compile pass
* cpp-empty-test ios bundle
* cpp-tests ios support
* js-tests ios support
* templates project support ios
* fix the way of lua-tests package
* try to fix lua-template on macOS
* comment lua-template sim file
* improve display on xcode
* update cmake readme
* check android compile again
* fix android compile error
* fix linux cmake res error
* update deps version, for cmake
* fix lua_template linux compile error
* close android cmake support for now
* review template android share library name
* change PROP_BUILD_TOOLS_VERSION version to 27.0.1
* change android compile version
* make `PROP_APP_PLATFORM` back, add comments for android native build
* Revert "make `PROP_APP_PLATFORM` back, add comments for android native build"
This reverts commit 272ddc19886891b9502cde070753a870c0fdb588.
* use prebuilt bullet
* prebuilt bullet work ok on linux
* update search path
* update search path
* fix compiling issue for lua/jsb projects
* prebuilt bullet work on windows
* update 3rd party lib version
* add bullet search path
* fix script bindings issue
* fix scripting binding
* Refactors WebSocket:
1. Supports wss protocol
2. Uses only one libwebsockets context, multiple wsi instances to avoid multi-thread issues
3. Uses lws_create_vhost to create multiple virtual host, different protocols works
* Adds openssl include path to xcode project configuration.
* mac doesn’t depend on curl
* ca file path should be full path.
* More bug fixes like which in https://github.com/cocos2d/cocos2d-x/pull/6986
* Remove curl dependence for mac
* Updates Andorid.mk
* [win32] Adds wss support for win32, and updates openssl, libcurl, libwebsockets libraries.
* Updates external/config.json to 118.
* [win32] Updates cocos/2d/libcocos2d.vcxproj to fix compilation error while building in release mode.
* Linux support websocket ssl connection.
* Updates external/config.json
* Updates install-deps-linux.sh
* Adds dependence of binutils, print ld version
* Updates travis scripts.
* Updates travis scripts.
* Updates travis script, don’t output log while extracting.
* update before-install.sh
* updates before-install.sh
* updates before-install.sh
* don’t output log for installing software.
* Updates config.json to 120.
* Use the VS 2015 libraries for MSVC 14
When compiling with MSVC 14, the linker cannot find `libpng-2015.lib`, `libtiff-2015.lib`, `libjpeg-2015.lib` and `libglfw-2015.lib`. This commit fixes that problem
* Remove the -2015 suffix from the non-MSVC 14 part on libchipmunk
* Fix Linux compiler errors
Check If we are on Windows then check for VS 2015.
- Added c++_shared (LLVM) to Android toolchain options. Fixed AndroidNdkGdb.cmake.
- Fixed includes when not using prebuilt libs. Added option to use sources in external when not using prebuilt libs.
- Added option in CMake to be able build Box2D without using it as physics library in cocos2d-x (similar to what is done in the Visual Studio solution).