# adxe [![dev](https://img.shields.io/badge/v1.0.0-beta5-yellow.svg)](https://github.com/adxeproject/adxe/releases) [![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/adxeproject/adxe/blob/master/LICENSE) [![Codacy Badge](https://api.codacy.com/project/badge/Grade/1c5628dea478449ea0c6e1b0e30c3be9)](https://app.codacy.com/gh/adxeproject/adxe?utm_source=github.com&utm_medium=referral&utm_content=adxeproject/adxe&utm_campaign=Badge_Grade_Settings) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/adxeproject/adxe/pulls) [![Windows Build Status](https://github.com/adxeproject/adxe/actions/workflows/windows-ci.yml/badge.svg)](https://github.com/adxeproject/adxe/actions/workflows/windows-ci.yml) [![Android Build Status](https://github.com/adxeproject/adxe/workflows/android/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aandroid) [![iOS Build Status](https://github.com/adxeproject/adxe/workflows/ios/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aios) [![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) **这是另外一个基于 *Cocos2d-x-4.0* 持续维护的分支, 全平台基于OpenAL, c++17...** **[English](README.md)** ### 宗旨: * C++17 * Focus on native game dev only * Fix bugs ASAP * Review PR ASAP ### 主要特性: * Windows x64编译支持 * 基于yasio重构HttpClient以支持并发Http请求,不再需要sendImmidate接口 * 重构AudioEngine, 全平台OpenAL * [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 and ```BUILD_DEP_ALSOFT``` option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still avaiable. * 重构UserDefault, 全平台基于内存映射文件 [mio](https://github.com/mandreyel/mio), 性能提升百倍 * 模块化所有引擎扩展库, 所有扩展库放到extensions目录下,如cocostudio, spine * AudioEngine实现wav所有 ```openal-soft``` 支持的封装格式, 例如MS-ADPCM, ADPCM等 * 使用现代化的GL加载器glad代替glew * 增加google angle渲染后端支持 * C++最低标准要求: C++17 * 设置ios下最低目标平台为ios9.0 * 使用更快的xml解析库pugixml代替tinyxml2 * Downloader全平台统一实现,均基于curl * 全平台统一使用XML SAX解析plist文件, 移除Apple平台的实现 * Spine 3.8支持 * 新增FairyGUI支持 * 新增硬件压缩纹理格式ASTC 4x4/6x6/8x8支持,支持软解 * 新增硬件压缩纹理格式ETC2 RGB/RGBA支持,支持软解 * **ImGui集成,非常方便写游戏内嵌小工具,用法详见[ImGuiEXT](extensions/ImGuiEXT/README.md)** ### [Roadmap](https://github.com/adxeproject/adxe/issues/1) ### 快速开始 #### 必要工具 [python](https://www.python.org/downloads/) * python-2.7.17+, python-3.7+都可以 #### 准备步骤 1. 进入引擎```adxe```根目录 3. 执行```python setup.py```后重启控制台 #### Windows 1. 安装CMake,要求3.14以上 2. 确保 Visual Studio 2019 已正确安装 3. 执行下面的命令 ```bat cd adxe cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 ``` 4. 之后就可以用vs打开```adxe/build/adxe.sln```启动cpp-tests等测试工程了 #### Android 1. 安装 Android Studio 4.2或更高版本 2. 第一次启动Android Studio, 会引导安装一些工具,默认安装即可,如果不需要模拟器可以把```Virutal Device```勾选去掉 2. 启动 Android Studio并打开adxe\tests\cpp-tests\proj.android 3. 通过 [Tools][SdkManagers] 打开sdk管理工具,选择如下SDK Platforms和SDK Tools后, 点击按钮 ```Apply``` 一路跟着引导安装即可: * Android SDK Platform 29 r5 (在SDK Platforms页签) * Android SDK Build-Tools 29.0.2 * NDK r19c+ * CMake 3.10+ 5. 等待Gradle sync完成后,Build APKs,安装运行 6. 如果使用非sdk自动安装的CMake版本, 需要下载[ninja](https://github.com/ninja-build/ninja/releases), 并且拷贝```ninja.exe```到CMake的bin目录 #### iOS 1. 确保已安装xcode11+和[cmake3.21+](https://github.com/Kitware/CMake/releases), 安装CMake命令行支持: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install``` 2. 执行如下命令确保cmake能成功生成xcode工程: ```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer``` 3. 生成xcode工程, 进入adxe根目录执行如下命令之一: - for any device: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake``` - for arm64: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=arm64``` - for armv7,arm64 combined: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"``` - for simulator x86_64: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=x86_64``` 4. 之后就可以用xcode打开, 选择cpp-tests编译运行 ### 注意 * ThreadLocalStorage线程本地存储 - 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 ### QQ交流群 点击链接加入群聊【Adxe 交流群】:https://jq.qq.com/?_wv=1027&k=nvNmzOIY ### 参考链接 * official v4: https://gitee.com/mirrors/cocos2d-x * Git快速手册: https://github.com/adxeproject/adxe/wiki/Git-Guides ### adxe项目的活跃贡献者 - @halx99 - @rh101 - @aismann - @weiwest ### 自Cocos2d-x-4.0以来完整改动列表 - [HIGHLIGHT] Improve spine RTTI compare performance when compiler string pooling 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] Virtual File System support, thanks to @rh101 - [HIGHLIGHT] Refactor lua loader, speed up 30%+ - [HIGHLIGHT] Update plainlua version to 5.4.3 - [HIGHLIGHT] Use Openal-Soft for all platform - [HIGHLIGHT] Refactor UserDefault with mio, speed up 100x+ - [HIGHLIGHT] Implement all .wav formats supported by Openal-Soft, such as MS-ADPCM, ADPCM - [HIGHLIGHT] Use 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] 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] 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 - [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] 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] 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] Improve android astc support check - [REFINE] Improve the "Physics part" (#379), thanks to @aismann - [REFINE] Rename command line to 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] 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] 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