mirror of https://github.com/axmolengine/axmol.git
192 lines
11 KiB
Markdown
192 lines
11 KiB
Markdown
# adxe
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[![dev](https://img.shields.io/badge/v1.0.0-beta5-yellow.svg)](https://github.com/adxeproject/adxe/releases)
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[![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/adxeproject/adxe/blob/master/LICENSE)
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[![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)
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[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/adxeproject/adxe/pulls)
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[![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)
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[![Android Build Status](https://github.com/adxeproject/adxe/workflows/android/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aandroid)
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[![iOS Build Status](https://github.com/adxeproject/adxe/workflows/ios/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aios)
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[![Linux Build Status](https://github.com/adxeproject/adxe/workflows/linux/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Alinux)
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[![macOS Build Status](https://github.com/adxeproject/adxe/workflows/osx/badge.svg)](https://github.com/adxeproject/adxe/actions?query=workflow%3Aosx)
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**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...**
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**[English](README.md)**
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### 宗旨:
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* C++17
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* Focus on native game dev only
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* Fix bugs ASAP
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* Review PR ASAP
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### 主要特性:
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* Windows x64编译支持
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* 基于yasio重构HttpClient以支持并发Http请求,不再需要sendImmidate接口
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* 重构AudioEngine, 全平台OpenAL
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* [openal-soft](https://github.com/kcat/openal-soft), pass -DBUILD_DEP_ALSOFT=ON to cmake to force enable it
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* [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.
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* 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
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* 模块化所有引擎扩展库, 所有扩展库放到extensions目录下,如cocostudio, spine
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* AudioEngine实现wav所有 ```openal-soft``` 支持的封装格式, 例如MS-ADPCM, ADPCM等
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* 使用现代化的GL加载器glad代替glew
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* 增加google angle渲染后端支持
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* C++最低标准要求: C++17
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* 设置ios下最低目标平台为ios9.0
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* 使用更快的xml解析库pugixml代替tinyxml2
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* Downloader全平台统一实现,均基于curl
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* 全平台统一使用XML SAX解析plist文件, 移除Apple平台的实现
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* Spine 3.8支持
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* 新增FairyGUI支持
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* 新增硬件压缩纹理格式ASTC 4x4/6x6/8x8支持,支持软解
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* 新增硬件压缩纹理格式ETC2 RGB/RGBA支持,支持软解
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* **ImGui集成,非常方便写游戏内嵌小工具,用法详见[ImGuiEXT](extensions/ImGuiEXT/README.md)**
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### [Roadmap](https://github.com/adxeproject/adxe/issues/1)
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### 快速开始
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#### 必要工具 [python](https://www.python.org/downloads/)
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* python-2.7.17+, python-3.7+都可以
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#### 准备步骤
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1. 进入引擎```adxe```根目录
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3. 执行```python setup.py```后重启控制台
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#### Windows
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1. 安装CMake,要求3.14以上
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2. 确保 Visual Studio 2019 已正确安装
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3. 执行下面的命令
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```bat
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cd adxe
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cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
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```
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4. 之后就可以用vs打开```adxe/build/adxe.sln```启动cpp-tests等测试工程了
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#### Android
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1. 安装 Android Studio 4.2或更高版本
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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
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2. 启动 Android Studio并打开adxe\tests\cpp-tests\proj.android
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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:
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* Android SDK Platform 29 r5 (在SDK Platforms页签)
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* Android SDK Build-Tools 29.0.2
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* NDK r19c+
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* CMake 3.10+
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5. 等待Gradle sync完成后,Build APKs,安装运行
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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
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#### iOS
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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```
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2. 执行如下命令确保cmake能成功生成xcode工程:
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```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
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3. 生成xcode工程, 进入adxe根目录执行如下命令之一:
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- for any device:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake```
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- for arm64:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=arm64```
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- for armv7,arm64 combined:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"```
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- for simulator x86_64:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=x86_64```
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4. 之后就可以用xcode打开, 选择cpp-tests编译运行
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### 注意
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* ThreadLocalStorage线程本地存储
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- ios x86 simulator ios>=10 and adxe no longer provide x86 libraries
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- ios x64 or devices(armv7,arm64) ios sdk>=9.0
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- the openal-soft maintained by kcat use TLS
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### QQ交流群
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点击链接加入群聊【Adxe 交流群】:https://jq.qq.com/?_wv=1027&k=nvNmzOIY
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### 参考链接
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* official v4: https://gitee.com/mirrors/cocos2d-x
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* Git快速手册: https://github.com/adxeproject/adxe/wiki/Git-Guides
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### adxe项目的活跃贡献者
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- @halx99
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- @rh101
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- @aismann
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- @weiwest
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### 自Cocos2d-x-4.0以来完整改动列表
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- [HIGHLIGHT] Improve spine RTTI compare performance when compiler string pooling enabled
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- [HIGHLIGHT] Implement Windows WebView using WebView2 Edge Chromium, thanks to @rh101
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- [HIGHLIGHT] Windows x64 build support
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- [HIGHLIGHT] Support custom texture atlas formats, thanks to @rh101
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- [HIGHLIGHT] Downloader realtime md5 checksum calculation support
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- [HIGHLIGHT] Decompress astc parallel support
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- [HIGHLIGHT] Reimplement HttpClient based on yasio for concurrent http request support
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- [HIGHLIGHT] Improve Lua RTTI performance and less memory cost
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- [HIGHLIGHT] Virtual File System support, thanks to @rh101
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- [HIGHLIGHT] Refactor lua loader, speed up 30%+
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- [HIGHLIGHT] Update plainlua version to 5.4.3
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- [HIGHLIGHT] Use Openal-Soft for all platform
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- [HIGHLIGHT] Refactor UserDefault with mio, speed up 100x+
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- [HIGHLIGHT] Implement all .wav formats supported by Openal-Soft, such as MS-ADPCM, ADPCM
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- [HIGHLIGHT] Use modern GL loader Glad
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- [HIGHLIGHT] Google angle renderer backend support
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- [HIGHLIGHT] Update codebase to C++ 17 standard
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- [HIGHLIGHT] Remove tinyxml2
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- [HIGHLIGHT] Use fast pugixml
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- [HIGHLIGHT] Spine-3.6~4.0 support
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- [HIGHLIGHT] ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder)
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- [HIGHLIGHT] ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder)
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- [HIGHLIGHT] ImGui integrated for PC platforms
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- [HIGHLIGHT] Extension FairyGUI support
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- [HIGHLIGHT] Use curl for transferring data with URL syntax
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- [HIGHLIGHT] Modularize all optional extension, move from engine core to folder extensions
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- [HIGHLIGHT] Improve thirdparty libs building, 99% of them build from sources or github actions with latest toolchain, see also: `adxeproject/buildware`
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- [HIGHLIGHT] Add new API `Director::setChildrenIndexerEnabled` for speed up getChildByTag & getChildByName support
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- [HIGHLIGHT] Add new API `FontFreeType::setStreamParsingEnabled` for stream parsing support, it's very useful for reduce memory cost when load large .ttf font file
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- [HIGHLIGHT] Remove all unnecessary `std::nothrow` stubs
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- [HIGHLIGHT] Use c++17 string_view instead `const std::string&`
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- [NEW] Add int64_t/uint64_t support for `cocos2d::Value`
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- [Fix] Fix Label overflow shrink bug
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- [FIX] Fix uniform location mismatch when more than 1 spine with different shaders
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- [FIX] Fix imgui draw frame cause afterimage when game scene nothing to draw
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- [FIX] Set global Z value of label debug layer to be the same as the parent label to fix display issue
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- [FIX] Use TTF scaled metrics to calculate line height, thanks to @rh101
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- [FIX] Fix Memory leak in ShaderModuleGL::getErrorLog(), thanks to @Xrysnow
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- [FIX] Fix console output text encoding for win32
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- [FIX] Fix charset process for fontName on win32
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- [FIX] Fix Crash on ParticleBatchNode::updateProgramStateTexture()
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- [FIX] Fix Crash on SpriteBatchNode::appendChild when CC_SPRITE_DEBUG_DRAW==1
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- [FIX] Fix Lua can't get `unsigned char` or `unsigned int` values of `ValueMap`
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- [FIX] Fix crash on AudioEngine::end after the `Director` was destroyed
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- [FIX] Fix font atlas will leak when it does not exist in the atlas cache, thanks to @rh101
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- [FIX] Fix ScrollView shows incorrect position in vertical direction some time, thanks to @wzhengsen
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- [FIX] Fix Spine ClippingAttachment doesn't work
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- [REFINE] CCValue move construct and assign with std::string support
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- [REFINE] Improve windows dev workflow, use working directory instead copy resources to build binary directory
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- [REFINE] Add lua debug project file to lua project template
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- [REFINE] Remove lua 64bit spec search path, since we can compile compatible bytecode for both plainlua and luajit
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- [REFINE] Put stats labels to safe origin to make sure we can see it integral at some mobile device
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- [REFINE] Improve cmake scripts
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- [REFINE] Replace deprecated repo `jcenter` with `mavenCentral`
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- [REFINE] Lua-5.4 compatible
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- [REFINE] Improve cmdline-tools
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- [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
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- [REFINE] Improve android astc support check
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- [REFINE] Improve the "Physics part" (#379), thanks to @aismann
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- [REFINE] Rename command line to to `adxe`
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- [REFINE] Update imgui to 1.84 WIP
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- [REFINE] Rename thirdparty folder `external` to `thirdparty`
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- [REFINE] Building plainlua as dll on windows always for debugger happy to debug app quickly
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- [REFINE] Fix some audio test case can't hear sound
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- [REFINE] Avoid OS_WINDOWS conflict with system macro
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- [REFINE] Update OpenSSL to v3.0.1
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- [REFINE] Update FreeType to latest
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- [REFINE] Use Freetype SDF render when label distance field enabled
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- [REFINE] Always enable string pooling for msvc on cmake
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- [REFINE] Change DrawNode api color parameters from `Color4F` to low `Color4B`
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- [REFINE] Improve DrawNode GC allocs
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- [REFINE] Use `jni.hpp` to improve jni call without method signature GC allocs
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