86ea3a8aee
* 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 |
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.. | ||
Modules | ||
AndroidNdkGdb.cmake | ||
AndroidNdkModules.cmake | ||
BuildHelpers.CMakeLists.txt | ||
README.md | ||
android.toolchain.cmake | ||
ios.toolchain.cmake |
README.md
CMake Guide
CMake is an open-source, cross-platform family of tools designed to build, test and package software. CMake is used to control the software compilation process using simple platform and compiler independent configuration files, and generate native makefiles and workspaces that can be used in the compiler environment of your choice.
Requirement
-
Open your terminal, input
cmake --version
, if the cmake version is lower than 3.1, please upgrade -
You should use out-of-source build, that is said you need to create a different directory from
cocos2d-x
to execute cmake command.
Step by Step
Build in Linux
cd cocos2d-x
mkdir linux-build && cd linux-build
cmake ..
make
Execute make help
to see all build targets, make <target>
build specified target
Generate Visual Studio project
cd cocos2d-x
mkdir win32-build && cd win32-build
cmake .. -G"Visual Studio 15 2017" -Tv141
Execute cmake --build .
to compile, or open Cocos2d-x.sln
in Explorer to use the generated project.
Generate macOS Project
cd cocos2d-x
mkdir mac-build && cd msc-build
cmake .. -GXcode
open Cocos2d-x.xcodeproj
Generate iOS Project
cd cocos2d-x
mkdir ios-build && cd ios-build
cmake .. -GXcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake
open Cocos2d-x.xcodeproj
CMake in Android Studio
We use the Gradle to Android applacition, and Gradle use cmake to build the native code, see the property: PROP_NDK_MODE
, it control the way of native build
# android cmake support
# uncomment it, native code will build by cmake
# keep comment, native code will build by ndkBuild
PROP_NDK_MODE=cmake
If you want to add cmake build arguments, please add it at externalNativeBuild block of [app/build.gradle] file.
Prebuilt feature
To solve the problem that compiling engine sources spends too long time, we add the feature of pre-builds libs. Using this feature you only need build engine sources once for a specific environment.
Example
This is an example of build cpp libs once, and use it in different cpp project.
cocos new -l cpp -p my.pack.app1 test_app1
mkdir app1_build && cd app1_build
cmake ../test_app1 -DGEN_COCOS_PREBUILT=ON
make prebuilt
Close option GEN_COCOS_PREBUILT
and open USE_COCOS_PREBUILT
to use prebuilt in the same project
cmake ../test_app1 -DGEN_COCOS_PREBUILT=OFF -DUSE_COCOS_PREBUILT=ON
make TemplateCpp
open bin/TemplateCpp.app
Add -DUSE_COCOS_PREBUILT=ON
to use prebuilt libs in another cmake build.
cocos new -l cpp -p my.pack.app2 test_app2
mkdir app2_build && cd app2_build
cmake ../test_app2 -DUSE_COCOS_PREBUILT=ON
make TemplateCpp
open bin/TemplateCpp.app
Any other cpp project can use prebuilt in this way
Using this feature on Android exists a little difference, for CMake can't find system environment when build in Gradle. So you need to supply a path as the location of prebuilt libs.
Build Options
CMake Common
-
-G
, generate native build project you specified, for example-GXcode
generate Xcode project files.-GVisual Studio 15 2017
generate Visual Studio 2017 project, the default toolset is v141, add-T
option to specify toolset, like this-Tv140
-
CMAKE_BUILD_TYPE
, specify the build mode, Debug or Release-DCMAKE_BUILD_TYPE=Release
to generate the Release mode project, the default build mode is Debug
-
-H -B
,-H
specify the CMake project Home directory,-B
specify CMake-generated project binary directory. for example-H..\cocos2d-x -Bmsvc_build
the generated native project's location will bemsvc_build
directory.
-
--build <dir>
, build a CMake-generated project binary tree, for examplecmake --build ./msvc_build
, cmake will sellect corresponding build tools.
Cocos2d-x Options
-
GEN_COCOS_PREBUILT
, control the project have the feature to generate pre-build libraries or not. Default value isOFF
-DGEN_COCOS_PREBUILT=ON
, will add target prebuilt, build this target will generate prebuilt libraries
-
USE_COCOS_PREBUILT
, control the project have the feature to use pre-build libraries or not. Default value isOFF
-DUSE_COCOS_PREBUILT=ON
, will disable libraries target, and make app target use prebuilt libraries
-
COCOS_PREBUILT_ROOT
, a path means the prebuilt libraries root location, it's not optional for Android Project on Android Studio, optional for other supported platforms. the default value is $cocos2dx_root/prebuilt if the cmake can access to cocos2d-x environment variable. for examplearguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
set this value on cmake block of build.gradle file.
-
Any options in SelectModule.cmake can be set manually. Do it if you know what you're doing.
Useful Links
-
Official website: cmake.org
-
Documentation: cmake.org/documentation
-
CMake FAQ: Wiki/CMake_FAQ