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+114
-139
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2 files changed

+114
-139
lines changed

CMakeLists.txt

Lines changed: 113 additions & 138 deletions
Original file line numberDiff line numberDiff line change
@@ -22,161 +22,136 @@
2222
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
2323
# THE SOFTWARE.
2424
# ****************************************************************************/
25-
cmake_policy(SET CMP0017 NEW)
2625

27-
cmake_minimum_required(VERSION 3.1)
26+
cmake_minimum_required(VERSION 3.6)
2827

2928
set(APP_NAME MyGame)
30-
project (${APP_NAME})
3129

32-
set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
30+
project(${APP_NAME})
3331

34-
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
35-
include(CocosBuildHelpers)
32+
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
33+
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
3634

35+
include(CocosBuildSet)
36+
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
3737

38-
# Some macro definitions
39-
if(WINDOWS)
40-
if(BUILD_SHARED_LIBS)
41-
ADD_DEFINITIONS (-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
42-
else()
43-
ADD_DEFINITIONS (-DCC_STATIC)
44-
endif()
38+
# record sources, headers, resources...
39+
set(GAME_SOURCE)
40+
set(GAME_HEADER)
4541

46-
ADD_DEFINITIONS (-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
47-
set(PLATFORM_FOLDER win32)
48-
elseif(MACOSX OR APPLE)
49-
ADD_DEFINITIONS (-DCC_TARGET_OS_MAC)
50-
ADD_DEFINITIONS (-DUSE_FILE32API)
51-
set(PLATFORM_FOLDER mac)
52-
elseif(LINUX)
53-
ADD_DEFINITIONS(-DLINUX)
54-
set(PLATFORM_FOLDER linux)
55-
elseif(ANDROID)
56-
ADD_DEFINITIONS (-DUSE_FILE32API)
57-
set(PLATFORM_FOLDER android)
58-
else()
59-
message( FATAL_ERROR "Unsupported platform, CMake will exit" )
42+
set(GAME_RES_FOLDER
43+
"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
44+
)
45+
if(APPLE OR WINDOWS)
46+
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
6047
endif()
6148

62-
63-
# Compiler options
64-
if(MSVC)
65-
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
66-
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:msvcrt /NODEFAULTLIB:libcmt")
67-
else()
68-
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:libcmt")
69-
endif()
70-
ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
71-
-wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
72-
-wd4514 -wd4056 -wd4996 -wd4099)
73-
else()
74-
if(CMAKE_BUILD_TYPE MATCHES Debug)
75-
ADD_DEFINITIONS(-DCOCOS2D_DEBUG=1)
76-
endif()
77-
set(CMAKE_C_FLAGS_DEBUG "-g -Wall")
78-
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
79-
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99")
80-
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
81-
if(CLANG)
82-
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
83-
endif()
84-
endif(MSVC)
85-
86-
set(PLATFORM_SPECIFIC_SRC)
87-
set(PLATFORM_SPECIFIC_HEADERS)
88-
89-
if(MACOSX OR APPLE)
90-
set(PLATFORM_SPECIFIC_SRC
91-
proj.ios_mac/mac/main.cpp
92-
)
49+
# add cross-platforms source files and header files
50+
list(APPEND GAME_SOURCE
51+
Classes/AppsFlyer/AppsFlyerX.cpp
52+
Classes/AppsFlyer/AppsFlyerXAndroid.cpp
53+
Classes/AppsFlyer/AppsFlyerProxyX.cpp
54+
Classes/AppDelegate.cpp
55+
Classes/HelloWorldScene.cpp
56+
)
57+
list(APPEND GAME_HEADER
58+
Classes/AppsFlyer/AppsFlyerX.h
59+
Classes/AppsFlyer/AppsFlyerXAndroid.h
60+
Classes/AppsFlyer/AppsFlyerProxyX.h
61+
Classes/AppDelegate.h
62+
Classes/HelloWorldScene.h
63+
)
64+
65+
if(ANDROID)
66+
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
67+
set(APP_NAME MyGame)
68+
list(APPEND GAME_SOURCE
69+
proj.android-studio/app/jni/hellocpp/main.cpp
70+
)
9371
elseif(LINUX)
94-
set(PLATFORM_SPECIFIC_SRC
95-
proj.linux/main.cpp
96-
)
97-
elseif ( WIN32 )
98-
set(PLATFORM_SPECIFIC_SRC
99-
proj.win32/main.cpp
100-
)
101-
set(PLATFORM_SPECIFIC_HEADERS
102-
proj.win32/main.h
103-
proj.win32/resource.h
104-
)
105-
elseif(ANDROID)
106-
set(PLATFORM_SPECIFIC_SRC
107-
proj.android-studio/app/jni/hellocpp/main.cpp
108-
)
72+
list(APPEND GAME_SOURCE
73+
proj.linux/main.cpp
74+
)
75+
elseif(WINDOWS)
76+
list(APPEND GAME_HEADER
77+
proj.win32/main.h
78+
proj.win32/resource.h
79+
)
80+
list(APPEND GAME_SOURCE
81+
proj.win32/main.cpp
82+
proj.win32/game.rc
83+
${common_res_files}
84+
)
85+
elseif(APPLE)
86+
if(IOS)
87+
list(APPEND GAME_HEADER
88+
proj.ios_mac/ios/AppController.h
89+
proj.ios_mac/ios/RootViewController.h
90+
)
91+
set(APP_UI_RES
92+
proj.ios_mac/ios/LaunchScreen.storyboard
93+
proj.ios_mac/ios/LaunchScreenBackground.png
94+
proj.ios_mac/ios/Images.xcassets
95+
)
96+
list(APPEND GAME_SOURCE
97+
proj.ios_mac/ios/main.m
98+
proj.ios_mac/ios/AppController.mm
99+
proj.ios_mac/ios/RootViewController.mm
100+
proj.ios_mac/ios/Prefix.pch
101+
${APP_UI_RES}
102+
)
103+
elseif(MACOSX)
104+
set(APP_UI_RES
105+
proj.ios_mac/mac/Icon.icns
106+
proj.ios_mac/mac/Info.plist
107+
)
108+
list(APPEND GAME_SOURCE
109+
proj.ios_mac/mac/main.cpp
110+
proj.ios_mac/mac/Prefix.pch
111+
${APP_UI_RES}
112+
)
113+
endif()
114+
list(APPEND GAME_SOURCE ${common_res_files})
109115
endif()
110116

111-
include_directories(
112-
/usr/local/include/GLFW
113-
/usr/include/GLFW
114-
${COCOS2D_ROOT}
115-
${COCOS2D_ROOT}/cocos
116-
${COCOS2D_ROOT}/external
117-
${COCOS2D_ROOT}/cocos/platform
118-
${COCOS2D_ROOT}/cocos/audio/include/
119-
Classes
120-
)
121-
if ( WIN32 )
122-
include_directories(
123-
${COCOS2D_ROOT}/external/glfw3/include/win32
124-
${COCOS2D_ROOT}/external/win32-specific/gles/include/OGLES
125-
)
126-
endif( WIN32 )
127-
128-
set(GAME_SRC
129-
Classes/AppDelegate.cpp
130-
Classes/HelloWorldScene.cpp
131-
${PLATFORM_SPECIFIC_SRC}
132-
)
133-
134-
set(GAME_HEADERS
135-
Classes/AppDelegate.h
136-
Classes/HelloWorldScene.h
137-
${PLATFORM_SPECIFIC_HEADERS}
138-
)
139-
140-
141-
# Configure libcocos2d
142-
set(BUILD_CPP_EMPTY_TEST OFF CACHE BOOL "turn off build cpp-empty-test")
143-
set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
144-
set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets")
145-
set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets")
146-
add_subdirectory(${COCOS2D_ROOT})
147-
148-
149-
# MyGame
150-
if( ANDROID )
151-
add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS})
152-
IF(CMAKE_BUILD_TYPE MATCHES RELEASE)
153-
ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so)
154-
ENDIF()
117+
# mark app complie info and libs info
118+
set(all_code_files
119+
${GAME_HEADER}
120+
${GAME_SOURCE}
121+
)
122+
if(NOT ANDROID)
123+
add_executable(${APP_NAME} ${all_code_files})
155124
else()
156-
add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS})
125+
add_library(${APP_NAME} SHARED ${all_code_files})
126+
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
127+
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
157128
endif()
158129

159130
target_link_libraries(${APP_NAME} cocos2d)
131+
target_include_directories(${APP_NAME}
132+
PRIVATE Classes
133+
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
134+
)
160135

161-
set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")
162-
163-
set_target_properties(${APP_NAME} PROPERTIES
164-
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
165-
166-
if ( WIN32 )
167-
#also copying dlls to binary directory for the executable to run
168-
pre_build(${APP_NAME}
169-
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
170-
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
171-
COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
172-
COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
173-
)
174-
elseif( ANDROID )
175-
176-
else()
177-
pre_build(${APP_NAME}
178-
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
179-
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
180-
)
136+
# mark app resources
137+
setup_cocos_app_config(${APP_NAME})
138+
if(APPLE)
139+
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
140+
if(MACOSX)
141+
set_target_properties(${APP_NAME} PROPERTIES
142+
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist"
143+
)
144+
elseif(IOS)
145+
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
146+
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
147+
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
148+
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
149+
endif()
150+
elseif(WINDOWS)
151+
cocos_copy_target_dll(${APP_NAME})
152+
endif()
181153

154+
if(LINUX OR WINDOWS)
155+
set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
156+
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
182157
endif()

Classes/AppsFlyer/AppsFlyerProxyX.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -121,7 +121,7 @@ cocos2d::ValueMap getMapForCallback(JNIEnv *env, jobject attributionObject) {
121121
jmethodID midGet = env->GetMethodID(clsHashMap, "get", "(Ljava/lang/Object;)Ljava/lang/Object;");
122122
jobject objValue = env->CallObjectMethod(attributionObject, midGet, objKey);
123123
if (objValue == NULL) {
124-
map[std::string(c_string_key)] = NULL;
124+
map[std::string(c_string_key)] = cocos2d::Value::Null;
125125
}
126126
else if (env->IsInstanceOf(objValue, jBooleanClass)){
127127
jmethodID booleanValueMID = env->GetMethodID(jBooleanClass, "booleanValue", "()Z");

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