最近一直Android.mk这是什么一个令人沮丧的夜晚,点击此处记录。ios你担心更多。不管那么多。xcode自己解决。文本工具:MACVIM(文本编辑工具 很有用 你可以清楚地分辨tab 和Spaces,为了不写.mk错误)件是向编译器描写叙述源码文件。便于它去解析。下面是cocos2dx-3.2新建项目时生成的Android.mk文件基本的语法:“#” 凝视“:=” 赋值“+=” 追加“$” 引用某变量的值#宏函数my-dir返回编译系统提供的当前路径,即Android.mk的文件夹#如(HelloWorld/proj.android/jni/XX)LOCAL_PATH := $(call my-dir)#初始化模块 重置除LOCAL_PATH变量以外的全部变量 include $(CLEAR_VARS)#导入库文件夹$(call import-add-path,$(LOCAL_PATH)/../../cocos2d)$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)#模块名,唯一。
LOCAL_MODULE := cocos2dcpp_shared #模块文件名称。唯一(可选) LOCAL_MODULE_FILENAME := libcocos2dcpp #把.cpp .c .cc等实现文件的路径赋值给LOCAL_SRC_FILES 我用的是C++版 所以后缀是.cpp 我们新建文件时,须要在这里加入路径。 LOCAL_SRC_FILES := hellocpp/main.cpp \ ../../Classes/AppDelegate.cpp \ ../../Classes/HelloWorldScene.cpp #配置头文件的搜索范围 LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes #获取静态库 LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static #追加静态库 LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static # LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static # LOCAL_WHOLE_STATIC_LIBRARIES += cocosbuilder_static # LOCAL_WHOLE_STATIC_LIBRARIES += spine_static # LOCAL_WHOLE_STATIC_LIBRARIES += cocostudio_static # LOCAL_WHOLE_STATIC_LIBRARIES += cocos_network_static # LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static #依据编译器提供的变量BUILD_SHARED_LIBRARY生成动态库 include $(BUILD_SHARED_LIBRARY) #导入模块。下面是经常使用的几个模块 $(call import-module,.) $(call import-module,audio/android) # $(call import-module,Box2D) # $(call import-module,editor-support/cocosbuilder) # $(call import-module,editor-support/spine) # $(call import-module,editor-support/cocostudio) # $(call import-module,network) # $(call import-module,extensions)
假设文件少 直接在LOCAL_SRC_FILES这个变量里加入文件的路径就好了 可惜我有几十个文件,一个个加入还不累死。并且难维护。难扩展,易出错。。。。
我是个懒人,參考子龙山人的mk改写了一下LOCAL_PATH := $(call my-dir)include $(CLEAR_VARS)$(call import-add-path,$(LOCAL_PATH)/../../cocos2d)$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)LOCAL_MODULE := cocos2dcpp_sharedLOCAL_MODULE_FILENAME := libcocos2dcpp#widcard为扩展通配符#遍历文件夹和子文件夹define walk $(wildcard $(1)) $(foreach e, $(wildcard $(1)/*), $(call walk, $(e)))endef#遍历路径Classes下得文件夹和子文件夹文件,并存入ALLFILES变量中ALLFILES = $(call walk, $(LOCAL_PATH)/../../Classes)#从ALLFILES文件夹中提取文件,并存入FILE_LIST中#.cc是Linux/Unix下为C++源文件的默认扩展名,与.cpp一个意思#.c 由于我要用到sqlite3.c FILE_LIST := hellocpp/main.cppFILE_LIST += $(filter %.cpp, $(ALLFILES))FILE_LIST += $(filter %.c, $(ALLFILES))FILE_LIST += $(filter %.cc, $(ALLFILES))#搜索Classes下的子文件夹文件FILE_INCLUDES += $(shell find $(LOCAL_PATH)/../../Classes -type d)#依据搜索到的文件名称 编译资源文件LOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)/%=%)#提供搜索文件的路径LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \ $(FILE_INCLUDES) \#静态库LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_staticLOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static#LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static#LOCAL_WHOLE_STATIC_LIBRARIES += cocosbuilder_static#LOCAL_WHOLE_STATIC_LIBRARIES += spine_staticLOCAL_WHOLE_STATIC_LIBRARIES += cocostudio_staticLOCAL_WHOLE_STATIC_LIBRARIES += cocos_network_staticLOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static#编译动态库include $(BUILD_SHARED_LIBRARY)#导入静态库相应的模块$(call import-module,.)$(call import-module,audio/android)#$(call import-module,Box2D)#$(call import-module,editor-support/cocosbuilder)#$(call import-module,editor-support/spine)$(call import-module,editor-support/cocostudio)$(call import-module,network)$(call import-module,extensions)
吐槽:这些零碎的东西引擎应该通过软件的开发来解决,或。
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