cocos2d-x安卓静态库

cocos2d-x的新建工程项目重新编译整个引擎,在windows系统下好说,只需要把库指定。android和IOS如果也是每个项目都生成引擎,游戏项目多硬盘空间也吃紧。适用cocos2d3.13 ,3.5版不通过

  1.  首先找到一个cocos2d-x的测试项目(如cpp_test),进行一次编译。完成后,在proj.android/obj/local目录下可以找到中间过程中生成的所有静态库文件。把这些静态库文件(带上ABI目录)复制出来,objs-debug和objs文件夹可删除,放到一个新的目录(如:cclib)中。
  2.  在cclib中创Android.mk文件,文件内容见代码附1.
  3. 新建Windows环境变量 CC_SRC_ROOT 为cocos2d源码目录(即cocos与external的上层目录)
  4. 在编译你的项目时依赖cclib即可,不需要依赖cocos2d目录下的Android.mk 附2

附1(cclib/Android.mk)

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := cc_static
LOCAL_MODULE_FILENAME := libcc

LOCAL_EXPORT_C_INCLUDES := $(CC_SRC_ROOT)/cocos \
                    $(CC_SRC_ROOT)/cocos/. \
                    $(CC_SRC_ROOT)/cocos/.. \
                    $(CC_SRC_ROOT)/cocos/platform \
                    $(CC_SRC_ROOT)/cocos/base \
					$(CC_SRC_ROOT)/extensions \
                    $(CC_SRC_ROOT)/external \
                    $(CC_SRC_ROOT)/external/tinyxml2 \
                    $(CC_SRC_ROOT)/external/unzip \
                    $(CC_SRC_ROOT)/external/chipmunk/include/chipmunk \
                    $(CC_SRC_ROOT)/external/xxhash \
                    $(CC_SRC_ROOT)/external/nslog \
                    $(CC_SRC_ROOT)/external/poly2tri \
                    $(CC_SRC_ROOT)/external/poly2tri/common \
                    $(CC_SRC_ROOT)/external/poly2tri/sweep \
					$(CC_SRC_ROOT)/cocos/platform/android \
					$(CC_SRC_ROOT)/cocos/audio/include \
					$(CC_SRC_ROOT)/external/curl/include/android \
					$(CC_SRC_ROOT)/external/websockets/include/android \
					$(CC_SRC_ROOT)/cocos/editor-support \
					$(CC_SRC_ROOT)/external/Box2D \
					$(CC_SRC_ROOT)/external/flatbuffers \
					$(CC_SRC_ROOT)/external

LOCAL_CFLAGS   :=  -DUSE_FILE32API -fexceptions

LOCAL_CPPFLAGS := -Wno-deprecated-declarations -Wno-extern-c-compat

LOCAL_EXPORT_CFLAGS   := -DUSE_FILE32API -fexceptions

LOCAL_EXPORT_CPPFLAGS := -Wno-deprecated-declarations -Wno-extern-c-compat

LOCAL_EXPORT_LDLIBS := -lGLESv2 \
                       -llog \
                       -landroid \
               -lGLESv1_CM \
                       -lEGL \
               -lOpenSLES

# define the macro to compile through support/zip_support/ioapi.c


LOCAL_WHOLE_STATIC_LIBRARIES := cocos_freetype2_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_png_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_jpeg_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_tiff_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_webp_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_chipmunk_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_zlib_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_curl_static
LOCAL_WHOLE_STATIC_LIBRARIES += websockets_static

LOCAL_WHOLE_STATIC_LIBRARIES += flatbuffers_static
LOCAL_WHOLE_STATIC_LIBRARIES += libaudioengine_static
LOCAL_WHOLE_STATIC_LIBRARIES += libbox2d_static
LOCAL_WHOLE_STATIC_LIBRARIES += libbullet_static
LOCAL_WHOLE_STATIC_LIBRARIES += libcocos2d_static
LOCAL_WHOLE_STATIC_LIBRARIES += libcocos2dandroid_static
LOCAL_WHOLE_STATIC_LIBRARIES += libcocos2dxinternal_static
LOCAL_WHOLE_STATIC_LIBRARIES += libcocos3d_static
LOCAL_WHOLE_STATIC_LIBRARIES += libcocosbuilder_static
LOCAL_WHOLE_STATIC_LIBRARIES += libcocosdenshion_static
LOCAL_WHOLE_STATIC_LIBRARIES += libcocostudio_static
#LOCAL_WHOLE_STATIC_LIBRARIES += libcpufeatures_static
LOCAL_WHOLE_STATIC_LIBRARIES += libextension_static
LOCAL_WHOLE_STATIC_LIBRARIES += libnetwork_static
LOCAL_WHOLE_STATIC_LIBRARIES += librecast_static
LOCAL_WHOLE_STATIC_LIBRARIES += libspine_static
LOCAL_WHOLE_STATIC_LIBRARIES += libui_static

include $(BUILD_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := flatbuffers_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/flatbuffers.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libaudioengine_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libaudioengine.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libbox2d_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libbox2d.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libbullet_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libbullet.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libcocos2d_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2d.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libcocos2dandroid_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2dandroid.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libcocos2dxinternal_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos2dxinternal.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libcocos3d_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocos3d.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libcocosbuilder_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocosbuilder.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libcocosdenshion_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocosdenshion.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libcocostudio_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcocostudio.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libcpufeatures_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libcpufeatures.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libextension_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libextension.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libnetwork_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libnetwork.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := librecast_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/librecast.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libspine_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libspine.a
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := libui_static
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libui.a
include $(PREBUILT_STATIC_LIBRARY)

#==============================================================
$(call import-module,freetype2/prebuilt/android)
$(call import-module,png/prebuilt/android)
$(call import-module,zlib/prebuilt/android)
$(call import-module,jpeg/prebuilt/android)
$(call import-module,tiff/prebuilt/android)
$(call import-module,webp/prebuilt/android)
$(call import-module,chipmunk/prebuilt/android)
$(call import-module,curl/prebuilt/android)
$(call import-module,websockets/prebuilt/android)

附2(cpp-empty-test)

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := cpp_empty_test_shared

LOCAL_MODULE_FILENAME := libcpp_empty_test

LOCAL_ARM_MODE := arm

LOCAL_SRC_FILES := main.cpp \
                   ../../Classes/AppDelegate.cpp \
                   ../../Classes/HelloWorldScene.cpp

LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \
                    $(LOCAL_PATH)/../../../../extensions \
                    $(LOCAL_PATH)/../../../.. \
                    $(LOCAL_PATH)/../../../../cocos/editor-support

#LOCAL_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES := cc_static
include $(BUILD_SHARED_LIBRARY)

#$(call import-module,.)
$(call import-module,cclib)

参考:http://www.cnblogs.com/leaving/p/5362918.html

unrealengine最新版源代码

获取ue4全部源代码

什么是github?

github是程序员乐园,用来托管开发项目的源代码,基于web。

如何访问github上的ue4源代码

简单的四步骤:
1、创建登录github.com账号
2、注册ue的账号,拼关联github的账号https://www.unrealengine.com/dashboard/settings
ue-github
3、访问UE的地址:http://github.com/EpicGames,看到UE的邀请点击它将会看到
EpicGames
4、用git工具下载开发中的版本,或者下载稳定版https://github.com/EpicGames/UnrealEngine/releases

你需要的源代码

大部分程序员只需安装版本,如果你直接修改UE引擎源代码,那么你是来对地方。
引用网址:https://www.unrealengine.com/ue4-on-github