Added Android example project. Thanks Luis Mende!

This commit is contained in:
NathanSweet 2013-04-08 23:17:58 +02:00
parent a624c637c7
commit 42564828d4
19 changed files with 720 additions and 0 deletions

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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="con" path="com.android.ide.eclipse.adt.LIBRARIES"/>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry kind="output" path="bin/classes"/>
</classpath>

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>SpineCocos2Dx</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
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<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
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<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
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<triggers>clean,full,incremental,</triggers>
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<key>?children?</key>
<value>?name?=outputEntries\|?children?=?name?=entry\\\\\\\|\\\|\||</value>
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<locationURI>COCOS2DX/scripting</locationURI>
</link>
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eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.6
org.eclipse.jdt.core.compiler.codegen.unusedLocal=preserve
org.eclipse.jdt.core.compiler.compliance=1.6
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org.eclipse.jdt.core.compiler.debug.localVariable=generate
org.eclipse.jdt.core.compiler.debug.sourceFile=generate
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org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
org.eclipse.jdt.core.compiler.source=1.6

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.esotericsoftware.spinecocos2dx"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="8"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<activity android:name=".SpineCocos2Dx"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:largeScreens="true"
android:smallScreens="true"
android:anyDensity="true"
android:normalScreens="true"/>
<uses-permission android:name="android.permission.INTERNET"/>
</manifest>

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## Prerequisites:
* Android NDK
* Android SDK **OR** Eclipse ADT Bundle
* Android AVD target installed
## Building project
There are two ways of building Android projects.
1. Eclipse
2. Command Line
### Import Project in Eclipse
#### Features:
1. Complete workflow from Eclipse, including:
a. Build C++.
b. Clean C++.
c. Build and Run whole project.
d. Logcat view.
e. Debug Java code.
f. Javascript editor.
g. Project management.
2. True C++ editing, including:
a. Code completion.
b. Jump to definition.
c. Refactoring tools etc.
d. Quick open C++ files.
#### Setup Eclipse Environment
**NOTE:** This step needs to be done only once to setup the Eclipse environment for cocos2d-x projects. Skip this section if you've done this before.
1. Download Eclipse ADT bundle from [Google](http://developer.android.com/sdk/index.html)
**OR**
Install Eclipse with Java. Add ADT and CDT plugins.
2. Set up Variables:
1. Path Variable **COCOS2DX**:
A. Eclipse->Preferences->General->Workspace->**Linked Resources**
B. Click **New** button to add a Path Variable **COCOS2DX** pointing to the root cocos2d-x directory (Directory containing cocos2dx/ external/ tools/ scripting/ etc.).
2. C/C++ Environment Variable **NDK_ROOT**:
A. Eclipse->Preferences->General->C/C++->Build->**Environment**.
B. Click **Add** button and add a new variable **NDK_ROOT** pointing to the root NDK directory.
3. Import libcocos2dx library project:
1. File->new->Project..->Android Project From Existing Code.
2. Click **Browse** button and open cocos2d-x/cocos2dx/platform/android/java directory.
3. Click **Finish** to add project.
#### Adding and running from Eclipse
1. File->new->Project..->Android Project From Existing Code
2. **Browse** to cocos2d-x/cocos2dx/projects/Name Of Project/proj.android/ directory.
3. Add the project
4. Click **Run** or **Debug** to compile C++ followed by Java and to run on connected device or emulator.
### Running project from Command Line
1. `cd cocos2d-x/projects/Name Of Project/proj.android/`
2. `export NDK_ROOT=/path/to/ndk`
3. `./build_native.sh`
4. `ant debug install`
5. If step 4 results in sdk.dir missing error then follow step 6-8.
6. `android list target`
7. `android update project -p . -t (id from step 6)`
8. `android update project -p cocos2d-x/cocos2dx/platform/android/java/ -t (id from step 6)`

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# This file is used to override default values used by the Ant build system.
#
# This file must be checked into Version Control Systems, as it is
# integral to the build system of your project.
# This file is only used by the Ant script.
# You can use this to override default values such as
# 'source.dir' for the location of your java source folder and
# 'out.dir' for the location of your output folder.
# You can also use it define how the release builds are signed by declaring
# the following properties:
# 'key.store' for the location of your keystore and
# 'key.alias' for the name of the key to use.
# The password will be asked during the build when you use the 'release' target.

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<?xml version="1.0" encoding="UTF-8"?>
<project name="SpineCocos2Dx" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through an env var"
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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APPNAME="SpineCocos2Dx"
NDK_ROOT="[NDK PATH IN HERE]"
# options
buildexternalsfromsource=
usage(){
cat << EOF
usage: $0 [options]
Build C/C++ code for $APPNAME using Android NDK
OPTIONS:
-s Build externals from source
-h this help
EOF
}
while getopts "sh" OPTION; do
case "$OPTION" in
s)
buildexternalsfromsource=1
;;
h)
usage
exit 0
;;
esac
done
# paths
if [ -z "${NDK_ROOT+aaa}" ];then
echo "please define NDK_ROOT"
exit 1
fi
DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
# ... use paths relative to current directory
COCOS2DX_ROOT="$DIR/../../../.."
APP_ROOT="$DIR/.."
APP_ANDROID_ROOT="$DIR"
echo "NDK_ROOT = $NDK_ROOT"
echo "COCOS2DX_ROOT = $COCOS2DX_ROOT"
echo "APP_ROOT = $APP_ROOT"
echo "APP_ANDROID_ROOT = $APP_ANDROID_ROOT"
# make sure assets is exist
if [ -d "$APP_ANDROID_ROOT"/assets ]; then
rm -rf "$APP_ANDROID_ROOT"/assets
fi
mkdir "$APP_ANDROID_ROOT"/assets
# copy resources
for file in "$APP_ROOT"/Resources/*
do
if [ -d "$file" ]; then
cp -rf "$file" "$APP_ANDROID_ROOT"/assets
fi
if [ -f "$file" ]; then
cp "$file" "$APP_ANDROID_ROOT"/assets
fi
done
# run ndk-build
if [[ "$buildexternalsfromsource" ]]; then
echo "Building external dependencies from source"
"$NDK_ROOT"/ndk-build -C "$APP_ANDROID_ROOT" $* \
"NDK_MODULE_PATH=${COCOS2DX_ROOT}:${COCOS2DX_ROOT}/cocos2dx/platform/third_party/android/source"
else
echo "Using prebuilt externals"
"$NDK_ROOT"/ndk-build -C "$APP_ANDROID_ROOT" $* \
"NDK_MODULE_PATH=${COCOS2DX_ROOT}:${COCOS2DX_ROOT}/cocos2dx/platform/third_party/android/prebuilt"
fi

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LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := cocos2dcpp_shared
LOCAL_MODULE_FILENAME := libcocos2dcpp
# Sources
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/ExampleLayer.cpp
SRC_LIST := $(wildcard $(LOCAL_PATH)/../../../../../spine-runtimes/spine-c/src/spine/*.c)
LOCAL_SRC_FILES += $(SRC_LIST:$(LOCAL_PATH)/%=%)
SRC_LIST := $(wildcard $(LOCAL_PATH)/../../../../../spine-runtimes/spine-cocos2dx/src/spine/*.cpp)
LOCAL_SRC_FILES += $(SRC_LIST:$(LOCAL_PATH)/%=%)
# Headers
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \
../../../../spine-runtimes/spine-c/include \
../../../../spine-runtimes/spine-cocos2dx/src
LOCAL_WHOLE_STATIC_LIBRARIES += cocos2dx_static
#LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
#LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static
#LOCAL_WHOLE_STATIC_LIBRARIES += chipmunk_static
#LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static
include $(BUILD_SHARED_LIBRARY)
$(call import-module,cocos2dx)
#$(call import-module,cocos2dx/platform/third_party/android/prebuilt/libcurl)
#$(call import-module,CocosDenshion/android)
#$(call import-module,extensions)
#$(call import-module,external/Box2D)
#$(call import-module,external/chipmunk)

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APP_STL := gnustl_static
APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -DCOCOS2D_DEBUG=1

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#include "AppDelegate.h"
#include "cocos2d.h"
#include "CCEventType.h"
#include "platform/android/jni/JniHelper.h"
#include <jni.h>
#include <android/log.h>
#define LOG_TAG "main"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG,LOG_TAG,__VA_ARGS__)
using namespace cocos2d;
extern "C"
{
jint JNI_OnLoad(JavaVM *vm, void *reserved)
{
JniHelper::setJavaVM(vm);
return JNI_VERSION_1_4;
}
void Java_org_cocos2dx_lib_Cocos2dxRenderer_nativeInit(JNIEnv* env, jobject thiz, jint w, jint h)
{
if (!CCDirector::sharedDirector()->getOpenGLView())
{
CCEGLView *view = CCEGLView::sharedOpenGLView();
view->setFrameSize(w, h);
AppDelegate *pAppDelegate = new AppDelegate();
CCApplication::sharedApplication()->run();
}
else
{
ccDrawInit();
ccGLInvalidateStateCache();
CCShaderCache::sharedShaderCache()->reloadDefaultShaders();
CCTextureCache::reloadAllTextures();
CCNotificationCenter::sharedNotificationCenter()->postNotification(EVNET_COME_TO_FOREGROUND, NULL);
CCDirector::sharedDirector()->setGLDefaultValues();
}
}
}

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# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system use,
# "ant.properties", and override values to adapt the script to your
# project structure.
# Project target.
target=android-8
android.library.reference.1=../../cocos2dx/platform/android/java

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">SpineCocos2Dx</string>
</resources>

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/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
package com.esotericsoftware.spinecocos2dx;
import org.cocos2dx.lib.Cocos2dxActivity;
import org.cocos2dx.lib.Cocos2dxGLSurfaceView;
import android.os.Bundle;
public class SpineCocos2Dx extends Cocos2dxActivity{
protected void onCreate(Bundle savedInstanceState){
super.onCreate(savedInstanceState);
}
public Cocos2dxGLSurfaceView onCreateView() {
Cocos2dxGLSurfaceView glSurfaceView = new Cocos2dxGLSurfaceView(this);
// SpineCocos2Dx should create stencil buffer
glSurfaceView.setEGLConfigChooser(5, 6, 5, 0, 16, 8);
return glSurfaceView;
}
static {
System.loadLibrary("cocos2dcpp");
}
}