Merge branch '4.1-beta-cocos2dx-refactor' into 4.1-beta

This commit is contained in:
Mario Zechner 2022-03-26 01:13:07 +01:00
commit c016c21de2
169 changed files with 500 additions and 24199 deletions

5
.gitignore vendored
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@ -158,3 +158,8 @@ spine-monogame/spine-monogame-example/obj
spine-libgdx/spine-libgdx/out
spine-libgdx/spine-skeletonviewer/out
spine-cocos2d-objc/cocos2d/
cmake-build-release
spine-cocos2dx/example-v4/build-ios
spine-cocos2dx/example-v4/build-macos
spine-cocos2dx/example/build-ios
spine-cocos2dx/example/proj.android/app/.cxx

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@ -4,8 +4,6 @@ project(spine)
set(CMAKE_INSTALL_PREFIX "./")
set(CMAKE_VERBOSE_MAKEFILE ON)
set(SPINE_SFML FALSE CACHE BOOL FALSE)
set(SPINE_COCOS2D_OBJC FALSE CACHE BOOL FALSE)
set(SPINE_COCOS2D_X FALSE CACHE BOOL FALSE)
set(SPINE_SANITIZE FALSE CACHE BOOL FALSE)
if(MSVC)
@ -29,15 +27,5 @@ if((${SPINE_SFML}) OR (${CMAKE_CURRENT_BINARY_DIR} MATCHES "spine-sfml"))
add_subdirectory(spine-sfml/cpp)
endif()
if((${SPINE_COCOS2D_OBJC}) OR (${CMAKE_CURRENT_BINARY_DIR} MATCHES "spine-cocos2d-objc"))
if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
add_subdirectory(spine-cocos2d-objc)
endif()
endif()
if((${SPINE_COCOS2D_X}) OR (${CMAKE_CURRENT_BINARY_DIR} MATCHES "spine-cocos2dx"))
add_subdirectory(spine-cocos2dx)
endif()
# add_subdirectory(spine-c/spine-c-unit-tests)
add_subdirectory(spine-cpp/spine-cpp-unit-tests)

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@ -1,61 +0,0 @@
cmake_minimum_required(VERSION 3.6)
project(spine-cocos2dx-example)
set(EXAMPLE_DIR "${CMAKE_CURRENT_LIST_DIR}/example")
option(USE_COCOS2DX_V4 "Use cocos2d-x version 4.0+" OFF)
if(USE_COCOS2DX_V4)
set(COCOS_FOLDER_NAME "cocos2d-x-4.0")
set(COCOS_DOWNLOAD_URL "https://digitalocean.cocos2d-x.org/Cocos2D-X/${COCOS_FOLDER_NAME}.zip")
set(COCOS_SHORT_VERSION "v4")
set(EXAMPLE_DIR "${CMAKE_CURRENT_LIST_DIR}/example-v4")
else()
set(COCOS_FOLDER_NAME "cocos2d-x-3.17.2")
set(COCOS_DOWNLOAD_URL "https://digitalocean.cocos2d-x.org/Cocos2D-X/${COCOS_FOLDER_NAME}.zip")
set(COCOS_SHORT_VERSION "v3")
endif()
if((NOT ${COCOS_CURRENT_VERSION} STREQUAL ${COCOS_SHORT_VERSION}) AND (NOT ${COCOS_CURRENT_VERSION} STREQUAL ""))
message(STATUS "Target Cocos2d-x version ${COCOS_SHORT_VERSION}, current ${COCOS_CURRENT_VERSION}")
message(STATUS "remove current folder ${EXAMPLE_DIR}/cocos2d")
file(REMOVE_RECURSE ${EXAMPLE_DIR}/cocos2d ${EXAMPLE_DIR}/cocos2dx.zip)
endif()
if (NOT EXISTS ${EXAMPLE_DIR}/cocos2d)
if(NOT EXISTS ${EXAMPLE_DIR}/cocos2dx.zip)
message(STATUS "Downloading cocos2dx ${COCOS_SHORT_VERSION} from ${COCOS_DOWNLOAD_URL}, this may take some time!")
# download cocos2d-x package
file(DOWNLOAD ${COCOS_DOWNLOAD_URL} "${EXAMPLE_DIR}/cocos2dx.zip" SHOW_PROGRESS)
else()
message(STATUS "${EXAMPLE_DIR}/cocos2dx.zip found!")
endif()
# untar
message(STATUS "untar ${EXAMPLE_DIR}/cocos2dx.zip ...")
execute_process(
COMMAND ${CMAKE_COMMAND} -E tar x ${EXAMPLE_DIR}/cocos2dx.zip
WORKING_DIRECTORY ${EXAMPLE_DIR}
)
# rename folder
execute_process(
COMMAND ${CMAKE_COMMAND} -E rename
"${EXAMPLE_DIR}/${COCOS_FOLDER_NAME}" "${EXAMPLE_DIR}/cocos2d"
)
set(COCOS_CURRENT_VERSION ${COCOS_SHORT_VERSION} CACHE STRING "update current version" FORCE)
# remove spine source code in cocos2d-x's source tree
execute_process(
COMMAND ${CMAKE_COMMAND} -E remove_directory "${EXAMPLE_DIR}/cocos2d/cocos/editor-support/spine"
COMMAND ${CMAKE_COMMAND} -E make_directory "${EXAMPLE_DIR}/cocos2d/cocos/editor-support/spine"
)
else()
message(STATUS "${EXAMPLE_DIR}/cocos2d is already exists, current version ${COCOS_SHORT_VERSION}.")
endif()
if(USE_COCOS2DX_V4)
add_subdirectory("${EXAMPLE_DIR}")
endif()

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@ -22,116 +22,77 @@ spine-cocos2dx supports all Spine features.
The setup for cocos2d-x differs from most other Spine Runtimes because the cocos2d-x distribution includes a copy of the Spine Runtime files. This is not ideal because these files may be old and fail to work with the latest Spine editor. Also it means if cocos2d-x is updated, you may get newer Spine Runtime files which can break your application if you are not using the latest Spine editor. For these reasons, we have requested cocos2d-x to cease distributing the Spine Runtime files, but they continue to do so. The following instructions allow you to use the official Spine cocos2d-x runtime with your cocos2d-x project.
### Cocos2d-x v3.x
1. Create a new cocos2d-x project. See [the cocos2d-x documentation](https://docs.cocos2d-x.org/cocos2d-x/v3/en/installation/)
2. Delete the folder `cocos2d/cocos/editor-support/spine`. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
3. Open your project in your IDE of choice, then open the cocos2d_libs sub project and delete the `editor-support/spine` group. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build.
3. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
4. Add the sources from `spine-cpp/spine-cpp/src/spine` and `spine-cocos2dx/src/spine` to your project
4. Add the folders `spine-cpp/spine-cpp/include` and `spine-cocos2dx/src` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
spine-cocos2dx works with both Cocos2d-x v3 and v4. The setup process is identical in both cases. The preferred way to integrate spine-cocos2dx into your Cocos2d-x project is to use the [Cocos2d-x CMake build system].
### Cocos2d-x v4.x
TBD
1. Create a new Cocos2D-x project. See [the cocos2d-x documentation](https://docs.cocos2d-x.org/cocos2d-x/v4/en/installation/)
2. Delete the folder `cocos2d/cocos/editor-support/spine` in your project. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
3. TBD Integration in `CMakeLists.txt`
1. [Create a new C++ cocos2d-x project](https://docs.cocos2d-x.org/cocos2d-x/v4/en/editors_and_tools/cocosCLTool.html). Let's assume you created your project in a folder `/path/to/MyGame/` somewhere on your disk.
2. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above. Let's assume you cloned the Spine Runtimes to a folder `/path/to/spine-runtimes/` somewhere on your disk.
3. Open `MyGame/CMakeLists.txt` in a text editor and modify it as follows:
* After the line `project(${APP_NAME})` add the following line:
```
include(/path/to/spine-runtimes/spine-cocos2dx/spine-cocos2dx.cmake)
```
* Before the line `target_link_libraries(${APP_NAME} cocos2d)`add the following line:
```
target_link_libraries(${APP_NAME} spine-cpp spine-cocos2dx)
```
4. [Proceed with generating IDE files via CMake](https://docs.cocos2d-x.org/cocos2d-x/v4/en/installation/CMake-Guide.html) and build and run your project.
For reference, have a look at our spine-cocos2dx example project in this repository described below.
## Example
The Spine cocos2d-x example works on Windows, Mac OS X, iOS and Android.
The spine-cocos2dx example works on Windows, Linux, macOS, iOS, Linux, and Android, for both cocos2d-x v3 and v4.
### Cocos2d-x v3.x
Please [install the reprequisit software](https://docs.cocos2d-x.org/cocos2d-x/v4/en/installation/prerequisites.html) as per the Cocos2d-x documentation. Ensure that the following programs are executable from the command line:
#### Windows
1. Install [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
2. Install CMake via the [Windows installer package](https://cmake.org/download/).
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
4. Run CMake GUI from the start menu
5. Click `Browse Source` and select the directory `spine-runtimes/spine-cocos2dx/`
6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build/` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
7. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
8. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
9. Expand `References` of the `libcocos2d` sub project, and remove the entry for `libSpine`, which should be marked with an error.
9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
10. Click `Local Windows Debugger` to run the example
* Git
* CMake
* Python
#### macOS/iOS
1. Install [Xcode](https://developer.apple.com/xcode/)
2. Install [Homebrew](http://brew.sh/)
3. Open a terminal and install CMake via `brew install cmake`
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
5. Type `mkdir build && cd build && cmake ../..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
6. Open the Xcode project in `spine-runtimes/spine-cocos2dx/example/proj.ios_mac`
7. Expand the `cocos2d_libs.xcodeproj` sub project, delete the group `editor-support/spine`. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
8. Open `cocos2d_lib/audio/mac/CDXMacOSXSupport.h` and remove lines 43-46, deleting the `AudioSessionProperties` enum. This will allow cocos2d-x 3.7 to compile with the latest Xcode version.
8. Click the `Run` button or type `CMD+R` to run the example
Before you can compile and run the example project for a specific target platform, you need to clone the [Cocos2d-x repository](https://github.com/cocos2d/cocos2d-x) to `spine-runtimes/spine-cocos2dx/example/cocos2d` and download the dependencies:
#### Android (on macOS)
1. Install the prerequisits for [cocos2d-x Android development](http://www.cocos2d-x.org/docs/installation/Android-terminal/)
2. Install [Homebrew](http://brew.sh/)
3. Open a terminal and install CMake via `brew install cmake`
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
5. Type `mkdir build && cd build && cmake ../..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
6. Delete `spine-runtimes/spine-cocos2dx/example/cocos2d/cocos/editor-support/spine`
7. Open `spine-runtimes/spine-cocos2dx/example/cocos2d/cocos/Android.mk` and remove the lines `LOCAL_STATIC_LIBRARIES += spine_static` and `$(call import-module,editor-support/spine)
8. Switch to `spine-runtimes/spine-cocos2dx/example/proj.android/jni` and execute `cocos compile -p android -m debug --ndk-mode debug` to compile the example for Android
9. In the same directory, execute `cocos run -p android -m debug` to deploy to the device
10. For debugging, run `ndk-debug` in the `proj.android/jni` folder. This will attach to the running app via GDB.
```
cd spine-runtimes/spine-cocos2dx/example
git clone -b v4 --depth 1 https://github.com/cocos2d/cocos2d-x cocos2d
python cocos2d/download-deps.py -r yes
```
### Cocos2d-x v4.x
> **NOTE:** If you want to run the example with Cocos2d-x version 3, replace `-b v4` with `-b v3` in the `git clone` command.
Please note the [new prerequisits to compile Cocos2d-x v4 projects on different platforms](https://docs.cocos2d-x.org/cocos2d-x/v4/en/installation/prerequisites.html). This includes an installation of Python 2.7.x!
> **NOTE:** On macOS Big Sur, replace `python` with `python3`.
#### Windows
1. Install [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
2. Install CMake via the [Windows installer package](https://cmake.org/download/).
3. Install Python and make sure the `python.exe` is in your `PATH` environment variable. Python is required by cocos2d-x`s build system.
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
4. Run CMake GUI from the start menu
5. Click `Browse Source` and select the directory `spine-runtimes`
6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build-v4` directory. You can create the `build-v4` folder directly in the file dialog via `New Folder`.
7. Click `Configure`. Check `USE_COCOS2DX_V4`
8. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
9. Click `Generate` this will create the Visual Studio solution in `spine-runtimes/spine-cocos2dx/build-v4`.
8. Open the `spine-runtimes/spine-cocos2dx/build-v4/spine-cocos2dx-example.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
9. Right click the `spine-cocos2dx-example` project in the solution explorer and select `Set as Startup Project` from the context menu
10. Click `Local Windows Debugger` to run the example
You can now use CMake to create IDE projects for the target platform you want to compile and run the example on.
Make sure to build the example for Windows 32-bit!
### macOS
Execute the following on the command line:
#### macOS
1. Install [Xcode](https://developer.apple.com/xcode/)
2. Install [Homebrew](http://brew.sh/)
3. Open a terminal and install CMake via `brew install cmake`
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
5. Type `mkdir build-v4 && cd build-v4 && cmake -GXcode -DUSE_COCOS2DX_V4=on ..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
6. Open the Xcode project in `spine-runtimes/spine-cocos2dx/build-v4`
7. Make sure you select `spine-cocos2dx-example > My Mac` as the target and click the `Run` button or type `CMD+R` to run the example.
```
cd spine-runtimes/spine-cocos2dx/example
mkdir build-macos && cmake . -GXcode -Bbuild-macos
open build-macos/spine-cocos2dx-example.xcodeproj
```
#### iOS
1. Install [Xcode](https://developer.apple.com/xcode/)
2. Install [Homebrew](http://brew.sh/)
3. Open a terminal and install CMake via `brew install cmake`
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
5. Type `mkdir build-v4 && cd build-v4 && cmake -GXcode -DUSE_COCOS2DX_V4=on -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos ..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
6. Open the Xcode project in `spine-runtimes/spine-cocos2dx/build-v4`
7. Make sure you select `spine-cocos2dx-example > Device` as the target, where `Device` is either a simulator or a physically connected device. Click the `Run` button or type `CMD+R` to run the example.
This will generate an Xcode project in `build-macos/spine-cocos2dx-example.xcodeproj` and open it in Xcode. To build and run the example, select the `spine-cocos2dx-example` scheme and press `CMD + R`.
#### Android (on macOS)
1. Install the prerequisits for [cocos2d-x Android development](http://www.cocos2d-x.org/docs/installation/Android-terminal/)
2. Install [Homebrew](http://brew.sh/)
3. Open a terminal and install CMake via `brew install cmake`
3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
5. Type `mkdir build-v4 && cd build-v4 && cmake -DUSE_COCOS2DX_V4=on ..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
6. Execute `cocos run -s . -p android`, this will build, deploy and run the APK on a connected device.
### iOS
Execute the following on the command line:
```
cd spine-runtimes/spine-cocos2dx/example
cmake . -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos -Bbuild-ios
open build-ios/spine-cocos2dx-example.xcodeproj
```
This will generate an Xcode project in `build-ios/spine-cocos2dx-example.xcodeproj` and open it in Xcode. To build and run the example, select the `spine-cocos2dx-example` scheme and select a device or simulator to build for and run on. Finally, press `CMD + R` to build and run the example.
### Android
Open the project in `proj.android` in Android Studio. Make sure you have NDK version `24.0.8215888` installed via the SDK Manager. Alternatively, you can set the `ndkVersion` property in `proj.android/app/build.gradle` to the NDK version you have installed locally.
### Windows
**TBD**
## Notes
* Images are premultiplied by cocos2d-x, so the Spine atlas images should *not* use premultiplied alpha.
* Two color tinting needs to be enabled on a per-skeleton basis. Call `SkeletonRenderer::setTwoColorTine(true)` or `SkeletonAnimation::setTwoColorTint(true)` after you created the skeleton instance. Note that two color tinting requires a custom shader and vertex format. Skeletons rendered with two color tinting can therefore not be batched with single color tinted skeletons or other 2D cocos2d-x elements like sprites. However, two-color tinted skeletons will be batched if possible when rendered after one another. Attaching a child to a two color tinted skeleton will also break the batch.

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@ -1,4 +0,0 @@
{
"engine_version": "cocos2d-x-4.0",
"project_type": "cpp"
}

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@ -1,171 +0,0 @@
#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# 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.
# ****************************************************************************/
cmake_minimum_required(VERSION 3.6)
set(APP_NAME spine-cocos2dx-example)
project(${APP_NAME})
set(BUILD_EDITOR_SPINE OFF CACHE BOOL "Build editor support for spine" FORCE)
set(BUILD_EXTENSIONS OFF CACHE BOOL "Build extensions" FORCE)
if(XCODE)
if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
endif()
endif()
if(NOT DEFINED BUILD_ENGINE_DONE) # to test spine-cocos2dx-example into root project
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()
# Add spine-cpp library
file(GLOB SPINE_CPP_HEADER "${CMAKE_CURRENT_SOURCE_DIR}/../../spine-cpp/spine-cpp/include/**/*.h")
file(GLOB SPINE_CPP_SOURCE "${CMAKE_CURRENT_SOURCE_DIR}/../../spine-cpp/spine-cpp/src/**/*.cpp")
add_library(spine-cpp STATIC ${SPINE_CPP_SOURCE} ${SPINE_CPP_HEADER})
target_include_directories(spine-cpp PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/../../spine-cpp/spine-cpp/include/")
# Add spine-cocos2dx library
file(GLOB_RECURSE SPINE_COCOS2DX_HEADER "${CMAKE_CURRENT_SOURCE_DIR}/../src/**/*.h")
file(GLOB_RECURSE SPINE_COCOS2DX_SOURCE "${CMAKE_CURRENT_SOURCE_DIR}/../src/**/*.cpp")
add_library(spine-cocos2dx STATIC ${SPINE_COCOS2DX_SOURCE} ${SPINE_COCOS2DX_HEADER})
target_include_directories(spine-cocos2dx PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/../../spine-cpp/spine-cpp/include/")
target_include_directories(spine-cocos2dx PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/../src/")
target_link_libraries(spine-cocos2dx PRIVATE cocos2d)
# record sources, headers, resources...
set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/../example/Resources"
)
if(APPLE OR WINDOWS)
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()
# add cross-platforms source files and header files
file(GLOB_RECURSE GAME_SOURCE "${CMAKE_CURRENT_SOURCE_DIR}/../example/Classes/*.cpp")
file(GLOB_RECURSE GAME_HEADER "${CMAKE_CURRENT_SOURCE_DIR}/../example/Classes/*.h")
set(GAME_INCLUDE "${CMAKE_CURRENT_SOURCE_DIR}/../example/Classes")
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME MyGame)
list(APPEND GAME_SOURCE
proj.android/app/jni/hellocpp/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
elseif(WINDOWS)
list(APPEND GAME_HEADER
proj.win32/main.h
proj.win32/resource.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
proj.win32/game.rc
${common_res_files}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreen.storyboard
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/Images.xcassets
)
list(APPEND GAME_SOURCE
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
proj.ios_mac/ios/Prefix.pch
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
proj.ios_mac/mac/main.cpp
proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_res_files})
endif()
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
target_link_libraries(${APP_NAME} spine-cpp spine-cocos2dx)
else()
add_library(${APP_NAME} SHARED ${all_code_files})
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
target_link_libraries(${APP_NAME} spine-cocos2dx)
target_link_libraries(${APP_NAME} spine-cpp)
endif()
target_link_libraries(${APP_NAME} cocos2d)
target_include_directories(${APP_NAME}
PRIVATE ${GAME_INCLUDE}
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
)
# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
elseif(IOS)
set_target_properties(${APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()

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@ -1,18 +0,0 @@
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/****************************************************************************
Copyright (c) 2010-2013 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#import <UIKit/UIKit.h>
@class RootViewController;
@interface AppController : NSObject <UIApplicationDelegate> {
}
@property(nonatomic, readonly) RootViewController *viewController;
@end

View File

@ -1,153 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2013 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#import "AppController.h"
#import "cocos2d.h"
#import "AppDelegate.h"
#import "RootViewController.h"
@implementation AppController
@synthesize window;
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
cocos2d::Application *app = cocos2d::Application::getInstance();
// Initialize the GLView attributes
app->initGLContextAttrs();
cocos2d::GLViewImpl::convertAttrs();
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
// Use RootViewController to manage CCEAGLView
_viewController = [[RootViewController alloc]init];
_viewController.wantsFullScreenLayout = YES;
// Set RootViewController to window
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
{
// warning: addSubView doesn't work on iOS6
[window addSubview: _viewController.view];
}
else
{
// use this method on ios6
[window setRootViewController:_viewController];
}
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden:true];
//Launching the app with the arguments -NSAllowsDefaultLineBreakStrategy NO to force back to the old behavior.
if ( [[UIDevice currentDevice].systemVersion floatValue] >= 13.0f)
{
[[NSUserDefaults standardUserDefaults] setBool:NO forKey:@"NSAllowsDefaultLineBreakStrategy"];
}
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView((__bridge void *)_viewController.view);
cocos2d::Director::getInstance()->setOpenGLView(glview);
//run the cocos2d-x game scene
app->run();
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
// We don't need to call this method any more. It will interrupt user defined game pause&resume logic
/* cocos2d::Director::getInstance()->pause(); */
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
/*
Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
*/
// We don't need to call this method any more. It will interrupt user defined game pause&resume logic
/* cocos2d::Director::getInstance()->resume(); */
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
cocos2d::Application::getInstance()->applicationDidEnterBackground();
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
/*
Called as part of transition from the background to the inactive state: here you can undo many of the changes made on entering the background.
*/
cocos2d::Application::getInstance()->applicationWillEnterForeground();
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
}
#if __has_feature(objc_arc)
#else
- (void)dealloc {
[window release];
[_viewController release];
[super dealloc];
}
#endif
@end

View File

@ -1,45 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleDisplayName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>Icon-57.png</string>
<key>CFBundleIdentifier</key>
<string>org.cocos2dx.${PRODUCT_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UIAppFonts</key>
<array/>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIPrerenderedIcon</key>
<true/>
<key>UIStatusBarHidden</key>
<true/>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
</array>
<key>NSHumanReadableCopyright</key>
<string>Copyright © 2019. All rights reserved.</string>
</dict>
</plist>

View File

@ -1,12 +0,0 @@
//
// Prefix header for all source files of the 'iphone' target in the 'iphone' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
#endif
#ifdef __cplusplus
#include "cocos2d.h"
#endif

View File

@ -1,34 +0,0 @@
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#import <UIKit/UIKit.h>
@interface RootViewController : UIViewController {
}
- (BOOL)prefersStatusBarHidden;
@end

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@ -1,122 +0,0 @@
/****************************************************************************
Copyright (c) 2013 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#import "RootViewController.h"
#import "cocos2d.h"
#import "platform/ios/CCEAGLView-ios.h"
@implementation RootViewController
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
// Initialize the CCEAGLView
CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [UIScreen mainScreen].bounds
pixelFormat: (__bridge NSString *)cocos2d::GLViewImpl::_pixelFormat
depthFormat: cocos2d::GLViewImpl::_depthFormat
preserveBackbuffer: NO
sharegroup: nil
multiSampling: cocos2d::GLViewImpl::_multisamplingCount > 0 ? YES : NO
numberOfSamples: cocos2d::GLViewImpl::_multisamplingCount ];
// Enable or disable multiple touches
[eaglView setMultipleTouchEnabled:NO];
// Set EAGLView as view of RootViewController
self.view = eaglView;
}
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
}
- (void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear:animated];
}
// For ios6, use supportedInterfaceOrientations & shouldAutorotate instead
#ifdef __IPHONE_6_0
- (NSUInteger) supportedInterfaceOrientations{
return UIInterfaceOrientationMaskAllButUpsideDown;
}
#endif
- (BOOL) shouldAutorotate {
return YES;
}
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
[super didRotateFromInterfaceOrientation:fromInterfaceOrientation];
auto glview = cocos2d::Director::getInstance()->getOpenGLView();
if (glview)
{
CCEAGLView *eaglview = (__bridge CCEAGLView *)glview->getEAGLView();
if (eaglview)
{
CGSize s = CGSizeMake([eaglview getWidth], [eaglview getHeight]);
cocos2d::Application::getInstance()->applicationScreenSizeChanged((int) s.width, (int) s.height);
}
}
}
//fix not hide status on ios7
- (BOOL)prefersStatusBarHidden {
return YES;
}
// Controls the application's preferred home indicator auto-hiding when this view controller is shown.
- (BOOL)prefersHomeIndicatorAutoHidden {
return YES;
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
@end

View File

@ -1,7 +0,0 @@
#import <UIKit/UIKit.h>
int main(int argc, char *argv[]) {
@autoreleasepool {
return UIApplicationMain(argc, argv, nil, @"AppController");
}
}

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@ -1,36 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>Icon</string>
<key>CFBundleIdentifier</key>
<string>com.esotericsoftware.spine</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSApplicationCategoryType</key>
<string>public.app-category.games</string>
<key>LSMinimumSystemVersion</key>
<string>${MACOSX_DEPLOYMENT_TARGET}</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright © 2013. All rights reserved.</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>

View File

@ -1,11 +0,0 @@
//
// Prefix header for all source files of the 'Paralaxer' target in the 'Paralaxer' project
//
#ifdef __OBJC__
#import <Cocoa/Cocoa.h>
#endif
#ifdef __cplusplus
#include "cocos2d.h"
#endif

View File

@ -1,34 +0,0 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#include "AppDelegate.h"
#include "cocos2d.h"
USING_NS_CC;
int main(int argc, char *argv[]) {
AppDelegate app;
return Application::getInstance()->run();
}

View File

@ -1,38 +0,0 @@
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#include "../Classes/AppDelegate.h"
#include <stdio.h>
#include <stdlib.h>
#include <string>
#include <unistd.h>
USING_NS_CC;
int main(int argc, char **argv) {
// create the application instance
AppDelegate app;
return Application::getInstance()->run();
}

View File

@ -1,8 +0,0 @@
{
"copy_resources": [
{
"from": "../Resources",
"to": ""
}
]
}

View File

@ -1,86 +0,0 @@
// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#define APSTUDIO_HIDDEN_SYMBOLS
#include "windows.h"
#undef APSTUDIO_HIDDEN_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
GLFW_ICON ICON "res\\game.ico"
/////////////////////////////////////////////////////////////////////////////
//
// Version
//
VS_VERSION_INFO VERSIONINFO
FILEVERSION 1,0,0,1
PRODUCTVERSION 1,0,0,1
FILEFLAGSMASK 0x3fL
#ifdef _DEBUG
FILEFLAGS 0x1L
#else
FILEFLAGS 0x0L
#endif
FILEOS 0x4L
FILETYPE 0x2L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904B0"
BEGIN
VALUE "CompanyName", "\0"
VALUE "FileDescription", "game Module\0"
VALUE "FileVersion", "1, 0, 0, 1\0"
VALUE "InternalName", "game\0"
VALUE "LegalCopyright", "Copyright \0"
VALUE "OriginalFilename", "game.exe\0"
VALUE "ProductName", "game Module\0"
VALUE "ProductVersion", "1, 0, 0, 1\0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x0409, 0x04B0
END
END
/////////////////////////////////////////////////////////////////////////////
#endif // !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)

View File

@ -1,41 +0,0 @@
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#include "main.h"
#include "AppDelegate.h"
#include "cocos2d.h"
USING_NS_CC;
int WINAPI _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow) {
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// create the application instance
AppDelegate app;
return Application::getInstance()->run();
}

View File

@ -1,37 +0,0 @@
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#ifndef __MAIN_H__
#define __MAIN_H__
#define WIN32_LEAN_AND_MEAN// Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <tchar.h>
#include <windows.h>
// C RunTime Header Files
#include "platform/CCStdC.h"
#endif// __MAIN_H__

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Before

Width:  |  Height:  |  Size: 46 KiB

View File

@ -1,44 +0,0 @@
/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by game.RC
//
#define IDS_PROJNAME 100
#define IDR_TESTJS 100
#define ID_FILE_NEW_WINDOW 32771
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 201
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#define _APS_NEXT_COMMAND_VALUE 32775
#endif
#endif

View File

@ -1,4 +1,4 @@
{
"engine_version": "cocos2d-x-3.11.1",
"engine_version": "cocos2d-x-4.0",
"project_type": "cpp"
}

View File

@ -1,7 +0,0 @@
bin/
build/
build-linux/
proj.android/bin/
proj.android/assets/
proj.android/libs/
proj.android/obj/

View File

@ -1,6 +1,6 @@
#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015 Chukong Technologies Inc.
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
@ -22,139 +22,142 @@
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# ****************************************************************************/
#cmake_policy(SET CMP0017 NEW)
cmake_minimum_required(VERSION 3.8)
cmake_minimum_required(VERSION 3.6)
set(APP_NAME spine-cocos2dx-example)
project (${APP_NAME})
set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
project(${APP_NAME})
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
set(BUILD_EXTENSIONS OFF CACHE BOOL "Build extensions" FORCE)
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(../spine-cocos2dx.cmake)
# libcocos2d
set(BUILD_CPP_EMPTY_TEST OFF CACHE BOOL "turn off build cpp-empty-test" FORCE)
set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests" FORCE)
set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets" FORCE)
set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets" FORCE)
set(BUILD_EDITOR_SPINE OFF CACHE BOOL "Build editor support for spine" FORCE)
set(BUILD_EDITOR_SPINE ON CACHE BOOL "enable spine")
include_directories(
${CMAKE_CURRENT_LIST_DIR}/../../spine-cpp/spine-cpp/include
${CMAKE_CURRENT_LIST_DIR}/../src
)
include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
get_target_property(COCOS2D_X_VERSION cocos2d VERSION)
set(COCOS2DX_ROOT_PATH ${COCOS2D_ROOT})
set(PLATFORM_SPECIFIC_SRC)
set(PLATFORM_SPECIFIC_HEADERS)
set(cc_common_res)
set(GAME_RES_FOLDER ${CMAKE_CURRENT_SOURCE_DIR}/Resources)
if(APPLE OR VS)
cocos_mark_multi_resources(cc_common_res RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
if(XCODE)
if(NOT DEFINED CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET)
SET (CMAKE_XCODE_ATTRIBUTE_IPHONEOS_DEPLOYMENT_TARGET 8.0)
endif()
endif()
if(MACOSX OR APPLE)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
)
set(PLATFORM_SPECIFIC_SRC
proj.ios_mac/mac/main.cpp
if(NOT DEFINED BUILD_ENGINE_DONE) # to test spine-cocos2dx-example into root project
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
endif()
# record sources, headers, resources...
set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
)
if(APPLE OR WINDOWS)
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()
# add cross-platforms source files and header files
file(GLOB_RECURSE GAME_SOURCE "${CMAKE_CURRENT_SOURCE_DIR}/Classes/*.cpp")
file(GLOB_RECURSE GAME_HEADER "${CMAKE_CURRENT_SOURCE_DIR}/Classes/*.h")
set(GAME_INCLUDE "${CMAKE_CURRENT_SOURCE_DIR}/Classes")
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME MyGame)
list(APPEND GAME_SOURCE
proj.android/app/jni/hellocpp/main.cpp
)
elseif(LINUX)
set(PLATFORM_SPECIFIC_SRC
proj.linux/main.cpp
)
elseif ( WIN32 )
set(PLATFORM_SPECIFIC_SRC
proj.win32/main.cpp
)
set(PLATFORM_SPECIFIC_HEADERS
proj.win32/main.h
proj.win32/resource.h
)
elseif(ANDROID)
set(PLATFORM_SPECIFIC_SRC
proj.android-studio/app/jni/hellocpp/main.cpp
)
endif()
file(GLOB GAME_CLASSES_SOURCES "Classes/*.cpp")
file(GLOB GAME_CLASSES_HEADERS "Classes/*.h")
set(GAME_SRC
${GAME_CLASSES_SOURCES}
${PLATFORM_SPECIFIC_SRC}
${cc_common_res}
)
set(GAME_HEADERS
${GAME_CLASSES_HEADERS}
${PLATFORM_SPECIFIC_HEADERS}
)
if( ANDROID )
add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS})
IF(CMAKE_BUILD_TYPE MATCHES RELEASE)
ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so)
ENDIF()
else()
add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS})
endif()
target_include_directories(${APP_NAME} PRIVATE Classes)
target_link_libraries(${APP_NAME} cocos2d)
setup_cocos_app_config(${APP_NAME})
if(COMMAND cocos_get_resource_path)
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
else()
set(APP_RES_DIR "$<TARGET_FILE_DIR:${APP_NAME}>/Resources")
endif()
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${API_UI_RES}")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist"
)
elseif(IOS)
cocos_pak_xcode(${APP_NAME} INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon-${APP_NAME}")
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "")
set_xcode_property(${APP_NAME} CODE_SIGN_IDENTITY "iPhone Developer")
endif()
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
list(APPEND GAME_HEADER
proj.win32/main.h
proj.win32/resource.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
proj.win32/game.rc
${common_res_files}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreen.storyboard
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/Images.xcassets
)
list(APPEND GAME_SOURCE
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
proj.ios_mac/ios/Prefix.pch
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
proj.ios_mac/mac/main.cpp
proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_res_files})
endif()
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()
# Link the spine-cpp and spine-cocos2dx library to the app
target_link_libraries(${APP_NAME} spine-cpp spine-cocos2dx)
# Manually link to libz on iOS, the cocos2d-x build only pulls in libz.tbd
if(IOS)
target_link_libraries(${APP_NAME} z)
endif()
target_link_libraries(${APP_NAME} cocos2d)
target_include_directories(${APP_NAME}
PRIVATE ${GAME_INCLUDE}
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
)
# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
if(MACOSX)
set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist")
elseif(IOS)
set_xcode_property(${APP_NAME} INFOPLIST_FILE "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/ios/Info.plist")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
# For code-signing, set the DEVELOPMENT_TEAM:
#set_xcode_property(${APP_NAME} DEVELOPMENT_TEAM "GRLXXXX2K9")
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME})
endif()
if(LINUX OR WINDOWS)
if("${COCOS2D_X_VERSION}" VERSION_LESS "4.0")
if(COMMAND cocos_copy_res)
cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
else()
cocos_copy_target_res(${APP_NAME} COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()
else()
cocos_get_resource_path(APP_RES_DIR ${APP_NAME})
cocos_copy_target_res(${APP_NAME} LINK_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()
endif()
endif()

View File

@ -1,9 +0,0 @@
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View File

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View File

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View File

@ -1,71 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>spine-cocos2dx-example</name>
<comment></comment>
<projects>
<project>libcocos2dx</project>
</projects>
<buildSpec>
<buildCommand>
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<natures>
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<nature>org.eclipse.cdt.core.cnature</nature>
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</natures>
<linkedResources>
<link>
<name>Classes</name>
<type>2</type>
<locationURI>$%7BPARENT-1-PROJECT_LOC%7D/Classes</locationURI>
</link>
<link>
<name>cocos2d</name>
<type>2</type>
<locationURI>$%7BPARENT-1-PROJECT_LOC%7D/cocos2d</locationURI>
</link>
<link>
<name>libcocos2d</name>
<type>2</type>
<locationURI>PARENT-1-PROJECT_LOC/cocos2d/cocos/platform/android/java/src</locationURI>
</link>
</linkedResources>
</projectDescription>

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@ -1,68 +0,0 @@
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useParentScope=false

View File

@ -1,3 +0,0 @@
eclipse.preferences.version=1
environment/project/0.1230402123/append=true
environment/project/0.1230402123/appendContributed=true

View File

@ -1,2 +0,0 @@
eclipse.preferences.version=1
org.eclipse.ltk.core.refactoring.enable.project.refactoring.history=false

View File

@ -1,38 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.esotericsoftware.cocos2dx"
android:versionCode="1"
android:versionName="1.0"
android:installLocation="auto">
<uses-sdk android:minSdkVersion="13"/>
<uses-feature android:glEsVersion="0x00020000" />
<application android:label="@string/app_name"
android:icon="@drawable/icon">
<!-- Tell Cocos2dxActivity the name of our .so -->
<meta-data android:name="android.app.lib_name"
android:value="MyGame" />
<activity android:name="org.cocos2dx.cpp.AppActivity"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:configChanges="orientation|keyboardHidden|screenSize">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
<supports-screens android:anyDensity="true"
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
<uses-permission android:name="android.permission.INTERNET"/>
</manifest>

View File

@ -1,17 +0,0 @@
# 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.

View File

@ -5,6 +5,8 @@ apply plugin: 'com.android.application'
android {
compileSdkVersion PROP_COMPILE_SDK_VERSION.toInteger()
ndkVersion "24.0.8215888"
defaultConfig {
applicationId "com.esotericsoftware.spine"
minSdkVersion PROP_MIN_SDK_VERSION

View File

@ -1,13 +0,0 @@
{
"ndk_module_path" :[
"../cocos2d",
"../cocos2d/cocos",
"../cocos2d/external"
],
"copy_resources": [
{
"from": "../Resources",
"to": ""
}
]
}

View File

@ -7,7 +7,7 @@ buildscript {
}
dependencies {
classpath 'com.android.tools.build:gradle:3.1.0'
classpath 'com.android.tools.build:gradle:7.1.2'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files

View File

@ -1,83 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="spine-cocos2dx-example" 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>

View File

@ -1,6 +0,0 @@
/Users/badlogic/workspaces/esotericsoftware/spine-runtimes/spine-cocos2dx/example/proj.android/gen/com/esotericsoftware/cocos2dx/R.java \
: /Users/badlogic/workspaces/esotericsoftware/spine-runtimes/spine-cocos2dx/example/proj.android/res/drawable-hdpi/icon.png \
/Users/badlogic/workspaces/esotericsoftware/spine-runtimes/spine-cocos2dx/example/proj.android/res/drawable-ldpi/icon.png \
/Users/badlogic/workspaces/esotericsoftware/spine-runtimes/spine-cocos2dx/example/proj.android/res/drawable-mdpi/icon.png \
/Users/badlogic/workspaces/esotericsoftware/spine-runtimes/spine-cocos2dx/example/proj.android/res/values/strings.xml \
/Users/badlogic/workspaces/esotericsoftware/spine-runtimes/spine-cocos2dx/example/proj.android/bin/AndroidManifest.xml \

View File

@ -1,6 +0,0 @@
/** Automatically generated file. DO NOT MODIFY */
package com.esotericsoftware.cocos2dx;
public final class BuildConfig {
public final static boolean DEBUG = true;
}

View File

@ -1,19 +0,0 @@
/* AUTO-GENERATED FILE. DO NOT MODIFY.
*
* This class was automatically generated by the
* aapt tool from the resource data it found. It
* should not be modified by hand.
*/
package com.esotericsoftware.cocos2dx;
public final class R {
public static final class attr {
}
public static final class drawable {
public static final int icon=0x7f020000;
}
public static final class string {
public static final int app_name=0x7f030000;
}
}

View File

@ -3,4 +3,5 @@ distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-5.1.1-all.zip
distributionUrl=https\://services.gradle.org/distributions/gradle-7.4.1-bin.zip

View File

@ -1,109 +0,0 @@
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)
$(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos/audio/include)
LOCAL_MODULE := MyGame_shared
LOCAL_MODULE_FILENAME := libMyGame
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes//AppDelegate.cpp \
../../Classes//BatchingExample.cpp \
../../Classes//CoinExample.cpp \
../../Classes//GoblinsExample.cpp \
../../Classes//RaptorExample.cpp \
../../Classes//SkeletonRendererSeparatorExample.cpp \
../../Classes//SpineboyExample.cpp \
../../Classes//TankExample.cpp \
../../../src/spine/AttachmentVertices.cpp \
../../../src/spine/SkeletonAnimation.cpp \
../../../src/spine/SkeletonBatch.cpp \
../../../src/spine/SkeletonRenderer.cpp \
../../../src/spine/SkeletonTwoColorBatch.cpp \
../../../src/spine/spine-cocos2dx.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Animation.cpp \
../../../../spine-cpp/spine-cpp//src/spine/AnimationState.cpp \
../../../../spine-cpp/spine-cpp//src/spine/AnimationStateData.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Atlas.cpp \
../../../../spine-cpp/spine-cpp//src/spine/AtlasAttachmentLoader.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Attachment.cpp \
../../../../spine-cpp/spine-cpp//src/spine/AttachmentLoader.cpp \
../../../../spine-cpp/spine-cpp//src/spine/AttachmentTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Bone.cpp \
../../../../spine-cpp/spine-cpp//src/spine/BoneData.cpp \
../../../../spine-cpp/spine-cpp//src/spine/BoundingBoxAttachment.cpp \
../../../../spine-cpp/spine-cpp//src/spine/ClippingAttachment.cpp \
../../../../spine-cpp/spine-cpp//src/spine/ColorTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Constraint.cpp \
../../../../spine-cpp/spine-cpp//src/spine/CurveTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/DeformTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/DrawOrderTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Event.cpp \
../../../../spine-cpp/spine-cpp//src/spine/EventData.cpp \
../../../../spine-cpp/spine-cpp//src/spine/EventTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Extension.cpp \
../../../../spine-cpp/spine-cpp//src/spine/IkConstraint.cpp \
../../../../spine-cpp/spine-cpp//src/spine/IkConstraintData.cpp \
../../../../spine-cpp/spine-cpp//src/spine/IkConstraintTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Json.cpp \
../../../../spine-cpp/spine-cpp//src/spine/LinkedMesh.cpp \
../../../../spine-cpp/spine-cpp//src/spine/MathUtil.cpp \
../../../../spine-cpp/spine-cpp//src/spine/MeshAttachment.cpp \
../../../../spine-cpp/spine-cpp//src/spine/PathAttachment.cpp \
../../../../spine-cpp/spine-cpp//src/spine/PathConstraint.cpp \
../../../../spine-cpp/spine-cpp//src/spine/PathConstraintData.cpp \
../../../../spine-cpp/spine-cpp//src/spine/PathConstraintMixTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/PathConstraintPositionTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/PathConstraintSpacingTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/PointAttachment.cpp \
../../../../spine-cpp/spine-cpp//src/spine/RegionAttachment.cpp \
../../../../spine-cpp/spine-cpp//src/spine/RotateTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/RTTI.cpp \
../../../../spine-cpp/spine-cpp//src/spine/ScaleTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/ShearTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Skeleton.cpp \
../../../../spine-cpp/spine-cpp//src/spine/SkeletonBinary.cpp \
../../../../spine-cpp/spine-cpp//src/spine/SkeletonBounds.cpp \
../../../../spine-cpp/spine-cpp//src/spine/SkeletonClipping.cpp \
../../../../spine-cpp/spine-cpp//src/spine/SkeletonData.cpp \
../../../../spine-cpp/spine-cpp//src/spine/SkeletonJson.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Skin.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Slot.cpp \
../../../../spine-cpp/spine-cpp//src/spine/SlotData.cpp \
../../../../spine-cpp/spine-cpp//src/spine/SpineObject.cpp \
../../../../spine-cpp/spine-cpp//src/spine/TextureLoader.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Timeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/TransformConstraint.cpp \
../../../../spine-cpp/spine-cpp//src/spine/TransformConstraintData.cpp \
../../../../spine-cpp/spine-cpp//src/spine/TransformConstraintTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/TranslateTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Triangulator.cpp \
../../../../spine-cpp/spine-cpp//src/spine/TwoColorTimeline.cpp \
../../../../spine-cpp/spine-cpp//src/spine/Updatable.cpp \
../../../../spine-cpp/spine-cpp//src/spine/VertexAttachment.cpp \
../../../../spine-cpp/spine-cpp//src/spine/VertexEffect.cpp \
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \
$(LOCAL_PATH)/../../../../spine-cpp/spine-cpp/include \
$(LOCAL_PATH)/../../../../spine-cocos2dx/src
# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END
LOCAL_STATIC_LIBRARIES := cocos2dx_static
# _COCOS_LIB_ANDROID_BEGIN
# _COCOS_LIB_ANDROID_END
include $(BUILD_SHARED_LIBRARY)
$(call import-module,.)
# _COCOS_LIB_IMPORT_ANDROID_BEGIN
# _COCOS_LIB_IMPORT_ANDROID_END

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@ -1,15 +0,0 @@
APP_STL := gnustl_static
APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=c++11 -fsigned-char
APP_LDFLAGS := -latomic
APP_ABI := armeabi
ifeq ($(NDK_DEBUG),1)
APP_CPPFLAGS += -DCOCOS2D_DEBUG=1
APP_OPTIM := debug
else
APP_CPPFLAGS += -DNDEBUG
APP_OPTIM := release
endif

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@ -1,15 +0,0 @@
#include "AppDelegate.h"
#include "cocos2d.h"
#include "platform/android/jni/JniHelper.h"
#include <android/log.h>
#include <jni.h>
#define LOG_TAG "main"
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG, LOG_TAG, __VA_ARGS__)
using namespace cocos2d;
void cocos_android_app_init(JNIEnv *env) {
LOGD("cocos_android_app_init");
AppDelegate *pAppDelegate = new AppDelegate();
}

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@ -1,10 +0,0 @@
# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must *NOT* be checked into Version Control Systems,
# as it contains information specific to your local configuration.
# location of the SDK. This is only used by Ant
# For customization when using a Version Control System, please read the
# header note.
sdk.dir=/Applications/android-sdk

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@ -1,20 +0,0 @@
# 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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@ -1,13 +0,0 @@
# 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-13
android.library.reference.1=../cocos2d/cocos/platform/android/java

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">spine-cocos2dx-example</string>
</resources>

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@ -1,32 +0,0 @@
/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies Inc.
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 org.cocos2dx.cpp;
import org.cocos2dx.lib.Cocos2dxActivity;
public class AppActivity extends Cocos2dxActivity {
}

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@ -1,9 +1,34 @@
/****************************************************************************
Copyright (c) 2010-2013 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#import <UIKit/UIKit.h>
@class RootViewController;
@interface AppController : NSObject <UIApplicationDelegate> {
UIWindow *window;
}
@property(nonatomic, readonly) RootViewController *viewController;

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@ -1,18 +1,20 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
Copyright (c) 2010-2013 cocos2d-x.org
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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
@ -23,47 +25,37 @@
****************************************************************************/
#import "AppController.h"
#import "platform/ios/CCEAGLView-ios.h"
#import "cocos2d.h"
#import "AppDelegate.h"
#import "RootViewController.h"
@implementation AppController
@synthesize window;
#pragma mark -
#pragma mark Application lifecycle
// cocos2d application instance
static AppDelegate s_sharedApplication;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
cocos2d::Application *app = cocos2d::Application::getInstance();
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
cocos2d::GLView::setGLContextAttrs(glContextAttrs);
// Initialize the GLView attributes
app->initGLContextAttrs();
cocos2d::GLViewImpl::convertAttrs();
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
// Init the CCEAGLView
CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
pixelFormat: (NSString*)cocos2d::GLViewImpl::_pixelFormat
depthFormat: cocos2d::GLViewImpl::_depthFormat
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0 ];
// Enable or disable multiple touches
[eaglView setMultipleTouchEnabled:NO];
// Use RootViewController manage CCEAGLView
_viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
// Use RootViewController to manage CCEAGLView
_viewController = [[RootViewController alloc]init];
_viewController.wantsFullScreenLayout = YES;
_viewController.view = eaglView;
// Set RootViewController to window
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
@ -80,11 +72,18 @@ static AppDelegate s_sharedApplication;
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden:true];
//Launching the app with the arguments -NSAllowsDefaultLineBreakStrategy NO to force back to the old behavior.
if ( [[UIDevice currentDevice].systemVersion floatValue] >= 13.0f)
{
[[NSUserDefaults standardUserDefaults] setBool:NO forKey:@"NSAllowsDefaultLineBreakStrategy"];
}
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView(eaglView);
cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView((__bridge void *)_viewController.view);
cocos2d::Director::getInstance()->setOpenGLView(glview);
//run the cocos2d-x game scene
app->run();
return YES;
@ -96,7 +95,7 @@ static AppDelegate s_sharedApplication;
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
//We don't need to call this method any more. It will interupt user defined game pause&resume logic
// We don't need to call this method any more. It will interrupt user defined game pause&resume logic
/* cocos2d::Director::getInstance()->pause(); */
}
@ -104,7 +103,7 @@ static AppDelegate s_sharedApplication;
/*
Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
*/
//We don't need to call this method any more. It will interupt user defined game pause&resume logic
// We don't need to call this method any more. It will interrupt user defined game pause&resume logic
/* cocos2d::Director::getInstance()->resume(); */
}
@ -141,10 +140,14 @@ static AppDelegate s_sharedApplication;
}
#if __has_feature(objc_arc)
#else
- (void)dealloc {
[window release];
[_viewController release];
[super dealloc];
}
#endif
@end

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