clion 已经发布一段时间了,作为jetbrains的狂热fan。试用了下clion来开发c++项目。感觉很不错,因为自己一直都有想做前端开发的想法。业余写点cocos2dx的东东。所以就选择搭建一个
cocos2dx的项目,分享经验。
首先搭建好cocos环境,使用命令cocos new mygame6 -p com.cl.game -l cpp -d ./d
创建好项目后。修改
PLATFORM_SPECIFIC_SRC
这里对应的平台介入对应的文件,我这里是mac os平台
proj.ios_mac/mac/main.cpp
注意默认是ios哈。其他linux win自己看看。
然后就可以编译了,clion集成cmake。 呵呵 挺不错。以下是我项目的CMakeLists.txt:
#/****************************************************************************
# Copyright (c) 2013-2014 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.
# ****************************************************************************/
cmake_policy(SET CMP0017 NEW)
cmake_minimum_required(VERSION 2.8)
set(APP_NAME mygame6)
project (${APP_NAME})
set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
include(CocosBuildHelpers)
# libcocos2d
set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua-tests")
add_subdirectory(${COCOS2D_ROOT})
# Some macro definitions
if(WINDOWS)
if(BUILD_SHARED_LIBS)
ADD_DEFINITIONS (-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
else()
ADD_DEFINITIONS (-DCC_STATIC)
endif()
ADD_DEFINITIONS (-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
set(PLATFORM_FOLDER win32)
elseif(MACOSX OR APPLE)
ADD_DEFINITIONS (-DCC_TARGET_OS_MAC)
ADD_DEFINITIONS (-DUSE_FILE32API)
set(PLATFORM_FOLDER mac)
elseif(LINUX)
ADD_DEFINITIONS(-DLINUX)
set(PLATFORM_FOLDER linux)
elseif(ANDROID)
ADD_DEFINITIONS (-DUSE_FILE32API)
set(PLATFORM_FOLDER android)
else()
message( FATAL_ERROR "Unsupported platform, CMake will exit" )
endif()
# Compiler options
if(MSVC)
ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
-wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
-wd4514 -wd4056 -wd4996 -wd4099)
else()
set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1")
set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fno-exceptions -std=c99")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-exceptions -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
if(CLANG)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
endif()
endif(MSVC)
set(PLATFORM_SPECIFIC_SRC)
set(PLATFORM_SPECIFIC_HEADERS)
if(MACOSX OR APPLE)
set(PLATFORM_SPECIFIC_SRC
proj.ios_mac/mac/main.cpp
)
elseif(LINUX) #assume 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
)
endif()
#cmake使用
#http://blog.atime.me/note/cmake.html
#项目依赖头文件引入,注意编译ios mac 将对应的依赖文件在xcode中处理
include_directories(
${COCOS2D_ROOT}/external
${COCOS2D_ROOT}/external/tinyxml2
${COCOS2D_ROOT}/external/glfw3/include/mac
${COCOS2D_ROOT}/cocos
${COCOS2D_ROOT}/cocos/editor-support
lib/protobuf/include
src
)
#查找指定路径下的源文件并保存在指定的变量名中
aux_source_directory(src app_src)
aux_source_directory(src/scene scence_src)
aux_source_directory(src/proto proto_src)
aux_source_directory(src/manager manager_src)
aux_source_directory(src/gameObject gameobj_src)
aux_source_directory(src/controller controller_src)
aux_source_directory(src/commons commons_src)
aux_source_directory(src/commons/net net_src)
aux_source_directory(src/commons/sound sound_src)
#使用net_src中的源文件生成静态库net
#add_library(net STATIC ${net_src})
add_executable(
${APP_NAME}
${PLATFORM_SPECIFIC_SRC}
${app_src}
${scence_src}
${proto_src}
${manager_src}
${gameobj_src}
${controller_src}
${commons_src}
${net_src}
${sound_src}
)
#外联静态库
set(proto_lib ${CMAKE_SOURCE_DIR}/lib/protobuf)
target_link_libraries(${APP_NAME} cocos2d ${proto_lib}/libprotobuf.a )
set(APP_BIN_DIR "${CMAKE_SOURCE_DIR}/bin")
set_target_properties(${APP_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${APP_BIN_DIR}")
if ( WIN32 )
#also copying dlls to binary directory for the executable to run
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
)
else()
pre_build(${APP_NAME}
COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}
)
endif()
直接编译即可。clion和idea一样,可以屏蔽不显示的文件夹。在eidtor->file type下面设置。我个人感觉cocos2dx项目的文件显示杂七杂八很乱。设置后的效果:
是不是感觉很清爽了?!
接下来开始编译ios 和mac平台的项目。 因为cmake构建的项目,导致一些依赖库和头文件 以及资源文件无法被链接编译。网上找了很多资源,cocos2dx官方也没有提供脚本
一键生成,首先打开xcode,通过xcode将对应的资源文件,头文件,依赖库添加进去。成功编译ios mac。android的话直接注意编译android.mk就可以。
编译出来如上图所示。
clion的集成了终端可以很方便的进行调用。打开即用。
如果用惯了idea或者appcode,那么clion的操作基本就很熟悉了。
该项目初步完成了基于cocos2dx的网络模块,依赖googprotobuf,和对应的数据分发设计,实现了一个简单的微信打飞机的(未完成),cocos 2dx3.6+cocosstudio2.5.
运行效果:
后续添加一些游戏中常用的工具类。如解析xml--到vo,缓存接口等。欢提交pr
最后或许你觉得xcode可以满足你目前需求,但是作为一个习惯了idea的dev-er.clion绝对是开发c++首选。个人感受哈。