This commit is contained in:
lujun
2023-02-06 22:06:27 +08:00
parent f9c85e9b81
commit 934207d732
39 changed files with 3135 additions and 3 deletions

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enable_language(C ASM)
set(DEVELOPMENT_TEAM "" CACHE STRING "APPLE Developtment Team")
set(RES_DIR "" CACHE STRING "Resource path")
set(COCOS_X_PATH "" CACHE STRING "Path to engine/native/")
set(TARGET_OSX_VERSION "10.14" CACHE STRING "Target MacOSX version" FORCE)
set(TARGET_IOS_VERSION "11.0" CACHE STRING "Target iOS version" FORCE)
set(CMAKE_CXX_STANDARD 17)
option(CC_DEBUG_FORCE "Force enable CC_DEBUG in release mode" OFF)
option(USE_SE_V8 "Use V8 JavaScript Engine" ON)
option(USE_V8_DEBUGGER "Compile v8 inspector ws server" ON)
option(USE_V8_DEBUGGER_FORCE "Force enable debugger in release mode" OFF)
option(USE_SOCKET "Enable WebSocket & SocketIO" ON)
option(USE_AUDIO "Enable Audio" ON) #Enable AudioEngine
option(USE_EDIT_BOX "Enable EditBox" ON)
option(USE_SE_JSC "Use JavaScriptCore on MacOSX/iOS" OFF)
option(USE_VIDEO "Enable VideoPlayer Component" ON)
option(USE_WEBVIEW "Enable WebView Component" ON)
option(USE_MIDDLEWARE "Enable Middleware" ON)
option(USE_DRAGONBONES "Enable Dragonbones" ON)
option(USE_SPINE "Enable Spine" ON)
option(USE_WEBSOCKET_SERVER "Enable WebSocket Server" OFF)
option(USE_JOB_SYSTEM_TASKFLOW "Use taskflow as job system backend" OFF)
option(USE_JOB_SYSTEM_TBB "Use tbb as job system backend" OFF)
option(USE_PHYSICS_PHYSX "Use PhysX Physics" ON)
option(USE_OCCLUSION_QUERY "Use Occlusion Query" ON)
option(USE_DEBUG_RENDERER "Use Debug Renderer" ON)
option(USE_GEOMETRY_RENDERER "Use Geometry Renderer" ON)
option(USE_WEBP "Use Webp" ON)
if(NOT RES_DIR)
message(FATAL_ERROR "RES_DIR is not set!")
endif()
include(${RES_DIR}/proj/cfg.cmake)
if(EXISTS ${CMAKE_CURRENT_LIST_DIR}/localCfg.cmake)
include(${CMAKE_CURRENT_LIST_DIR}/localCfg.cmake)
endif()
if(NOT COCOS_X_PATH)
message(FATAL_ERROR "COCOS_X_PATH is not set!")
endif()
include(${COCOS_X_PATH}/CMakeLists.txt)
list(APPEND CC_COMMON_SOURCES
${CMAKE_CURRENT_LIST_DIR}/Classes/Game.h
${CMAKE_CURRENT_LIST_DIR}/Classes/Game.cpp
)
# 引入lcc-ui-sorting-group native部分
include(${CMAKE_CURRENT_LIST_DIR}/../lcc-ui-sorting-group-native/CMakeLists.txt)

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/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You
shall not use Cocos Creator software for developing other software or tools
that's used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to
you.
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 "Game.h"
#ifndef GAME_NAME
#define GAME_NAME "CocosGame";
#endif
#ifndef SCRIPT_XXTEAKEY
#define SCRIPT_XXTEAKEY "";
#endif
Game::Game() = default;
int Game::init() {
_windowInfo.title = GAME_NAME;
// configurate window size
// _windowInfo.height = 600;
// _windowInfo.width = 800;
#if CC_DEBUG
_debuggerInfo.enabled = true;
#else
_debuggerInfo.enabled = false;
#endif
_debuggerInfo.port = 6086;
_debuggerInfo.address = "0.0.0.0";
_debuggerInfo.pauseOnStart = false;
_xxteaKey = SCRIPT_XXTEAKEY;
BaseGame::init();
return 0;
}
void Game::onPause() { BaseGame::onPause(); }
void Game::onResume() { BaseGame::onResume(); }
void Game::onClose() { BaseGame::onClose(); }
CC_REGISTER_APPLICATION(Game);

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/****************************************************************************
Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You
shall not use Cocos Creator software for developing other software or tools
that's used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to
you.
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.
****************************************************************************/
#pragma once
#include "cocos/cocos.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call
by Director.
*/
class Game : public cc::BaseGame {
public:
Game();
int init() override;
// bool init() override;
void onPause() override;
void onResume() override;
void onClose() override;
};

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{"version":"3.6.3","skipCheck":false}

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## Add or overwrite options from cfg.cmake.
## This file is ignored from git.
# set(NODE_EXECUTABLE /opt/...)