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cocos2d-x ndk使用已有静态库,减少编译时间

2013-10-09 11:27 489 查看
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cocos2d-x做android native编译的时候,总是每次重新编译cocos2dx部份,这个时间伤不起啊。

在网上找到了一个参考http://vaero.blog.51cto.com/4350852/1117957,感谢原作者。

我在他的基础上,根据自己的理解,做了一些修改。

我做的测试是基于cocos2d-2.1beta3-x-2.1.1进行的。

游戏名称为Test,直接放在cocos2d-2.1beta3-x-2.1.1根目录下。

1)进入Test/proj.android执行一次build_native.sh

目的是生成要使用的cocos2dx的各种静态库,会在Test/proj.android/obj/local/armeabi找到各种*.a文件。

2)在cocos2d-2.1beta3-x-2.1.1根目录下,新建prebuild文件夹,拷贝第一部份生成的所有*.a文件到这个文件夹,再在这个文件夹下面新建一个Android.mk,内容如下:

[java] view
plaincopy

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := cocos2dx_static

LOCAL_MODULE_FILENAME := libcocos2d

LOCAL_SRC_FILES := libcocos2d.a

LOCAL_EXPORT_C_INCLUDES := \

$(LOCAL_PATH)/../cocos2dx \

$(LOCAL_PATH)/../cocos2dx/include \

$(LOCAL_PATH)/../cocos2dx/kazmath/include \

$(LOCAL_PATH)/../cocos2dx/platform/android \

LOCAL_EXPORT_LDLIBS := -llog \

-lz \

-lGLESv2

LOCAL_CFLAGS := -Wno-psabi -DUSE_FILE32API

LOCAL_EXPORT_CFLAGS := -Wno-psabi -DUSE_FILE32API

LOCAL_WHOLE_STATIC_LIBRARIES := cocos_libpng_static

LOCAL_WHOLE_STATIC_LIBRARIES += cocos_jpeg_static

LOCAL_WHOLE_STATIC_LIBRARIES += cocos_libxml2_static

LOCAL_WHOLE_STATIC_LIBRARIES += cocos_libtiff_static

include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)

LOCAL_MODULE := cocosdenshion_static

LOCAL_MODULE_FILENAME := libcocosdenshion

LOCAL_SRC_FILES := libcocosdenshion.a

LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/../CocosDenshion/include

include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)

LOCAL_MODULE := box2d_static

LOCAL_MODULE_FILENAME := libbox2d

LOCAL_SRC_FILES := libbox2d.a

LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/../external

include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)

LOCAL_MODULE := chipmunk_static

LOCAL_MODULE_FILENAME := libchipmunk

LOCAL_SRC_FILES := libchipmunk.a

LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/../external/chipmunk/include/chipmunk

LOCAL_CFLAGS := -std=c99

include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)

LOCAL_MODULE := cocos_extension_static

LOCAL_MODULE_FILENAME := libextension

LOCAL_SRC_FILES := libextension.a

LOCAL_EXPORT_C_INCLUDES := \

$(LOCAL_PATH)/../extensions \

$(LOCAL_PATH)/../extensions/CCBReader \

$(LOCAL_PATH)/../extensions/GUI/CCControlExtension \

$(LOCAL_PATH)/../extensions/GUI/CCScrollView \

$(LOCAL_PATH)/../extensions/network

LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static

LOCAL_WHOLE_STATIC_LIBRARIES += cocos_curl_static

LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static

LOCAL_WHOLE_STATIC_LIBRARIES += chipmunk_static

include $(PREBUILT_STATIC_LIBRARY)

$(call import-module,libjpeg)

$(call import-module,libpng)

$(call import-module,libxml2)

$(call import-module,libtiff)

$(call import-module,libcurl)

Android.mk拷贝到这后,\后面被加了空格,编译会出错,把我的原文件粘在这
http://download.csdn.net/detail/etring/5086508
3)修改Test/proj.android/jni目录下的Android.mk,如:

#$(call import-module,external/Box2D)

#$(call import-module,external/chipmunk)

#$(call import-module,CocosDenshion/android) \

#$(call import-module,cocos2dx) \

#$(call import-module,extensions)

$(call import-module,prebuild)

也就是注释掉原有的call import-module,新加一个prebuild

执行build_native.sh,搞定。

这样第一次编译coco2dx,后面都可以直接使用,大大节省时间。
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