- 最近被Android.mk这东西折腾的一晚,这里记录一下。
- ios就省心多了,不用管那么多,xcode自己解决了。
- 文本工具:MACVIM(文本编辑工具 非常好用 能清楚分清tab 和空格,以免编写.mk时出错)
- 这个文件是向编译器描述源代码文件,便于它去解析。
- 以下是cocos2dx-3.2新建项目时生成的Android.mk文件
- 基本语法:
- “#” 注释
- “:=” 赋值
- “+=” 追加
- “$” 引用某变量的值
- #宏函数my-dir返回编译系统提供的当前路径,即Android.mk的目录
- #如(HelloWorld/proj.android/jni/XX)
- LOCAL_PATH := $(call my-dir)
- #初始化模块 重置除LOCAL_PATH变量以外的所有变量
- include $(CLEAR_VARS)
- #导入库目录
- $(call import-add-path,$(LOCAL_PATH)/../../cocos2d)
- $(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external)
- $(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)
- #模块名,唯一。
- LOCAL_MODULE := cocos2dcpp_shared
- #模块文件名,唯一(可选)
- LOCAL_MODULE_FILENAME := libcocos2dcpp
- #把.cpp .c .cc等实现文件的路径赋值给LOCAL_SRC_FILES
- 我用的是C++版 所以后缀是.cpp 我们新建文件时,需要在这里添加路径。
- LOCAL_SRC_FILES := hellocpp/main.cpp \
- ../../Classes/AppDelegate.cpp \
- ../../Classes/HelloWorldScene.cpp
- #配置头文件的搜索范围
- LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes
- #获取静态库
- LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
- #追加静态库
- LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
- # LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static
- # LOCAL_WHOLE_STATIC_LIBRARIES += cocosbuilder_static
- # LOCAL_WHOLE_STATIC_LIBRARIES += spine_static
- # LOCAL_WHOLE_STATIC_LIBRARIES += cocostudio_static
- # LOCAL_WHOLE_STATIC_LIBRARIES += cocos_network_static
- # LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static
- #根据编译器提供的变量BUILD_SHARED_LIBRARY生成动态库
- include $(BUILD_SHARED_LIBRARY)
- #导入模块,以下是常用的几个模块
- $(call import-module,.)
- $(call import-module,audio/android)
- # $(call import-module,Box2D)
- # $(call import-module,editor-support/cocosbuilder)
- # $(call import-module,editor-support/spine)
- # $(call import-module,editor-support/cocostudio)
- # $(call import-module,network)
- # $(call import-module,extensions)
如果文件少 直接在LOCAL_SRC_FILES这个变量里添加文件的路径就好了
可惜我有几十个文件,一个个添加还不累死,而且难维护,难扩展,易出错,。。。
我是个懒人,参考子龙山人的mk改写了一下
- 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)
- LOCAL_MODULE := cocos2dcpp_shared
- LOCAL_MODULE_FILENAME := libcocos2dcpp
- #widcard为扩展通配符
- #遍历目录和子目录
- define walk
- $(wildcard $(1)) $(foreach e, $(wildcard $(1)/*), $(call walk, $(e)))
- endef
- #遍历路径Classes下得目录和子目录文件,并存入ALLFILES变量中
- ALLFILES = $(call walk, $(LOCAL_PATH)/../../Classes)
- #从ALLFILES目录中提取文件,并存入FILE_LIST中
- #.cc是Linux/Unix下为C++源文件的默认扩展名,与.cpp一个意思
- #.c 因为我要用到sqlite3.c
- FILE_LIST := hellocpp/main.cpp
- FILE_LIST += $(filter %.cpp, $(ALLFILES))
- FILE_LIST += $(filter %.c, $(ALLFILES))
- FILE_LIST += $(filter %.cc, $(ALLFILES))
- #搜索Classes下的子目录文件
- FILE_INCLUDES += $(shell find $(LOCAL_PATH)/../../Classes -type d)
- #根据搜索到的文件名 编译资源文件
- LOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)/%=%)
- #提供搜索文件的路径
- LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \
- $(FILE_INCLUDES) \
- #静态库
- LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
- LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
- #LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static
- #LOCAL_WHOLE_STATIC_LIBRARIES += cocosbuilder_static
- #LOCAL_WHOLE_STATIC_LIBRARIES += spine_static
- LOCAL_WHOLE_STATIC_LIBRARIES += cocostudio_static
- LOCAL_WHOLE_STATIC_LIBRARIES += cocos_network_static
- LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static
- #编译动态库
- include $(BUILD_SHARED_LIBRARY)
- #导入静态库对应的模块
- $(call import-module,.)
- $(call import-module,audio/android)
- #$(call import-module,Box2D)
- #$(call import-module,editor-support/cocosbuilder)
- #$(call import-module,editor-support/spine)
- $(call import-module,editor-support/cocostudio)
- $(call import-module,network)
- $(call import-module,extensions)
吐槽:这些零碎的东西应该是被引擎或者开发软件所解决的。