This repository includes the source code of the 3rd party libraries (binary) that are bundled with cocos2d-x.
This repository is needed for cocos2d-x developers and/or people who want to:
Note:
We use MacOSX to build all the static libraries for iOS, Android, Mac and Tizen.
We use Ubuntu to build all the static libraries for Linux.
Windows is not supported yet
Other configuration were not tested. Compiling the Android binaries from a Linux or Windows machine were not tested, so we don't know if it works or not.
$ git clone https://github.com/cocos2d/cocos2d-x-3rd-party-libs-src.git
brew update
brew install git
brew install cmake
brew install autoconf
brew install automake
brew install libtool
Note:
If you have an old version autoconf installed, you may need uninstall it first, then reinstall the new version. Directly upgrade to new version by brew upgrade
command may cause build always failed.
If you want to build static libraries for iOS and Mac, you should install the latest version of XCode. You should also install the Command Line Tools
bundled with XCode.
If you want to build static libraries for Android, you should install NDK. NDK r16 is required at the moment and you should also specify the ANDROID_NDK environment variable in your shell.
If you want to build static libraries for Tizen, you should download and install Tizen SDK. And you should also add a environment variable named TIZEN_SDK
in your shell.
sudo apt-get install autoconf
sudo apt-get install automake
sudo apt-get install cmake
sudo apt-get install libtool
sudo apt-get install git
sudo apt-get update
sudo apt-get install gcc-multilib
sudo apt-get install g++-multilib
Then use command as follow to build 32-bit libs
./build.sh -p=platform --libs=libs --arch=i386 --mode=mode
The build script for Windows 10.0 Universal (win10) external dependencies in in build\build_win10_uwp.bat. The script will build all of the dependencies using a customized version of [vcpkg] (https://github.com/Microsoft/vcpkg). After build_win10_uwp.bat is complete, the external dependencies will be in contrib\install-win10\external.
To build static libraries for Win32 is straightfoward, you could just setup a new static libary project with VisualStudio and import all the needed source files and header files into the project.
Note: Some libraries use configure system to generate the required header files for Windows platform. If you find some header files are missing, please check the README file of the 3rd libs. In general, it will provide a VS project to build the static libs for Windows. Some libs also provide a CMakeLists.txt file, you could use CMake GUI tool to generate a static library project. Don't forgt to Google the error messages when you can't compile the libs successfully.
To build static libraries for Tizen, you should install Tizen Studio at first. At the time of writing, the latest version of Tizen Studio is v1.1.0, you could download it from here.
Note: By default, we use Tizen SDK 2.4 to build static libs. If you want to build static libraries with other Tizen SDK version, you should change cfg_default_tizen_sdk_version
in tizen.ini
file.
After downloading the Tizen Studio, you should also install the native packages with the Tizen Update Manager from the Tools/Package Manager
menu in Tizen Studio.
When finished the above setup, you should set a TIZEN_STUDIO_HOME environment variable to your shell configure file. (Normally .bash_profile for bash and .zshrc for zsh).
We have one build script for each platform, it is under build
directory.
The usage would be:
./build.sh -p=platform --libs=libs --arch=arch --mode=mode --list
platform: specify a platform. Supported platforms: ios, mac, android, linux and tizen
libs:
all
to build all the 3rd party libraries.png,lua,jpeg,webp
, no space between the comma to select one or more libsarch:
all
to build all the supported architectures.armv7, arm64
, no space between the comma.mode:
-O3 -DNDEBUG
flags to build release library.-O0 -g -DDEBUG
flag to build debug library.list:
For building libpng fat library with all arch x86_64, i386, armv7, arm64 on release mode:
cd build
./build.sh -p=ios --libs=png
After running this command, it will generate a folder named png
:
The folder structure would be:
-png
--include(this folder contains the exported header files)
- prebuilt(this folder contains the fat library)
All the other libraries share the same folder structure.
For building libpng fat library with arch armv7 and arm64 on debug mode:
cd build
./build.sh -p=ios --libs=png --arch=armv7,arm64 --mode=debug
Download Android NDK r10c+ and set the ANDROID_NDK to point to the Android NDK path. Don't forget to source ~/.bash_profile
.
Make sure the cfg_default_arm64_build_api
is 21+(The default is 21) and cfg_default_gcc_version
is 4.9 in android.ini config.
Pass --arch=arm64
to build the libraries with arm64 support.
Note:
If you build webp
with arm64, you will get cpu-features.h
header file not found error. This is a known issue of Android NDK r10c. You could simply create a empty header file
named cpu-features.h
under {ANDROID_NDK}/platforms/android-21/arch-arm64/usr/include
.
On default, when building static libs for TVOS, it will enable bitcode, but iOS doesn't.
You should change cgf_build_bitcode
in ios.ini
to -fembed-bitcode
.
Here is the example code:
cfg_build_bitcode="-fembed-bitcode"
You can add flag "--mode=[debug | release]" for building DEBUG and RELEASE version.
You could simply turn on the flag cfg_is_cleanup_after_build
to "yes" in main.ini
file.
After each build, you could also delete the generated folders under contrib
directory.
If you find a 3rd party library has some critical bug fix, you might need to update it. You can following the README file to do this job.
Please refer to README