编译android版本前准备工作,修改Android.mk

本文详细介绍了使用Cocos2d-x游戏引擎进行Android平台开发时,如何通过编辑Android.mk文件来指定源代码文件及包含路径,实现项目的正确编译与链接。
LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := cocos2dcpp_shared

LOCAL_MODULE_FILENAME := libcocos2dcpp


FILE_LIST := hellocpp/main.cpp

FILE_LIST += $(wildcard $(LOCAL_PATH)/../../Classes/*.cpp) 
FILE_LIST += $(wildcard $(LOCAL_PATH)/../../Classes/appcore/*.cpp)
FILE_LIST += $(wildcard $(LOCAL_PATH)/../../Classes/gameMusicEffect/*.cpp)
FILE_LIST += $(wildcard $(LOCAL_PATH)/../../Classes/gameShop/*.cpp) 

LOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)/%=%)  

LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes

LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../Classes/appcore

LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../Classes/gameMusicEffect

LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../Classes/gameShop


LOCAL_WHOLE_STATIC_LIBRARIES += cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static

include $(BUILD_SHARED_LIBRARY)

$(call import-module,cocos2dx)
$(call import-module,cocos2dx/platform/third_party/android/prebuilt/libcurl)
$(call import-module,CocosDenshion/android)
$(call import-module,extensions)

关键:LOCAL_SRC_FILES 包含要编译的CPP目录。
LOCAL_C_INCLUDES 据说非必需,下次编译时修改。

Android.mk参考语法

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值