Cocos2dx v3.12 Prebuilt LNK2001 Scheduler PRIORITY_SYSTEM Error

Hi.
I’m trying to use the prebuilt libraries for Cocos2dx v3.12 on Windows using CMake (v3.4.1) with MSVC 14 (VS2015).
I both ran the cocos gen-lib and compiled the library with the Visual Studio files.
But I get the following errors when I try to compile my game with the resulted libraries.

AppDelegate.cpp.obj:-1: error: LNK2001: unresolved external symbol "public: static int const cocos2d::Scheduler::PRIORITY_SYSTEM" (?PRIORITY_SYSTEM@Scheduler@cocos2d@@2HB)
HelloWorldScene.cpp.obj:-1: error: LNK2001: unresolved external symbol "public: static class cocos2d::Vec2 const cocos2d::Vec2::ZERO" (?ZERO@Vec2@cocos2d@@2V12@B)

Here’s my CMakeLists.txt file:

cmake_policy(SET CMP0017 NEW)

cmake_minimum_required(VERSION 3.1)

set(APP_NAME CocosPrebuilt)
project (${APP_NAME})

set(COCOS2D_ROOT D:/Development/Tools/Libraries/cocos2d-x-3.12)
set(WINDOWS TRUE)

# Some macro definitions
if(WINDOWS)
  if(BUILD_SHARED_LIBS)
    ADD_DEFINITIONS (-D_USRDLL -D_EXPORT_DLL_ -D_USEGUIDLL -D_USREXDLL -D_USRSTUDIODLL)
  else()
    ADD_DEFINITIONS (-DCC_STATIC)
  endif()

  ADD_DEFINITIONS (-DCOCOS2DXWIN32_EXPORTS -D_WINDOWS -DWIN32 -D_WIN32)
  set(PLATFORM_FOLDER win32)
elseif(MACOSX OR APPLE)
  ADD_DEFINITIONS (-DCC_TARGET_OS_MAC)
  ADD_DEFINITIONS (-DUSE_FILE32API)
  set(PLATFORM_FOLDER mac)
elseif(LINUX)
  ADD_DEFINITIONS(-DLINUX)
  set(PLATFORM_FOLDER linux)
elseif(ANDROID)
  ADD_DEFINITIONS (-DUSE_FILE32API)
  set(PLATFORM_FOLDER android)
else()
  message( FATAL_ERROR "Unsupported platform, CMake will exit" )
endif()


# Compiler options
if(MSVC)
  ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
                  -wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
                  -wd4514 -wd4056 -wd4996 -wd4099)
else()
  set(CMAKE_C_FLAGS_DEBUG "-g -Wall -DCOCOS2D_DEBUG=1")
  set(CMAKE_CXX_FLAGS_DEBUG ${CMAKE_C_FLAGS_DEBUG})
  set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=c99")
  set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -Wno-deprecated-declarations -Wno-reorder")
  if(CLANG)
    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -stdlib=libc++")
  endif()
endif(MSVC)


set(PLATFORM_SPECIFIC_SRC)
set(PLATFORM_SPECIFIC_HEADERS)

if(MACOSX OR APPLE)
    set(PLATFORM_SPECIFIC_SRC
      proj.ios_mac/mac/main.cpp
    )
elseif(LINUX)
    set(PLATFORM_SPECIFIC_SRC
      proj.linux/main.cpp
    )
elseif ( WIN32 )
    set(PLATFORM_SPECIFIC_SRC
      proj.win32/main.cpp
    )
    set(PLATFORM_SPECIFIC_HEADERS
      proj.win32/main.h
      proj.win32/resource.h
    )
elseif(ANDROID)
    set(PLATFORM_SPECIFIC_SRC
      proj.android-studio/app/jni/hellocpp/main.cpp
    )
endif()

include_directories(
  /usr/local/include/GLFW
  /usr/include/GLFW
  ${COCOS2D_ROOT}/cocos
  ${COCOS2D_ROOT}/cocos/platform
  ${COCOS2D_ROOT}/cocos/audio/include/
  Classes
)
if ( WIN32 )
  include_directories(
  ${COCOS2D_ROOT}/external/glfw3/include/win32
  ${COCOS2D_ROOT}/external/win32-specific/gles/include/OGLES
)
endif( WIN32 )

set(GAME_SRC
  Classes/AppDelegate.cpp
  Classes/HelloWorldScene.cpp
  ${PLATFORM_SPECIFIC_SRC}
)

set(GAME_HEADERS
  Classes/AppDelegate.h
  Classes/HelloWorldScene.h
  ${PLATFORM_SPECIFIC_HEADERS}
)

set(COCOS_PREBUILT
    ${COCOS2D_ROOT}/prebuilt/win32/websockets.lib
    ${COCOS2D_ROOT}/prebuilt/win32/freetype.lib
    ${COCOS2D_ROOT}/prebuilt/win32/glew32.lib
    ${COCOS2D_ROOT}/prebuilt/win32/glfw3.lib
    ${COCOS2D_ROOT}/prebuilt/win32/glfw3-2015.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libbox2d.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libbullet.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libchipmunk.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libchipmunk-2015.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libcocos2d.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libcurl_imp.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libeay32.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libiconv.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libjpeg.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libjpeg-2015.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libmpg123.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libogg.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libpng.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libpng-2015.lib
    ${COCOS2D_ROOT}/prebuilt/win32/librecast.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libSpine.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libtiff.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libtiff-2015.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libvorbis.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libvorbisfile.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libwebp.lib
    ${COCOS2D_ROOT}/prebuilt/win32/libzlib.lib
    ${COCOS2D_ROOT}/prebuilt/win32/OpenAL32.lib
    ${COCOS2D_ROOT}/prebuilt/win32/sqlite3.lib
    ${COCOS2D_ROOT}/prebuilt/win32/ssleay32.lib
    )

if( ANDROID )
    add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS})
    IF(CMAKE_BUILD_TYPE MATCHES RELEASE)
        ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so)
    ENDIF()
else()
    add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS})
endif()

target_link_libraries(${APP_NAME} ${COCOS_PREBUILT})

set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin")

set_target_properties(${APP_NAME} PROPERTIES
     RUNTIME_OUTPUT_DIRECTORY  "${APP_BIN_DIR}")

if ( WIN32 )
  #also copying dlls to binary directory for the executable to run
#  pre_build(${APP_NAME}
#    COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
#    COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
#    COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/gles/prebuilt/glew32.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
#	COMMAND ${CMAKE_COMMAND} -E copy ${COCOS2D_ROOT}/external/win32-specific/zlib/prebuilt/zlib1.dll ${APP_BIN_DIR}/${CMAKE_BUILD_TYPE}
#	)
elseif( ANDROID )

else()
#  pre_build(${APP_NAME}
#    COMMAND ${CMAKE_COMMAND} -E remove_directory ${APP_BIN_DIR}/Resources
#    COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR}/Resources
#    )

endif()

Does v3.12 support VS 2015? I also tried building a game with the default CMakeLists file but I got libpng-2015.lib not found error.

Yes, we support VS 2015. I am not sure if Cmake support is complete for Windows or not.

1 Like

For anyone using CMake on Windows with VS 2015, the libpng-2015.lib error is solved with this pull request -> https://github.com/cocos2d/cocos2d-x/pull/16359

Do not use macro CC_STATIC in predefined