3rd party libs management

Hi, I can’t find anywhere how to make the libs in the “external” folder work in my project. Could anyone give me a hand here pease? I’m trying to include sqlite3 and flatbuffers if that makes any difference. Thanks in advance, any help will be much appreciated.

UPDATE: if I include this:

#include "flatbuffers/flatbuffers.h"

it says that flatbuffers cannot be found…

Tell us how you got Cocos2d-x

I’ve created the project from the command line, for iOS and Android. (Cocos v3.16)
I’ve also imported SDKBox and some plugins, also using the command line tool.

This is my CMakeLists:

#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:

# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.

# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# ****************************************************************************/
cmake_policy(SET CMP0017 NEW)

cmake_minimum_required(VERSION 3.1)

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

set(COCOS2D_ROOT ${CMAKE_SOURCE_DIR}/cocos2d)

set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${COCOS2D_ROOT}/cmake/Modules/")
include(CocosBuildHelpers)


# 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)
  if(CMAKE_BUILD_TYPE STREQUAL "Debug")
  	set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:msvcrt /NODEFAULTLIB:libcmt")
  else()
	set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /NODEFAULTLIB:libcmt")
  endif()
  ADD_DEFINITIONS(-D_CRT_SECURE_NO_WARNINGS -D_SCL_SECURE_NO_WARNINGS
                  -wd4251 -wd4244 -wd4334 -wd4005 -wd4820 -wd4710
                  -wd4514 -wd4056 -wd4996 -wd4099)
else()
  if(CMAKE_BUILD_TYPE STREQUAL "Debug")
	ADD_DEFINITIONS(-DCOCOS2D_DEBUG=1)
  endif()
  set(CMAKE_C_FLAGS_DEBUG "-g -Wall")
  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)

# libcocos2d
set(BUILD_CPP_EMPTY_TEST OFF CACHE BOOL "turn off build cpp-empty-test")
set(BUILD_CPP_TESTS OFF CACHE BOOL "turn off build cpp-tests")
set(BUILD_LUA_LIBS OFF CACHE BOOL "turn off build lua related targets")
set(BUILD_JS_LIBS OFF CACHE BOOL "turn off build js related targets")
add_subdirectory(${COCOS2D_ROOT})

if(ANDROID)
    set(PLATFORM_SPECIFIC_SRC proj.android/jni/main.cpp)
    set(RES_PREFIX "/Resources")
elseif(WINDOWS)
    set(PLATFORM_SPECIFIC_SRC proj.win32/main.cpp)
    set(PLATFORM_SPECIFIC_HEADERS
            proj.win32/main.h
            proj.win32/resource.h
            )
    set(RES_PREFIX "")
elseif(IOS)
    set(PLATFORM_SPECIFIC_SRC
            proj.ios_mac/ios/main.m
            proj.ios_mac/ios/AppController.mm
            proj.ios_mac/ios/RootViewController.mm
            )

elseif(MACOSX OR APPLE)
    set(PLATFORM_SPECIFIC_SRC proj.ios_mac/mac/main.cpp)
    
    set(MACOSX_BUNDLE_BUNDLE_NAME "\${PRODUCT_NAME}")
    set(MACOSX_BUNDLE_INFO_PLIST proj.ios_mac/mac/Info.plist)
    set(MACOSX_BUNDLE_ICON_FILE Icon)
    set(MACOSX_BUNDLE_GUI_IDENTIFIER org.cocos2dx.hellocpp)
    set(MACOSX_BUNDLE_SHORT_VERSION_STRING 1.0)
    set(MACOSX_BUNDLE_BUNDLE_VERSION 1)
    set(MACOSX_BUNDLE_COPYRIGHT "Copyright © 2017. All rights reserved.")

    file(GLOB_RECURSE RES_FILES Resources/*)
    cocos_mark_resources(FILES ${RES_FILES} BASEDIR Resources)
    file(GLOB_RECURSE RES_ICON proj.ios_mac/mac/Icon.icns)
    cocos_mark_resources(FILES ${RES_ICON} BASEDIR proj.ios_mac/mac)

    list(APPEND PLATFORM_SPECIFIC_SRC ${RES_FILES} ${RES_ICON})

elseif(LINUX)
    set(PLATFORM_SPECIFIC_SRC proj.linux/main.cpp)
    set(RES_PREFIX "/Resources")
else()
    message( FATAL_ERROR "Unsupported platform, CMake will exit" )

endif()

include_directories(
	/usr/local/include/GLFW
	/usr/include/GLFW
	${COCOS2D_ROOT}
	${COCOS2D_ROOT}/cocos
	${COCOS2D_ROOT}/external
	${COCOS2D_ROOT}/cocos/platform
	${COCOS2D_ROOT}/cocos/audio/include/
	Classes
        (... a few more paths here)
)

if ( WINDOWS )
    include_directories(
            ${COCOS2D_ROOT}/external/glfw3/include/${PLATFORM_FOLDER}
            ${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/gles/include/OGLES
    )
elseif ( MACOSX OR APPLE )
    include_directories(
            ${COCOS2D_ROOT}/external/glfw3/include/mac
    )
endif ()


set(GAME_SRC
        ${PLATFORM_SPECIFIC_SRC}
        Classes/AppDelegate.cpp
        (... a few more files here)
        )

set(GAME_HEADERS
        ${PLATFORM_SPECIFIC_HEADERS}
        Classes/AppDelegate.h
        (... a few more headers here)
        )



# add the executable
if(ANDROID)
    add_library(${APP_NAME} SHARED ${GAME_SRC} ${GAME_HEADERS})
    IF(CMAKE_BUILD_TYPE STREQUAL "Release")
        ADD_CUSTOM_COMMAND(TARGET ${APP_NAME} POST_BUILD COMMAND ${CMAKE_STRIP} lib${APP_NAME}.so)
    ENDIF()
elseif(MSVC)
	add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS} proj.win32/game.rc)
else()
    add_executable(${APP_NAME} ${GAME_SRC} ${GAME_HEADERS})
endif()

target_link_libraries(${APP_NAME} cocos2d)


if(MSVC)

	set(APP_BIN_DIR "${CMAKE_BINARY_DIR}/bin/${PLATFORM_FOLDER}/$<CONFIG>")

    #get our resources
    add_custom_command(TARGET ${APP_NAME} PRE_BUILD
            COMMAND ${CMAKE_COMMAND} -E copy_directory
            ${CMAKE_CURRENT_SOURCE_DIR}/Resources ${APP_BIN_DIR})
	    
    # create a list of dlls to copy
	file(GLOB THIRD_PARTY_DLLS
		"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/gles/prebuilt/glew32.dll"
		"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/zlib/prebuilt/zlib1.dll"
		"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libogg.dll"
		"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libvorbis.dll"
		"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OggDecoder/prebuilt/libvorbisfile.dll"
		"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/MP3Decoder/prebuilt/libmpg123.dll"
		"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/OpenalSoft/prebuilt/OpenAL32.dll"
		"${COCOS2D_ROOT}/external/${PLATFORM_FOLDER}-specific/icon/prebuilt/iconv.dll"
		"${COCOS2D_ROOT}/external/tiff/prebuilt/${PLATFORM_FOLDER}/libtiff.dll"
	)
	
	list(SORT THIRD_PARTY_DLLS)

	# do the copying
	foreach( file_i ${THIRD_PARTY_DLLS})
		add_custom_command(TARGET ${APP_NAME} PRE_BUILD
			COMMAND ${CMAKE_COMMAND} -E copy
			${file_i} 
			${APP_BIN_DIR}
		)
	endforeach( file_i )

    #Visual Studio Defaults to wrong type
    set_target_properties(${APP_NAME} PROPERTIES LINK_FLAGS "/SUBSYSTEM:WINDOWS"
									RUNTIME_OUTPUT_DIRECTORY  "${APP_BIN_DIR}")

elseif(MACOSX OR APPLE)
    set_target_properties(${APP_NAME} PROPERTIES
            MACOSX_BUNDLE 1
            LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib/$<CONFIG>"
            ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib/$<CONFIG>"
            RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/$<CONFIG>"
            )

else()

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

    set_target_properties(${APP_NAME} PROPERTIES
            RUNTIME_OUTPUT_DIRECTORY  "${APP_BIN_DIR}")
    add_custom_command(TARGET ${APP_NAME} POST_BUILD
            COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/Resources $<TARGET_FILE_DIR:${APP_NAME}>${RES_PREFIX}
            )

endif()

and my Android.mk

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)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d/cocos/audio/include)
$(call import-add-path, $(LOCAL_PATH))

LOCAL_MODULE := MyGame_shared

LOCAL_MODULE_FILENAME := libMyGame

LOCAL_SRC_FILES := $(LOCAL_PATH)/hellocpp/main.cpp \
$(LOCAL_PATH)/../../../Classes/AppDelegate.cpp \
(... a few more files here)
../../../Classes/PluginGPGCppHelper.cpp


LOCAL_CPPFLAGS := -DSDKBOX_ENABLED
LOCAL_LDLIBS := -landroid \
-llog
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes \
$(LOCAL_PATH)/../../../Classes/Data \
(... a few more paths here)
./gpg/include/

# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END


# multiple definition errors
LOCAL_LDFLAGS := -Wl,--allow-multiple-definition

LOCAL_STATIC_LIBRARIES := cocos2dx_static

# Cocos GUI stuff
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_extension_static PluginIAP sdkbox PluginIAP sdkbox PluginGPG sdkbox gpg-1 PluginSdkboxPlay sdkbox
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_ui_static


# _COCOS_LIB_ANDROID_BEGIN
# _COCOS_LIB_ANDROID_END

include $(BUILD_SHARED_LIBRARY)

$(call import-module,.)
$(call import-module,extensions)
$(call import-module,ui)
$(call import-module, ./sdkbox)
$(call import-module, ./pluginiap)
$(call import-module, ./plugingpg)
$(call import-module, ./gpg)
$(call import-module, ./pluginsdkboxplay)


# _COCOS_LIB_IMPORT_ANDROID_BEGIN
# _COCOS_LIB_IMPORT_ANDROID_END

Sorry. I asked how you obtained cocos2d-x? GitHub Cline or the .zip from our downloads?

From the downloads, but never mind, I’ve solved it myself after a few hours banging my head against the wall.

For sqlite and xxtea, I moved the source to my Classes folder, not ideal, but it works. And for flatbuffers, I downloaded the latest version and compiled it and then modified the Android.mk:

#LOCAL_MODULE := flatbuffers
#LOCAL_MODULE_FILENAME := lib$(LOCAL_MODULE)
#LOCAL_SRC_FILES := $(LOCAL_MODULE_FILENAME).a
#include $(PREBUILT_STATIC_LIBRARY)

and at the bottom…

$(call import-module,flatbuffers)

Any suggestions on a better approach for the first 2 I’ve mentioned? Thanks

We do the same.