I’m working with Cocos2d-x 3.17.1 in Android Studio 3.3.1 using SDKBox GUI 1.1.7.
My compilation error says:
../../../../jni/PluginSdkboxPlay/..\PluginGPG/PluginGPG.h:18:10: fatal error: 'gpg/gpg.h' file not found
I can get PluginGPG.h to include gpg/gpg.h if I give it the full path from the jni folder:
#include<gpg/include/gpg/gpg.h>
But to go that route would mean making the same change in every GPG header, and modifying GPG doesn’t seem right.
I can see all the GPG files in the project explorer, but when I open one, Android Studio says:
This file does not belong to any project target, code insight features might not work properly.
Here is my Android.mk:
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := MyGame_shared
LOCAL_MODULE_FILENAME := libMyGame
LOCAL_SRC_FILES := $(LOCAL_PATH)/hellocpp/main.cpp \
$(LOCAL_PATH)/../../../Classes/AppDelegate.cpp \
$(LOCAL_PATH)/../../../Classes/HelloWorldScene.cpp \
$(LOCAL_PATH)/../../../Classes/PluginGPGCppHelper.cpp
LOCAL_CPPFLAGS := -DSDKBOX_ENABLED \
-DSDKBOX_COCOS_CREATOR
LOCAL_LDLIBS := -landroid \
-llog
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
LOCAL_C_INCLUDES += $(LOCAL_PATH)/gpg/include
# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END
LOCAL_WHOLE_STATIC_LIBRARIES += PluginGPG
LOCAL_WHOLE_STATIC_LIBRARIES += PluginSdkboxPlay
LOCAL_WHOLE_STATIC_LIBRARIES += sdkbox
LOCAL_WHOLE_STATIC_LIBRARIES += gpg-1
LOCAL_STATIC_LIBRARIES := cc_static
# _COCOS_LIB_ANDROID_BEGIN
# _COCOS_LIB_ANDROID_END
include $(BUILD_SHARED_LIBRARY)
$(call import-add-path,$(LOCAL_PATH))
$(call import-module, cocos)
$(call import-module, ./sdkbox)
$(call import-module, ./Plugingpg)
$(call import-module, ./gpg)
$(call import-module, ./PluginSdkboxPlay)
# _COCOS_LIB_IMPORT_ANDROID_BEGIN
# _COCOS_LIB_IMPORT_ANDROID_END
I’ve tried several ways of rewriting this part, which should all by functionally equivalent, but none of them work:
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
LOCAL_C_INCLUDES += $(LOCAL_PATH)/gpg/include
Here’s how it originally was:
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes \
./gpg/include
For good measure, here’s my CMakeLists.txt:
#/****************************************************************************
# Copyright (c) 2013-2014 cocos2d-x.org
# Copyright (c) 2015-2017 Chukong Technologies Inc.
#
# http://www.cocos2d-x.org
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
# ****************************************************************************/
cmake_minimum_required(VERSION 3.6)
set(APP_NAME Chetris)
project(${APP_NAME})
set(COCOS2DX_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cocos2d)
set(CMAKE_MODULE_PATH ${COCOS2DX_ROOT_PATH}/cmake/Modules/)
include(CocosBuildSet)
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos ${ENGINE_BINARY_PATH}/cocos/core)
# record sources, headers, resources...
set(GAME_SOURCE)
set(GAME_HEADER)
set(GAME_RES_FOLDER
"${CMAKE_CURRENT_SOURCE_DIR}/Resources"
)
if(APPLE OR WINDOWS)
cocos_mark_multi_resources(common_res_files RES_TO "Resources" FOLDERS ${GAME_RES_FOLDER})
endif()
# add cross-platforms source files and header files
list(APPEND GAME_SOURCE
Classes/AppDelegate.cpp
Classes/HelloWorldScene.cpp
)
list(APPEND GAME_HEADER
Classes/AppDelegate.h
Classes/HelloWorldScene.h
)
if(ANDROID)
# change APP_NAME to the share library name for Android, it's value depend on AndroidManifest.xml
set(APP_NAME MyGame)
list(APPEND GAME_SOURCE
proj.android/app/jni/hellocpp/main.cpp
)
elseif(LINUX)
list(APPEND GAME_SOURCE
proj.linux/main.cpp
)
elseif(WINDOWS)
list(APPEND GAME_HEADER
proj.win32/main.h
proj.win32/resource.h
)
list(APPEND GAME_SOURCE
proj.win32/main.cpp
proj.win32/game.rc
${common_res_files}
)
elseif(APPLE)
if(IOS)
list(APPEND GAME_HEADER
proj.ios_mac/ios/AppController.h
proj.ios_mac/ios/RootViewController.h
)
set(APP_UI_RES
proj.ios_mac/ios/LaunchScreen.storyboard
proj.ios_mac/ios/LaunchScreenBackground.png
proj.ios_mac/ios/Images.xcassets
)
list(APPEND GAME_SOURCE
proj.ios_mac/ios/main.m
proj.ios_mac/ios/AppController.mm
proj.ios_mac/ios/RootViewController.mm
proj.ios_mac/ios/Prefix.pch
${APP_UI_RES}
)
elseif(MACOSX)
set(APP_UI_RES
proj.ios_mac/mac/Icon.icns
proj.ios_mac/mac/Info.plist
)
list(APPEND GAME_SOURCE
proj.ios_mac/mac/main.cpp
proj.ios_mac/mac/Prefix.pch
${APP_UI_RES}
)
endif()
list(APPEND GAME_SOURCE ${common_res_files})
endif()
# mark app complie info and libs info
set(all_code_files
${GAME_HEADER}
${GAME_SOURCE}
)
if(NOT ANDROID)
add_executable(${APP_NAME} ${all_code_files})
else()
add_library(${APP_NAME} SHARED ${all_code_files})
add_subdirectory(${COCOS2DX_ROOT_PATH}/cocos/platform/android ${ENGINE_BINARY_PATH}/cocos/platform)
target_link_libraries(${APP_NAME} -Wl,--whole-archive cpp_android_spec -Wl,--no-whole-archive)
endif()
target_link_libraries(${APP_NAME} cocos2d)
target_include_directories(${APP_NAME}
PRIVATE Classes
PRIVATE ${COCOS2DX_ROOT_PATH}/cocos/audio/include/
)
# mark app resources
setup_cocos_app_config(${APP_NAME})
if(APPLE)
set_target_properties(${APP_NAME} PROPERTIES RESOURCE "${APP_UI_RES}")
if(MACOSX)
set_target_properties(${APP_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/proj.ios_mac/mac/Info.plist"
)
elseif(IOS)
cocos_pak_xcode(${APP_NAME} INFO_PLIST "iOSBundleInfo.plist.in")
set_xcode_property(${APP_NAME} ASSETCATALOG_COMPILER_APPICON_NAME "AppIcon")
endif()
elseif(WINDOWS)
cocos_copy_target_dll(${APP_NAME} COPY_TO ${APP_RES_DIR}/..)
endif()
if(LINUX OR WINDOWS)
cocos_copy_res(COPY_TO ${APP_RES_DIR} FOLDERS ${GAME_RES_FOLDER})
endif()
# PluginSdkboxPlay
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/jni/PluginSdkboxPlay/)
target_link_libraries(${APP_NAME} ext_PluginSdkboxPlay)
endif()
# sdkbox
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/proj.android/app/jni/sdkbox/)
target_link_libraries(${APP_NAME} ext_sdkbox)
endif()
Ideas?