CMAKE 在Linux下 构建android 编译、打包、发布环境
环境:
linux:2.6.32-279.el6.x86_64linux版本cmake:http://www.cmake.org/cmake/resources/software.htmlandroid:linux版本sdk:http://developer.android.com/sdk/index.htmllinux版本ndk:http://developer.android.com/tools/sdk/ndk/index.html
项目代码:project目录,是C++、C语言代码以上版本注意linux系统是32还是64位版本的不同。我的思路是:用cmake编译project代码为一个.so库,然后java代码调用.so库,最终打包为apk方法:1、将上面的sdk、ndk以及project解压放在自己的工作目录。例如我是这样的:
[workspace]$lsadtproject[workspace]$lsadteclipsendksdk
2、目录构建好之后,进入project工程的jni目录里面
cd/home/test/workspace/project/MobileClient/android/jni
这里面有andorid 编译用的各个目录。
[jni]$lsAmkList.txtbuildgame.hgametest.hjni.cpptargetAndroid.mkCMakeLists.txtGameglTest.cppjvmtestCamera.cppApplication.mkgame.cppgametest.cppglTest.hlibcode.mksource.mktestCamera.h
jni目录上层目录里面的内容:
[android]$lsAndroidManifest.xmlgenresassertslibsbinobjsrcjni
这些都是android编译环境的标准目录结构,我们的cmake就在jni目录里面构建的。3、利用ndk编译android的交叉工具链,命令make-standalone-toolchain.sh进入ndk的tools目录,里面都是一些脚本程序
/home/test/workspace/adt/ndk/build/tools
执行命令
[tools]$./make-standalone-toolchain.sh--platform=android-12--ndk-dir=/home/test/workspace/adt/ndk/--install-dir=/opt/android-12-toolchain/--system=linux-x86_64
--platform平台--ndk-dirndk的路径--install-dir是安装路径--system是操作系统,如果不写的话,脚本会自动提示你的。这样命令就安装到了/opt/目录下面了,我们的cmake还用到里面的lib和头文件。安装完之后设置环境变量,不设置的话cmake就不会到里面寻找我们需要的库,而是去系统都文件里面找。命令:exportPATH=$PATH:/opt/android-12-toolchain/sysroot/usr/lib/4、在jni目录编写CMakeLists.txt文件,我的cmake是要编译出来为so库,CMakeLists.txt的内容为:PROJECT(GAME)工程名字
SET(CMAKE_SYSTEM_NAMEAndroid)
SET(CMAKE_CXX_COMPILER"/opt/android-12-toolchain/arm-linux-androideabi/bin/g++")交叉编译工具
SET(CMAKE_C_COMPILER"/opt/android-12-toolchain/arm-linux-androideabi/bin/gcc")
显示系统信息
MESSAGE(STATUS"SystemInfo:"${CMAKE_SYSTEM})MESSAGE(STATUS"SystemProcessor:"${CMAKE_SYSTEM_PROCESSOR})MESSAGE(STATUS"BUILDTYPE:"${CMAKE_BUILD_TYPE})
设置代码里面的宏定义
ADD_DEFINITIONS(-DANDROID -DLINUX -DUNIX
-D_DISABLE_CXX_EXCEPTION
-DFT2_BUILD_LIBRARY -D__GL_ES_2_
-DAL_BUILD_LIBRARY -DAL_ALEXT_PROTOTYPES
-D_ARM_ASSEM_ -DNDK_DEBUG
-DKTX_OPENGL_ES2=1)
要求cmake的最低版本
CMAKE_MINIMUM_REQUIRED(VERSION 2.8)
设置编译之后的目标生成路径
SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/../target)
包含编译需要的头文件,
INCLUDE_DIRECTORIES(".")
INCLUDE_DIRECTORIES("./jvm")
INCLUDE_DIRECTORIES("../../../Src/Core/inc")
INCLUDE_DIRECTORIES("../../../Src/OGES2/inc")
INCLUDE_DIRECTORIES("../../../External/freetype/FreeType2/include")
INCLUDE_DIRECTORIES("../../../External/OGLES2")
INCLUDE_DIRECTORIES("../../../External/OGLES2/Include")
INCLUDE_DIRECTORIES("../../../External/OGLES2/Include/GLES2")
INCLUDE_DIRECTORIES("../../OpenAL4Android/include")
INCLUDE_DIRECTORIES("../../OpenAL4Android/OpenAL32/Include")
INCLUDE_DIRECTORIES("../../../External/luatinker/inc")
INCLUDE_DIRECTORIES("../../../MobileProtocol")
INCLUDE_DIRECTORIES("../../../MobileServer/Core/Networkware/msg")
INCLUDE_DIRECTORIES("./jvm")
#INCLUDE_DIRECTORIES("/usr/include/")
#INCLUDE_DIRECTORIES("/usr/include/sys")
FIND_LIBRARY(LIB_CSTD_DIR NAMES stdc++)
找的编译需要的库文件,设置到变量里面,下面连接的时候用
IF(LIB_CSTD_DIR)
MESSAGE(STATUS "LIB_CSTD_DIR: "${LIB_CSTD_DIR})
ENDIF(LIB_CSTD_DIR)
FIND_LIBRARY(LIB_C_DIR NAMES c)
IF(LIB_C_DIR)
MESSAGE(STATUS "LIB_C_DIR: "${LIB_C_DIR})
ENDIF(LIB_C_DIR)
FIND_LIBRARY(LIB_M_DIR NAMES m)
IF(LIB_M_DIR)
MESSAGE(STATUS "LIB_M_DIR: "${LIB_M_DIR})
ENDIF(LIB_M_DIR)
FIND_LIBRARY(LIB_DL_DIR NAMES dl)
IF(LIB_DL_DIR)
MESSAGE(STATUS "LIB_DL_DIR: "${LIB_DL_DIR})
ENDIF(LIB_DL_DIR)
FIND_LIBRARY(LIB_LOG_DIR NAMES log)
IF(LIB_LOG_DIR)
MESSAGE(STATUS "LIB_LOG_DIR: "${LIB_LOG_DIR})
ENDIF(LIB_LOG_DIR)
FIND_LIBRARY(LIB_GLESV2_DIR NAMES GLESv2)
IF(LIB_GLESV2_DIR)
MESSAGE(STATUS "LIB_GLESV2_DIR: "${LIB_GLESV2_DIR})
ENDIF(LIB_GLESV2_DIR)
FIND_FILE(CRTBEGIN_DIR NAMES crtbegin_dynamic.o)
IF(CRTBEGIN_DIR)
MESSAGE(STATUS "CRTBEGIN_DIR:" ${CRTBEGIN_DIR})
ENDIF(CRTBEGIN_DIR)
FIND_FILE(CRTEND_ANDROID_DIR NAMES crtend_android.o)
IF(CRTEND_ANDROID_DIR)
MESSAGE(STATUS "CRTEND_ANDROID_DIR:" ${CRTEND_ANDROID_DIR})
ENDIF(CRTEND_ANDROID_DIR)
编译需要的c、c++文件
也可以直接包含目录“AUX_SOURCE_DIRECTORY("../../../Src/Core/src/" CORE_SRCS)”
SET(PUGIXML_SRCS "../../../External/pugixml/src/pugixml.cpp")
SET(LPNG167_SRCS "../../../External/lpng167/png.c"
"../../../External/lpng167/pngerror.c"
"../../../External/lpng167/pngwutil.c"
)
SET(KTX20_SRCS "../../../External/ktx20/include/errstr.c"
"../../../External/ktx20/include/etcdec.cxx"
"../../../External/ktx20/include/writer.c"
)
SET(OGES2_MOJOSHADER_SRCS "../../../Src/OGES2/mojoshader/mojoshader.cpp"
"../../../Src/OGES2/mojoshader/mojoshader_assembler.cpp"
"../../../Src/OGES2/mojoshader/mojoshader_preprocessor.cpp"
)
SET(OGES2_SRCS "../../../Src/OGES2/src/zOGLESFrameBuffer.cpp"
"../../../Src/OGES2/src/zOGLESMeshBufferResource.cpp"
"../../../Src/OGES2/src/zOGLESTexture.cpp"
"../../../Src/OGES2/src/zOGLShader.cpp"
"../../../Src/OGES2/src/zRenderDeviceOGLES.cpp"
)
SET(GAMEFRAMEWORK_SRCS "../../gameFrameWork/clientConfigFile.cpp"
"../../gameFrameWork/clientEventDevice.cpp"
"../../gameFrameWork/game.cpp"
"../../gameFrameWork/zHeightLayer.cpp"
"../../gameFrameWork/zTrigger.cpp"
)
SET(GAMEFRAMEWORK_MSG_SRCS "../../gameFrameWork/Msg/clientNetFunction.cpp"
"../../gameFrameWork/Msg/convert.cpp"
"../../gameFrameWork/Msg/MsgLuaRegister.cpp"
"../../gameFrameWork/Msg/systemMsgProcess.cpp"
)
SET(GAMEFRAMEWORK_UI_SRCS "../../gameFrameWork/ui/maoXue.cpp"
"../../gameFrameWork/ui/maoXueManager.cpp"
"../../gameFrameWork/ui/ui_window.cpp"
)
SET(GAMEFRAMEWORK_CG_SRCS "../../gameFrameWork/cg/zAnimPath.cpp"
"../../gameFrameWork/cg/zCgAnimation.cpp"
"../../gameFrameWork/cg/zCgLogicSequence.cpp"
)
SET(NETWORK_SRCS "../../network/MD5.cpp"
"../../network/networkAdapter.cpp"
"../../network/networkconnector.cpp"
"../../network/networkwarelzo.cpp"
"../../network/networkwaremessage.cpp"
)
生成目标库
ADD_LIBRARY(game SHARED ${FREETYPE2_BASE_SRCS}
jvm/JniHelper.cpp
jvm/GameHelper.cpp
jni.cpp
cos_game.cpp
glTest.cpp
testCamera.cpp
gametest.cpp
Game/cosApplication.cpp
Game/cos_main.cpp
${NETWORK_SRCS}
${PUGIXML_SRCS}
${ZLIB_SRCS}
${GAMEFRAMEWORK_UI_SRCS}
${GAMEFRAMEWORK_MSG_SRCS})
#)
需要连接的库
TARGET_LINK_LIBRARIES(cos_game ${LIB_CSTD_DIR}
${LIB_C_DIR}
${LIB_M_DIR}
${LIB_DL_DIR}
${LIB_GLESV2_DIR}
${LIB_LOG_DIR})
依赖的crtbegin_dynamic.o 和crtend_android.o android编译需要这两个文件。
add_dependencies(cos_game ${CRTBEGIN_DIR} ${CRTEND_ANDROID_DIR})
5、编译cmake,外部编译
在jni目录下面建立build目录 mkdir build,进入build目录,执行下面的命令:
cmake..-G"UnixMakefiles"-DCMAKE_BUILD_TYPE=Debug
生成libgame.so库,然后copy到android目录的libs目录下面,一定要copy到libs目录的armeabi目录下面6、回到android目录下面,生成apk文件,生成apk文件需要好几步我写了一个sh脚本,一起执行,脚本如下:
#!/bin/bashexportPATH=$PATH:../../../adt/sdk/build-tools/19.0.3/exportPATH=$PATH:../../../adt/sdk/tools/exportPATH=$PATH:./jdk1.6.0_45/bin/这个jdk需要下载,安装,aaptpackage-f-m-Jgen-Sres-I../../../adt/sdk/platforms/android-19/android.jar-MAndroidManifest.xmljavac-target1.5-bootclasspath../../../adt/sdk/platforms/android-19/android.jar-dbinsrc/com/cos/game/*.javagen/com/cos/game/R.javadx--dex--output=bin/classes.dexbinaaptpackage-f-MAndroidManifest.xml-Sres-Aasserts-I../../../adt/sdk/platforms/android-19/android.jar-Fbin/byreadreader#如果apk要包含图片、声音,就放到asserts目录下面apkbuilderbyreadreader.apk-v-u-zbin/byreadreader-fbin/classes.dex-rfsrc-rjlibs-nflibs#libs目录就是我们生成的库keytool-genkey-aliasdemo.keystore-keyalgRSA-validity40000-keystoredemo.keystorejarsigner-verbose-keystoredemo.keystore-signedjartest.apkbyreadreader.apkdemo.keystore
主意:这些命令啥意思网上都有,可以查看一下。上面脚本里面用到的目录,都要和我写的一摸一样,否则可能出错,单是没有提示。
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