環境:
html
linux :2.6.32-279.el6.x86_64 linux 版本 cmake: http://www.cmake.org/cmake/resources/software.html android: linux版本 sdk:http://developer.android.com/sdk/index.html linux 版本 ndk:http://developer.android.com/tools/sdk/ndk/index.html
項目代碼:project 目錄,是C++ 、C語言代碼 以上版本注意linux系統是32仍是64位版本的不一樣。 個人思路是:用cmake編譯project代碼爲一個.so庫,而後java代碼調用.so庫,最終打包爲apk 方法: 一、 將上面的sdk 、ndk以及project解壓放在本身的工做目錄。例如我是這樣的:
[workspace]$ ls adt project [workspace]$ ls adt eclipse ndk sdk
二、目錄構建好以後,進入project工程的jni目錄裏面java
cd /home/test/workspace/project/MobileClient/android/jni
這裏面有andorid 編譯用的各個目錄。
linux
[ jni]$ ls AmkList.txt build game.h gametest.h jni.cpp target Android.mk CMakeLists.txt Game glTest.cpp jvm testCamera.cpp Application.mk game.cpp gametest.cpp glTest.h libcode.mk source.mk testCamera.h
jni目錄上層目錄裏面的內容: android
[android]$ls AndroidManifest.xml gen res asserts libs bin obj src jni
這些都是android編譯環境的標準目錄結構,咱們的cmake就在jni目錄裏面構建的。 三、利用ndk編譯android的交叉工具鏈,命令make-standalone-toolchain.sh 進入ndk的tools目錄,裏面都是一些腳本程序
/home/test/workspace/adt/ndk/build/tools
執行命令c++
[tools]$ ./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 平臺 --ndk-dir ndk的路徑 --install-dir是安裝路徑 --system是操做系統,若是不寫的話,腳本會自動提示你的。 這樣命令就安裝到了/opt/目錄下面了,咱們的cmake還用到裏面的lib 和頭文件。 安裝完以後設置環境變量,不設置的話cmake就不會到裏面尋找咱們須要的庫,而是去系統都文件裏面找。 命令: export PATH=$PATH:/opt/android-12-toolchain/sysroot/usr/lib/ 四、在jni目錄編寫CMakeLists.txt文件,個人cmake是要編譯出來爲so庫,CMakeLists.txt的內容爲: PROJECT(GAME) 工程名字
SET(CMAKE_SYSTEM_NAME Android)
SET(CMAKE_CXX_COMPILER "/opt/android-12-toolchain/arm-linux-androideabi/bin/g++") 交叉編譯工具
SET(CMAKE_C_COMPILER "/opt/android-12-toolchain/arm-linux-androideabi/bin/gcc")
shell
顯示系統信息bash
MESSAGE(STATUS "System Info:" ${CMAKE_SYSTEM}) MESSAGE(STATUS "System Processor:" ${CMAKE_SYSTEM_PROCESSOR}) MESSAGE(STATUS "BUILD TYPE : " ${CMAKE_BUILD_TYPE})
設置代碼裏面的宏定義 eclipse
ADD_DEFINITIONS(-DANDROID -DLINUX -DUNIX jvm
-D_DISABLE_CXX_EXCEPTION ide
-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)
設置編譯以後的目標生成路徑
SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/../target)
包含編譯須要的頭文件,
INCLUDE_DIRECTORIES(".")
INCLUDE_DIRECTORIES("./jvm")
INCLUDE_DIRECTORIES("../../../Src/Core/inc")
INCLUDE_DIRECTORIES("../../../Src/OGES2/inc")
INCLUDE_DIRECTORIES("../../../External/freetype/FreeType2/include")
INCLUDE_DIRECTORIES("../../../External/OGLES2")
INCLUDE_DIRECTORIES("../../../External/OGLES2/Include")
INCLUDE_DIRECTORIES("../../../External/OGLES2/Include/GLES2")
INCLUDE_DIRECTORIES("../../OpenAL4Android/include")
INCLUDE_DIRECTORIES("../../OpenAL4Android/OpenAL32/Include")
INCLUDE_DIRECTORIES("../../../External/luatinker/inc")
INCLUDE_DIRECTORIES("../../../MobileProtocol")
INCLUDE_DIRECTORIES("../../../MobileServer/Core/Networkware/msg")
INCLUDE_DIRECTORIES("./jvm")
#INCLUDE_DIRECTORIES("/usr/include/")
#INCLUDE_DIRECTORIES("/usr/include/sys")
FIND_LIBRARY(LIB_CSTD_DIR NAMES stdc++)
找的編譯須要的庫文件,設置到變量裏面,下面鏈接的時候用
IF(LIB_CSTD_DIR)
MESSAGE(STATUS "LIB_CSTD_DIR: "${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)
編譯須要的c、c++文件
也能夠直接包含目錄「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"
)
生成目標庫
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})
#)
須要鏈接的庫
TARGET_LINK_LIBRARIES(cos_game ${LIB_CSTD_DIR}
${LIB_C_DIR}
${LIB_M_DIR}
${LIB_DL_DIR}
${LIB_GLESV2_DIR}
${LIB_LOG_DIR})
依賴的crtbegin_dynamic.o 和 crtend_android.o android編譯須要這兩個文件。
add_dependencies(cos_game ${CRTBEGIN_DIR} ${CRTEND_ANDROID_DIR})
五、編譯cmake,外部編譯
在jni目錄下面創建build目錄 mkdir build,進入build目錄,執行下面的命令:
cmake .. -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Debug
生成libgame.so庫,而後copy到android目錄的libs目錄下面,必定要copy到libs目錄的armeabi目錄下面 六、回到android目錄下面,生成apk文件,生成apk文件須要好幾步我寫了一個sh腳本,一塊兒執行,腳本以下:
#!/bin/bash export PATH=$PATH:../../../adt/sdk/build-tools/19.0.3/ export PATH=$PATH:../../../adt/sdk/tools/ export PATH=$PATH:./jdk1.6.0_45/bin/ 這個jdk須要下載,安裝, aapt package -f -m -J gen -S res -I ../../../adt/sdk/platforms/android-19/android.jar -M AndroidManifest.xml javac -target 1.5 -bootclasspath ../../../adt/sdk/platforms/android-19/android.jar -d bin src/com/cos/game/*.java gen/com/cos/game/R.java dx --dex --output=bin/classes.dex bin aapt package -f -M AndroidManifest.xml -S res -A asserts -I ../../../adt/sdk/platforms/android-19/android.jar -F bin/byreadreader #若是apk要包含圖片、聲音,就放到asserts目錄下面 apkbuilder byreadreader.apk -v -u -z bin/byreadreader -f bin/classes.dex -rf src -rj libs -nf libs #libs目錄就是咱們生成的庫 keytool -genkey -alias demo.keystore -keyalg RSA -validity 40000 -keystore demo.keystore jarsigner -verbose -keystore demo.keystore -signedjar test.apk byreadreader.apk demo.keystore
主意:這些命令啥意思網上都有,能夠查看一下。上面腳本里面用到的目錄,都要和我寫的一摸同樣,不然可能出錯,單是沒有提示。