cocos2dx 提高 build_native.sh 编译速度

进入生成的obj文件夹看看 proj.android\obj\local\armeabi

发现是编译时生成的静态库动态库,我们不想每次生成一个新跨平台项目的时候都全部重新编译一次,可以重复利用这些类库
解决方案是在cocos2d-x-2.1.5目录下新建prebuild目录,把proj.android\obj\local\armeabi下(libcocos2dcpp.so就不用了)的类库都copy到prebuild,增加一个类似这样的Android.mk


LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := cocos2dx_static
LOCAL_MODULE_FILENAME := libcocos2d

LOCAL_SRC_FILES := ./libcocos2d.a

LOCAL_EXPORT_C_INCLUDES := \
$(LOCAL_PATH)/../cocos2dx \
$(LOCAL_PATH)/../cocos2dx/include \
$(LOCAL_PATH)/../cocos2dx/kazmath/include \
$(LOCAL_PATH)/../cocos2dx/platform/android \

#LOCAL_LDLIBS := -lGLESv2 \
#                -llog \
#                -lz

LOCAL_EXPORT_LDLIBS := -lGLESv2 \
                       -llog \
                       -lz


#LOCAL_CFLAGS := -Wno-psabi -DUSE_FILE32API
#LOCAL_EXPORT_CFLAGS := -Wno-psabi -DUSE_FILE32API

LOCAL_WHOLE_STATIC_LIBRARIES := cocos_libpng_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_jpeg_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_libwebp_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_libtiff_static

include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := cocosdenshion_static
LOCAL_MODULE_FILENAME := libcocosdenshion
LOCAL_SRC_FILES := ./libcocosdenshion.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/../CocosDenshion/include
#LOCAL_CFLAGS += -Wno-psabi
#LOCAL_EXPORT_CFLAGS += -Wno-psabi
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := box2d_static
LOCAL_MODULE_FILENAME := libbox2d
LOCAL_SRC_FILES := ./libbox2d.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/../external
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := chipmunk_static
LOCAL_MODULE_FILENAME := libchipmunk
LOCAL_SRC_FILES := ./libchipmunk.a
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/../external/chipmunk/include/chipmunk
#LOCAL_CFLAGS := -std=c99
include $(PREBUILT_STATIC_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := cocos_extension_static
LOCAL_MODULE_FILENAME := libextension
LOCAL_SRC_FILES := ./libextension.a
LOCAL_EXPORT_C_INCLUDES := \
$(LOCAL_PATH)/../extensions \
$(LOCAL_PATH)/../extensions/CCBReader \
$(LOCAL_PATH)/../extensions/GUI/CCControlExtension \
$(LOCAL_PATH)/../extensions/GUI/CCScrollView \
$(LOCAL_PATH)/../extensions/network \
$(LOCAL_PATH)/../extensions/LocalStorage \
$(LOCAL_PATH)/../extensions/CCArmature
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_curl_static
LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static
LOCAL_WHOLE_STATIC_LIBRARIES += chipmunk_static
LOCAL_WHOLE_STATIC_LIBRARIES += libwebsockets_static
#LOCAL_CFLAGS += -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
#LOCAL_EXPORT_CFLAGS += -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
#LOCAL_CPPFLAGS += -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
#LOCAL_EXPORT_CPPFLAGS += -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
#LOCAL_CFLAGS := -fexceptions
include $(PREBUILT_STATIC_LIBRARY)


$(call import-module,libjpeg)
$(call import-module,libpng)
$(call import-module,libwebp)
$(call import-module,libtiff)
$(call import-module,libcurl)
$(call import-module,external/libwebsockets/android)

来试一下COCOS2DX自带的demo,F:\cocos2d-x\cocos2d-x-2.1.5\samples\Cpp\TestCpp
TestCpp和pro.android/jni里都有Android.mk,打开修改尾部代码
TestCpp下的Android.mk


#$(call import-module,CocosDenshion/android)
#$(call import-module,external/Box2D)
#$(call import-module,external/chipmunk)
#$(call import-module,cocos2dx)
#$(call import-module,extensions)
$(call import-module,prebuild)
proj.android/jni里的Android.mk



$(call import-module,samples/Cpp/TestCpp)
#$(call import-module,cocos2dx/platform/third_party/android/prebuilt/libcurl)
#$(call import-module,cocos2dx)
#$(call import-module,CocosDenshion/android)
#$(call import-module,extensions)
#$(call import-module,external/Box2D)
#$(call import-module,external/chipmunk)
$(call import-module,prebuild)
cygwin进入到F:\cocos2d-x\cocos2d-x-2.1.5\samples\Cpp\TestCpp\proj.android

./build_native.sh
发现编译快多了,只是编译了Classes和jni部分,其他都利旧。现在可以导入到eclipse里运行TestCpp了么么哒

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转载自hulefei29.iteye.com/blog/2066388
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