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[cmake] fix iOS xcode property setting failed #19208
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review if available @crazyhappygame |
Could you describe fixed problem? |
endforeach() | ||
set(depend_libs) | ||
search_depend_libs_recursive(${cocos_app} depend_libs) | ||
foreach(depend_lib ${depend_libs}) |
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Do we have any dll for ios/xcode?
I thought that all libraries are static (like for Android)
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it's a function to set Xcode property, not dlls.
what we need is a function to find all depend target, and then set property one by one.
endfunction() | ||
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# get `cocos_target` depend all dlls, save the result in `all_depend_dlls_out` | ||
function(get_target_depends_ext_dlls cocos_target all_depend_dlls_out) |
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I think that instead of all those functions and property CC_DEPEND_DLLS set for each target in external libs we should just have list of targets (curl zlib ... ) and used this list where needed
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Please check
cocos2d/cocos2d-x-3rd-party-libs-bin#330 (comment)
I think that we should call function with list of targets
copy_imported_targets(app curl zlib ..
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property CC_DEPEND_DLLS set for each target in external libs
yes, it's proper than this one.
we should call function with list of targets
I don't think so, since the target lists have existed in the relationship of dependence, we can get them by LINK_LIBRARIES
property recursively.
The defect is CMake didn't supply a functions to get all linked libraries, so we need search_depend_libs_recursive
, it's a little complex. About the feature CMake should supply, existed thread at https://gitlab.kitware.com/cmake/cmake/issues/12435
It fix an issue, the external libraries Xcode property didn't been set, so that compile may failed when the build target is a iOS device. @crazyhappygame
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STEVE: - removed js/lua stuff * commit 'fde4e6387d6e6e19badb41c8ba2aa365045b68ec': (35 commits) [js tests] add index, simplify (cocos2d#19218) update cocos console (cocos2d#19216) [js interval tests] use labelBMFont instead of labelTTF, improve preformance (cocos2d#19215) [lua test]FontTest resize page (cocos2d#19213) [lua test]Extensions scroll pos error (cocos2d#19214) cpp-tests/Bugs add titles & lua bugs/1174 decrease loop count (cocos2d#19205) [cpp-tests] improve items location of part cases (cocos2d#19210) [cmake] fix iOS xcode property setting failed (cocos2d#19208) Node:Particle3D effects abnormal, texture incorrect (cocos2d#19204) [js-tests mac/Android] Extensions Test-> Websocket->Send text, fix cafile (cocos2d#19202) [cpp-test] DownloaderTest url expires (cocos2d#19203) [android tests] setup project name in AndroidStudio dashboard (cocos2d#19200) [lua test-android]WebViewTest button overlapping (cocos2d#19201) [cpp-test mac] 19:Extension->4SocketIOTest->Open SocketIO Endpoint crashfix (cocos2d#19199) [cpp test-Android、mac]46:Node:Sprite3D->25 crash (cocos2d#19198) [cpp test-Android]20:FileUtils/2 change title (cocos2d#19197) [cpp test-windows]46/26 clear mode crash (cocos2d#19195) [js-test win32]XMLHttpRequest gzip deflate & fix xcode project include paths (cocos2d#19194) [js-test] Chipmunk Tests/ Chipmunk Release Tests crash fix (cocos2d#19193) Fix crash in cocos2dx-JS if garbage collection runs between Touchstart and TouchEnd events. (cocos2d#19191) ... # Conflicts: # build/cocos2d_tests.xcodeproj/project.pbxproj # cocos/2d/CCSpriteFrameCache.cpp # cocos/platform/CCFileUtils.cpp # cocos/platform/CCGLView.h # cocos/platform/android/CCFileUtils-android.cpp # cocos/platform/desktop/CCGLViewImpl-desktop.h # cocos/platform/mac/CCApplication-mac.mm # cocos/scripting/js-bindings/manual/ScriptingCore.cpp # cocos/scripting/js-bindings/manual/network/XMLHTTPRequest.cpp # cocos/scripting/js-bindings/manual/network/XMLHTTPRequest.h # cocos/scripting/lua-bindings/auto/api/Label.lua # cocos/scripting/lua-bindings/manual/cocos2d/LuaOpengl.cpp # cocos/scripting/lua-bindings/manual/cocos2d/lua_cocos2dx_manual.cpp # cocos/scripting/lua-bindings/script/cocos2d/Cocos2d.lua # templates/js-template-default/frameworks/runtime-src/proj.android/app/res/mipmap-hdpi/ic_launcher.png # templates/js-template-default/frameworks/runtime-src/proj.android/app/res/mipmap-mdpi/ic_launcher.png # templates/js-template-default/frameworks/runtime-src/proj.android/app/res/mipmap-xhdpi/ic_launcher.png # templates/js-template-default/frameworks/runtime-src/proj.android/app/res/mipmap-xxhdpi/ic_launcher.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-20.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-20@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-20@3x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-29.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-29@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-29@3x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-40.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-40@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-40@3x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-50.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-50@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-57.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-57@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-60@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-60@3x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-72.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-72@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-76.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-76@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-83.5@2x.png # templates/js-template-default/frameworks/runtime-src/proj.ios_mac/ios/LaunchScreenBackground.png # templates/js-template-default/res/HelloWorld.png # templates/lua-template-default/frameworks/runtime-src/proj.android/app/res/mipmap-hdpi/ic_launcher.png # templates/lua-template-default/frameworks/runtime-src/proj.android/app/res/mipmap-mdpi/ic_launcher.png # templates/lua-template-default/frameworks/runtime-src/proj.android/app/res/mipmap-xhdpi/ic_launcher.png # templates/lua-template-default/frameworks/runtime-src/proj.android/app/res/mipmap-xxhdpi/ic_launcher.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-20.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-20@2x.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-20@3x.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-29.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-29@2x.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-29@3x.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-40.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-40@2x.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-40@3x.png # templates/lua-template-default/frameworks/runtime-src/proj.ios_mac/ios/Images.xcassets/AppIcon.appiconset/Icon-50.png # 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tests/js-tests/resjs/ccb/particle-fire.png # tests/js-tests/resjs/ccb/particle-smoke.png # tests/js-tests/resjs/ccb/particle-snow.png # tests/js-tests/resjs/ccb/particle-stars.png # tests/js-tests/resjs/ccb/scale-9-demo.png # tests/js-tests/src/ChipmunkTest/ChipmunkTest.js # tests/js-tests/src/ExtensionsTest/NetworkTest/WebSocketTest.js # tests/js-tests/src/IntervalTest/IntervalTest.js # tests/js-tests/src/tests-main.js # tests/lua-empty-test/project/proj.android/app/res/mipmap-hdpi/ic_launcher.png # tests/lua-empty-test/project/proj.android/app/res/mipmap-mdpi/ic_launcher.png # tests/lua-empty-test/project/proj.android/app/res/mipmap-xhdpi/ic_launcher.png # tests/lua-empty-test/project/proj.android/app/res/mipmap-xxhdpi/ic_launcher.png # tests/lua-empty-test/project/proj.android/settings.gradle # tests/lua-empty-test/project/proj.ios/Images.xcassets/AppIcon-lua-empty-test.appiconset/Icon-20.png # tests/lua-empty-test/project/proj.ios/Images.xcassets/AppIcon-lua-empty-test.appiconset/Icon-20@2x.png # 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tests/lua-empty-test/res/land.png # tests/lua-empty-test/res/menu1.png # tests/lua-empty-test/res/menu2.png # tests/lua-game-controller-test/project/proj.android/app/res/mipmap-hdpi/ic_launcher.png # tests/lua-game-controller-test/project/proj.android/app/res/mipmap-mdpi/ic_launcher.png # tests/lua-game-controller-test/project/proj.android/app/res/mipmap-xhdpi/ic_launcher.png # tests/lua-game-controller-test/project/proj.android/app/res/mipmap-xxhdpi/ic_launcher.png # tests/lua-game-controller-test/project/proj.android/settings.gradle # tests/lua-game-controller-test/project/proj.ios/Default-568h@2x.png # tests/lua-game-controller-test/project/proj.ios/Default-667h@2x.png # tests/lua-game-controller-test/project/proj.ios/Default-736h@3x.png # tests/lua-game-controller-test/project/proj.ios/Default.png # tests/lua-game-controller-test/project/proj.ios/Default@2x.png # tests/lua-game-controller-test/project/proj.ios/Icon-114.png # tests/lua-game-controller-test/project/proj.ios/Icon-120.png # tests/lua-game-controller-test/project/proj.ios/Icon-144.png # tests/lua-game-controller-test/project/proj.ios/Icon-152.png # tests/lua-game-controller-test/project/proj.ios/Icon-57.png # tests/lua-game-controller-test/project/proj.ios/Icon-72.png # tests/lua-game-controller-test/project/proj.ios/Icon-76.png # tests/lua-tests/project/proj.android/app/res/mipmap-hdpi/ic_launcher.png # tests/lua-tests/project/proj.android/app/res/mipmap-mdpi/ic_launcher.png # tests/lua-tests/project/proj.android/app/res/mipmap-xhdpi/ic_launcher.png # tests/lua-tests/project/proj.android/app/res/mipmap-xxhdpi/ic_launcher.png # tests/lua-tests/project/proj.android/settings.gradle # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-20.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-20@2x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-20@3x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-29.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-29@2x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-29@3x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-40.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-40@2x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-40@3x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-50.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-50@2x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-57.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-57@2x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-60@2x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-60@3x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-72.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-72@2x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-76.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-76@2x.png # tests/lua-tests/project/proj.ios_mac/ios/Images.xcassets/AppIcon-lua-tests.appiconset/Icon-83.5@2x.png # tests/lua-tests/project/proj.ios_mac/ios/LaunchScreenBackground.png # tests/lua-tests/res/cocosbuilderRes/ccb/animated-grossini.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-a-0.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-a-1.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-a-2.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-b-0.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-b-1.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-b-2.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-back-0.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-back-1.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-test-0.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-test-1.png # tests/lua-tests/res/cocosbuilderRes/ccb/btn-test-2.png # tests/lua-tests/res/cocosbuilderRes/ccb/burst.png # tests/lua-tests/res/cocosbuilderRes/ccb/ccbParticleStars.png # tests/lua-tests/res/cocosbuilderRes/ccb/grossini-generic.png # tests/lua-tests/res/cocosbuilderRes/ccb/jungle-left.png # tests/lua-tests/res/cocosbuilderRes/ccb/jungle-right.png # tests/lua-tests/res/cocosbuilderRes/ccb/jungle.png # tests/lua-tests/res/cocosbuilderRes/ccb/logo-icon.png # tests/lua-tests/res/cocosbuilderRes/ccb/logo.png # tests/lua-tests/res/cocosbuilderRes/ccb/markerfelt24shadow.png # tests/lua-tests/res/cocosbuilderRes/ccb/particle-fire.png # tests/lua-tests/res/cocosbuilderRes/ccb/particle-smoke.png # tests/lua-tests/res/cocosbuilderRes/ccb/particle-snow.png # tests/lua-tests/res/cocosbuilderRes/ccb/particle-stars.png # tests/lua-tests/res/cocosbuilderRes/ccb/scale-9-demo.png # tests/lua-tests/src/BugsTest/BugsTest.lua # tests/lua-tests/src/ExtensionTest/ExtensionTest.lua # tests/lua-tests/src/FontTest/FontTest.lua # tests/lua-tests/src/WebViewTest/WebViewTest.lua # tests/lua-tests/src/mainMenu.lua # tests/performance-tests/Resources/CloseNormal.png # tests/performance-tests/Resources/CloseSelected.png # tests/performance-tests/Resources/Images/PlanetCute-1024x1024.png # tests/performance-tests/Resources/Images/b1.png # tests/performance-tests/Resources/Images/b2.png # tests/performance-tests/Resources/Images/close.png # tests/performance-tests/Resources/Images/f1.png # tests/performance-tests/Resources/Images/f2.png # tests/performance-tests/Resources/Images/fire.png # tests/performance-tests/Resources/Images/grossini.png # tests/performance-tests/Resources/Images/grossini_dance_01.png # tests/performance-tests/Resources/Images/grossini_dance_02.png # tests/performance-tests/Resources/Images/grossini_dance_03.png # tests/performance-tests/Resources/Images/grossini_dance_04.png # tests/performance-tests/Resources/Images/grossini_dance_05.png # tests/performance-tests/Resources/Images/grossini_dance_06.png # tests/performance-tests/Resources/Images/grossini_dance_07.png # tests/performance-tests/Resources/Images/grossini_dance_08.png # tests/performance-tests/Resources/Images/grossini_dance_09.png # tests/performance-tests/Resources/Images/grossini_dance_10.png # tests/performance-tests/Resources/Images/grossini_dance_11.png # tests/performance-tests/Resources/Images/grossini_dance_12.png # tests/performance-tests/Resources/Images/grossini_dance_13.png # tests/performance-tests/Resources/Images/grossini_dance_14.png # tests/performance-tests/Resources/Images/grossini_dance_atlas.png # tests/performance-tests/Resources/Images/grossini_polygon.png # tests/performance-tests/Resources/Images/grossini_quad.png # tests/performance-tests/Resources/Images/grossinis_sister1.png # tests/performance-tests/Resources/Images/grossinis_sister1_sp.png # tests/performance-tests/Resources/Images/grossinis_sister2.png # tests/performance-tests/Resources/Images/grossinis_sister2_sp.png # tests/performance-tests/Resources/Images/landscape-1024x1024.png # tests/performance-tests/Resources/Images/r1.png # tests/performance-tests/Resources/Images/r2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-0-0.png # tests/performance-tests/Resources/Images/sprites_test/sprite-0-1.png # tests/performance-tests/Resources/Images/sprites_test/sprite-0-2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-0-3.png # tests/performance-tests/Resources/Images/sprites_test/sprite-0-4.png # tests/performance-tests/Resources/Images/sprites_test/sprite-0-5.png # tests/performance-tests/Resources/Images/sprites_test/sprite-0-6.png # tests/performance-tests/Resources/Images/sprites_test/sprite-0-7.png # tests/performance-tests/Resources/Images/sprites_test/sprite-1-0.png # tests/performance-tests/Resources/Images/sprites_test/sprite-1-1.png # tests/performance-tests/Resources/Images/sprites_test/sprite-1-2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-1-3.png # tests/performance-tests/Resources/Images/sprites_test/sprite-1-4.png # tests/performance-tests/Resources/Images/sprites_test/sprite-1-5.png # tests/performance-tests/Resources/Images/sprites_test/sprite-1-6.png # tests/performance-tests/Resources/Images/sprites_test/sprite-1-7.png # tests/performance-tests/Resources/Images/sprites_test/sprite-2-0.png # tests/performance-tests/Resources/Images/sprites_test/sprite-2-1.png # tests/performance-tests/Resources/Images/sprites_test/sprite-2-2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-2-3.png # tests/performance-tests/Resources/Images/sprites_test/sprite-2-4.png # tests/performance-tests/Resources/Images/sprites_test/sprite-2-5.png # tests/performance-tests/Resources/Images/sprites_test/sprite-2-6.png # tests/performance-tests/Resources/Images/sprites_test/sprite-2-7.png # tests/performance-tests/Resources/Images/sprites_test/sprite-3-0.png # tests/performance-tests/Resources/Images/sprites_test/sprite-3-1.png # tests/performance-tests/Resources/Images/sprites_test/sprite-3-2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-3-3.png # tests/performance-tests/Resources/Images/sprites_test/sprite-3-4.png # tests/performance-tests/Resources/Images/sprites_test/sprite-3-5.png # tests/performance-tests/Resources/Images/sprites_test/sprite-3-6.png # tests/performance-tests/Resources/Images/sprites_test/sprite-3-7.png # tests/performance-tests/Resources/Images/sprites_test/sprite-4-0.png # tests/performance-tests/Resources/Images/sprites_test/sprite-4-1.png # tests/performance-tests/Resources/Images/sprites_test/sprite-4-2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-4-3.png # tests/performance-tests/Resources/Images/sprites_test/sprite-4-4.png # tests/performance-tests/Resources/Images/sprites_test/sprite-4-5.png # tests/performance-tests/Resources/Images/sprites_test/sprite-4-6.png # tests/performance-tests/Resources/Images/sprites_test/sprite-4-7.png # tests/performance-tests/Resources/Images/sprites_test/sprite-5-0.png # tests/performance-tests/Resources/Images/sprites_test/sprite-5-1.png # tests/performance-tests/Resources/Images/sprites_test/sprite-5-2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-5-3.png # tests/performance-tests/Resources/Images/sprites_test/sprite-5-4.png # tests/performance-tests/Resources/Images/sprites_test/sprite-5-5.png # tests/performance-tests/Resources/Images/sprites_test/sprite-5-6.png # tests/performance-tests/Resources/Images/sprites_test/sprite-5-7.png # tests/performance-tests/Resources/Images/sprites_test/sprite-6-0.png # tests/performance-tests/Resources/Images/sprites_test/sprite-6-1.png # tests/performance-tests/Resources/Images/sprites_test/sprite-6-2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-6-3.png # tests/performance-tests/Resources/Images/sprites_test/sprite-6-4.png # tests/performance-tests/Resources/Images/sprites_test/sprite-6-5.png # tests/performance-tests/Resources/Images/sprites_test/sprite-6-6.png # tests/performance-tests/Resources/Images/sprites_test/sprite-6-7.png # tests/performance-tests/Resources/Images/sprites_test/sprite-7-0.png # tests/performance-tests/Resources/Images/sprites_test/sprite-7-1.png # tests/performance-tests/Resources/Images/sprites_test/sprite-7-2.png # tests/performance-tests/Resources/Images/sprites_test/sprite-7-3.png # tests/performance-tests/Resources/Images/sprites_test/sprite-7-4.png # tests/performance-tests/Resources/Images/sprites_test/sprite-7-5.png # tests/performance-tests/Resources/Images/sprites_test/sprite-7-6.png # tests/performance-tests/Resources/Images/sprites_test/sprite-7-7.png # tests/performance-tests/Resources/Images/spritesheet1.png # tests/performance-tests/Resources/Images/test_image.png # tests/performance-tests/Resources/Images/texture1024x1024.png # tests/performance-tests/Resources/Images/texture512x512.png # tests/performance-tests/Resources/Particle3D/textures/crate6.png # tests/performance-tests/Resources/Particle3D/textures/interpolate.png # tests/performance-tests/Resources/Particle3D/textures/mp_fire_02_2x2.png # tests/performance-tests/Resources/Particle3D/textures/pu_barrel_01.png # tests/performance-tests/Resources/Particle3D/textures/pu_barrel_02.png # tests/performance-tests/Resources/Particle3D/textures/pu_bbal.png # tests/performance-tests/Resources/Particle3D/textures/pu_beam_01.png # tests/performance-tests/Resources/Particle3D/textures/pu_beam_02.png # tests/performance-tests/Resources/Particle3D/textures/pu_circle.png # tests/performance-tests/Resources/Particle3D/textures/pu_dirt_256x512.png # tests/performance-tests/Resources/Particle3D/textures/pu_dot_03_64x64.png # tests/performance-tests/Resources/Particle3D/textures/pu_fire_01_64x64.png # tests/performance-tests/Resources/Particle3D/textures/pu_flame.png # tests/performance-tests/Resources/Particle3D/textures/pu_flare.png # tests/performance-tests/Resources/Particle3D/textures/pu_flare_12_256x256.png # tests/performance-tests/Resources/Particle3D/textures/pu_green_ball.png # tests/performance-tests/Resources/Particle3D/textures/pu_hart.png # tests/performance-tests/Resources/Particle3D/textures/pu_lightning_20x64.png # tests/performance-tests/Resources/Particle3D/textures/pu_nucleus.png # tests/performance-tests/Resources/Particle3D/textures/pu_rain.png # tests/performance-tests/Resources/Particle3D/textures/pu_rain_01.png # tests/performance-tests/Resources/Particle3D/textures/pu_ribbontrail.png # tests/performance-tests/Resources/Particle3D/textures/pu_sand_336x330.png # tests/performance-tests/Resources/Particle3D/textures/pu_smoke_02_128x128.png # tests/performance-tests/Resources/Particle3D/textures/pu_smoke_brown_336x330.png # tests/performance-tests/Resources/Particle3D/textures/pump_atlas_smoke.png # tests/performance-tests/Resources/Particle3D/textures/pump_biohazzard.png # tests/performance-tests/Resources/Particle3D/textures/pump_bubble.png # tests/performance-tests/Resources/Particle3D/textures/pump_bubble_blurred.png # tests/performance-tests/Resources/Particle3D/textures/pump_celticknot.png # tests/performance-tests/Resources/Particle3D/textures/pump_dirt_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_dirt_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_flame_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_flame_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_flame_03.png # tests/performance-tests/Resources/Particle3D/textures/pump_flame_04.png # tests/performance-tests/Resources/Particle3D/textures/pump_flare_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_flare_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_flare_03.png # tests/performance-tests/Resources/Particle3D/textures/pump_flare_04.png # tests/performance-tests/Resources/Particle3D/textures/pump_flare_05.png # tests/performance-tests/Resources/Particle3D/textures/pump_flare_06.png # tests/performance-tests/Resources/Particle3D/textures/pump_genesis_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_genesis_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_hourglass.png # tests/performance-tests/Resources/Particle3D/textures/pump_leave.png # tests/performance-tests/Resources/Particle3D/textures/pump_lightning_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_lightning_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_lightning_03.png # tests/performance-tests/Resources/Particle3D/textures/pump_lightning_04.png # tests/performance-tests/Resources/Particle3D/textures/pump_mcdxiiiv.png # tests/performance-tests/Resources/Particle3D/textures/pump_metal_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_metal_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_mmviii.png # tests/performance-tests/Resources/Particle3D/textures/pump_pentagram_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_pentagram_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_ring_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_ring_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_ring_03.png # tests/performance-tests/Resources/Particle3D/textures/pump_ring_04.png # tests/performance-tests/Resources/Particle3D/textures/pump_ring_05.png # tests/performance-tests/Resources/Particle3D/textures/pump_smoke_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_smoke_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_smoke_03.png # tests/performance-tests/Resources/Particle3D/textures/pump_smoke_04.png # tests/performance-tests/Resources/Particle3D/textures/pump_smoke_05.png # tests/performance-tests/Resources/Particle3D/textures/pump_smoke_06.png # tests/performance-tests/Resources/Particle3D/textures/pump_smoke_07.png # tests/performance-tests/Resources/Particle3D/textures/pump_snow_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_spark_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_star_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_star_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_star_03.png # tests/performance-tests/Resources/Particle3D/textures/pump_star_04.png # tests/performance-tests/Resources/Particle3D/textures/pump_star_05.png # tests/performance-tests/Resources/Particle3D/textures/pump_streak_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_streak_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_streak_03.png # tests/performance-tests/Resources/Particle3D/textures/pump_streak_04.png # tests/performance-tests/Resources/Particle3D/textures/pump_swirl_01.png # tests/performance-tests/Resources/Particle3D/textures/pump_swirl_02.png # tests/performance-tests/Resources/Particle3D/textures/pump_swirl_03.png # tests/performance-tests/Resources/Particle3D/textures/pump_watch.png # tests/performance-tests/Resources/Particle3D/textures/weaponTrail.png # tests/performance-tests/Resources/TileMaps/iso-test.png # tests/performance-tests/Resources/TileMaps/iso-test2.png # tests/performance-tests/Resources/fonts/bitmapFontTest3.png # tests/performance-tests/Resources/fps_images.png # tests/performance-tests/proj.ios/Default-568h@2x.png # tests/performance-tests/proj.ios/Default-667h@2x.png # tests/performance-tests/proj.ios/Default-736h@3x.png # tests/performance-tests/proj.ios/Default.png # tests/performance-tests/proj.ios/Default@2x.png # tests/performance-tests/proj.ios/Icon-100.png # tests/performance-tests/proj.ios/Icon-114.png # tests/performance-tests/proj.ios/Icon-120.png # tests/performance-tests/proj.ios/Icon-144.png # tests/performance-tests/proj.ios/Icon-152.png # tests/performance-tests/proj.ios/Icon-29.png # tests/performance-tests/proj.ios/Icon-40.png # tests/performance-tests/proj.ios/Icon-50.png # tests/performance-tests/proj.ios/Icon-57.png # tests/performance-tests/proj.ios/Icon-58.png # tests/performance-tests/proj.ios/Icon-72.png # tests/performance-tests/proj.ios/Icon-76.png # tests/performance-tests/proj.ios/Icon-80.png # tools/cocos2d-console
* fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo
* pick: modern cmake, compile definitions improvement (cocos2d#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (cocos2d#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (cocos2d#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (cocos2d#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (cocos2d#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (cocos2d#19230) * pick: [lua android] use luajit & template cmake update (cocos2d#19239) * increase cmake stability , remove tests/CMakeLists.txt (cocos2d#19261) * cmake win32 Precompiled header (cocos2d#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (cocos2d#19291) Related cocos2d#19289 * little build fix, tests cpp-tests works on mac
* remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ec. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList #18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
* fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo
take out
search_depend_libs_recursive
to find depend libs.