CMAKE 在Linux下 构建android 编译、打包、发布环境

环境:
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
    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仍是64位版本的不一样。
 个人思路是:用cmake编译project代码为一个.so库,而后java代码调用.so库,最终打包为apk
方法:
       一、 将上面的sdk 、ndk以及project解压放在本身的工做目录。例如我是这样的:
            [workspace]$ ls
            adt  project
            [workspace]$ ls adt
            eclipse  ndk  sdk

    二、目录构建好以后,进入project工程的jni目录里面java

        cd   /home/test/workspace/project/MobileClient/android/jni


         这里面有andorid 编译用的各个目录。
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目录上层目录里面的内容: android

        [android]$ls
       AndroidManifest.xml  gen   res  asserts    libs     bin  obj      src     jni
       这些都是android编译环境的标准目录结构,咱们的cmake就在jni目录里面构建的。
    三、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 平台
        --ndk-dir ndk的路径
        --install-dir是安装路径
        --system是操做系统,若是不写的话,脚本会自动提示你的。
    这样命令就安装到了/opt/目录下面了,咱们的cmake还用到里面的lib 和头文件。
     安装完以后设置环境变量,不设置的话cmake就不会到里面寻找咱们须要的库,而是去系统都文件里面找。
    命令: export PATH=$PATH:/opt/android-12-toolchain/sysroot/usr/lib/
     四、在jni目录编写CMakeLists.txt文件,个人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_NAME  Android) 
            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")
shell


            显示系统信息bash

            MESSAGE(STATUS "System Info:" ${CMAKE_SYSTEM}) 
            MESSAGE(STATUS "System Processor:" ${CMAKE_SYSTEM_PROCESSOR})
            MESSAGE(STATUS "BUILD TYPE : " ${CMAKE_BUILD_TYPE})


        设置代码里面的宏定义    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)

            设置编译以后的目标生成路径

            SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/../target)

         包含编译须要的头文件,

            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++)

            找的编译须要的库文件,设置到变量里面,下面链接的时候用

            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)

            编译须要的c、c++文件

            也能够直接包含目录“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})

             #)

              须要链接的库

             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编译须要这两个文件。

            add_dependencies(cos_game ${CRTBEGIN_DIR} ${CRTEND_ANDROID_DIR})

        五、编译cmake,外部编译

            在jni目录下面创建build目录 mkdir build,进入build目录,执行下面的命令:

             cmake .. -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Debug
            生成libgame.so库,而后copy到android目录的libs目录下面,必定要copy到libs目录的armeabi目录下面
         六、回到android目录下面,生成apk文件,生成apk文件须要好几步我写了一个sh脚本,一块儿执行,脚本以下:
#!/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/  这个jdk须要下载,安装,
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要包含图片、声音,就放到asserts目录下面  
apkbuilder byreadreader.apk -v -u -z bin/byreadreader -f bin/classes.dex -rf src -rj libs -nf libs #libs目录就是咱们生成的库
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:这些命令啥意思网上都有,能够查看一下。上面脚本里面用到的目录,都要和我写的一摸同样,不然可能出错,单是没有提示。
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