forked from cocos/engine-native
-
Notifications
You must be signed in to change notification settings - Fork 0
206 lines (193 loc) · 8.44 KB
/
Copy pathcompile-platforms.yaml
File metadata and controls
206 lines (193 loc) · 8.44 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
name: 🏗️ Compile
on: [pull_request]
jobs:
compile_windows:
# windows 2019, Visual Studio Enterprise 2019
# windows 2016, Visual Studio Enterprise 2017
#runs-on: windows-latest
runs-on: windows-2019
name: "Windows"
steps:
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`grep version external/config.json |awk -F'"' '{print $4}'`
rm external/config.json
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos-creator/engine-native-external external
- name: Install deps
run: |
choco install --forcex86 vulkan-sdk
python -m pip install PyYAML Cheetah3
- name: Generate bindings
shell: bash
run: |
python -V
cd ./tools/tojs
echo "Create auto-generated jsbinding glue codes."
python ./genbindings.py
rm userconf.ini
- name: Compile win32
shell: bash
env:
COCOS_ENGINE_DEV: 1
run: |
cd $GITHUB_WORKSPACE/templates/windows
mkdir -p build-win32/proj
touch build-win32/proj/cfg.cmake
echo "set(CC_USE_GLES3 ON)" >> build-win32/proj/cfg.cmake
echo "set(CC_USE_VULKAN ON)" >> build-win32/proj/cfg.cmake
echo "set(CC_USE_GLES2 ON)" >> build-win32/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER ON)" >> build-win32/proj/cfg.cmake
mkdir build-win32/assets
cd build-win32
RES_DIR=${GITHUB_WORKSPACE//\\//}/templates/windows/build-win32
COCOS_X_PATH=${GITHUB_WORKSPACE//\\//}
cmake ../ -G"Visual Studio 16 2019" -DRES_DIR=$RES_DIR -DCOCOS_X_PATH=$COCOS_X_PATH -Awin32
cmake --build . --config Release
echo "Compile Win32 Release Done!"
compile_android:
name: "Android"
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`grep version external/config.json |awk -F'"' '{print $4}'`
rm external/config.json
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos-creator/engine-native-external external
- name: Generate bindings
run: |
python3 -m pip install PyYAML Cheetah3
python3 ./tools/tojs/genbindings.py
rm ./tools/tojs/userconf.ini
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
COCOS2DX_ROOT=$GITHUB_WORKSPACE
ANDORID_NDK=$ANDROID_NDK_LATEST_HOME
NATIVE_DIR=$COCOS2DX_ROOT/templates/android-template
echo "Compiling Android ... "
cd $COCOS2DX_ROOT/templates/
if [ ! -d android-template ]; then
cp -r android/template android-template
fi
cd $COCOS2DX_ROOT/templates/android/build
mkdir -p build-android/proj
touch build-android/proj/cfg.cmake
echo "set(CC_USE_GLES3 ON)" >> build-android/proj/cfg.cmake
echo "set(CC_USE_VULKAN ON)" >> build-android/proj/cfg.cmake
echo "set(CC_USE_GLES2 ON)" >> build-android/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER ON)" >> build-android/proj/cfg.cmake
mkdir -p build-android/assets
ASSET_DIR=$COCOS2DX_ROOT/templates/android/build/build-android/
sed -i "s@^PROP_NDK_PATH.*@PROP_NDK_PATH=$ANDORID_NDK@g" gradle.properties
sed -i "s@^APPLICATION_ID.*@APPLICATION_ID=com.cocos.android@g" gradle.properties
sed -i "s@^RES_PATH.*@RES_PATH=$ASSET_DIR@g" gradle.properties
sed -i "s@^COCOS_ENGINE_PATH.*@COCOS_ENGINE_PATH=$COCOS2DX_ROOT@g" gradle.properties
sed -i "s@^NATIVE_DIR.*@NATIVE_DIR=$NATIVE_DIR@g" gradle.properties
# To speedup CI, compile arm64-v8a only
# sed -i "s@^PROP_APP_ABI.*@PROP_APP_ABI=armeabi-v7a:arm64-v8a:x86@g" gradle.properties
sed -i "s@^PROP_APP_ABI.*@PROP_APP_ABI=arm64-v8a@g" gradle.properties
echo "Compile Android - cmake ..."
echo "ANDORID_NDK ${ANDROID_NDK} or ${ANDROID_NDK_HOME}"
./gradlew :CocosGame:assembleDebug --quiet
echo "Compile Android Debug Done!"
compile_mac:
name: "MacOS"
runs-on: macos-latest
steps:
- uses: actions/checkout@v2
- uses: actions/setup-python@v2
with:
python-version: "3.x"
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`grep version external/config.json |awk -F'"' '{print $4}'`
rm external/config.json
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos-creator/engine-native-external external
- name: Generate bindings
run: |
python -m pip install PyYAML Cheetah3
python ./tools/tojs/genbindings.py
rm ./tools/tojs/userconf.ini
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
COCOS2DX_ROOT=$GITHUB_WORKSPACE
echo "Compiling MacOSX ... "
cd $COCOS2DX_ROOT/templates/mac
mkdir -p build-mac/proj
touch build-mac/proj/cfg.cmake
echo "set(CC_USE_VULKAN OFF)" >> build-mac/proj/cfg.cmake
echo "set(CC_USE_GLES2 OFF)" >> build-mac/proj/cfg.cmake
echo "set(CC_USE_METAL ON)" >> build-mac/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER OFF)" >> build-mac/proj/cfg.cmake
mkdir build-mac/assets
RES_DIR=$COCOS2DX_ROOT/templates/mac/build-mac
cd build-mac
cmake ../ -GXcode -DCC_USE_GLES3=ON -DCMAKE_OSX_ARCHITECTURES=x86_64 -DRES_DIR=$RES_DIR -DCOCOS_X_PATH=$COCOS2DX_ROOT
cmake --build . --config Release -- -quiet -jobs $NUM_OF_CORES -arch x86_64
echo "Compile MacOSX x86_64 Release Done!"
cd ..
mkdir build-mac-apple-silicon
cd build-mac-apple-silicon
cmake ../ -GXcode -DCC_USE_GLES3=OFF -DCMAKE_OSX_ARCHITECTURES=arm64 -DRES_DIR=$RES_DIR -DCOCOS_X_PATH=$COCOS2DX_ROOT -DUSE_PHYSICS_PHYSX=OFF
cmake --build . --config Release -- -quiet -jobs $NUM_OF_CORES -arch arm64
echo "Compile MacOSX ARM64 Release Done!"
compile_iOS:
name: "iOS"
runs-on: macos-latest
steps:
- uses: maxim-lobanov/setup-xcode@v1
with:
xcode-version: latest-stable
- uses: actions/checkout@v2
- uses: actions/setup-python@v2
with:
python-version: "3.x"
- name: Download external libraries
shell: bash
run: |
EXT_VERSION=`grep version external/config.json |awk -F'"' '{print $4}'`
rm external/config.json
git clone --branch $EXT_VERSION --depth 1 https://github.com/cocos-creator/engine-native-external external
- name: Generate bindings
run: |
python -m pip install PyYAML Cheetah3
python ./tools/tojs/genbindings.py
rm ./tools/tojs/userconf.ini
- name: Compile
env:
COCOS_ENGINE_DEV: 1
run: |
set -x
NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
COCOS2DX_ROOT=$GITHUB_WORKSPACE
echo "Compiling iOS ... "
cd $COCOS2DX_ROOT/templates/ios
mkdir -p build-ios/proj
touch build-ios/proj/cfg.cmake
echo "set(CC_USE_GLES3 OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_VULKAN OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_GLES2 OFF)" >> build-ios/proj/cfg.cmake
echo "set(CC_USE_METAL ON)" >> build-ios/proj/cfg.cmake
echo "set(USE_WEBSOCKET_SERVER OFF)" >> build-ios/proj/cfg.cmake
echo "set(USE_DRAGONBONES OFF)" >> build-ios/proj/cfg.cmake
echo "set(MACOSX_BUNDLE_GUI_IDENTIFIER com.cocos.demo.ios)" >> build-ios/proj/cfg.cmake
mkdir build-ios/assets
cd build-ios
RES_DIR=$COCOS2DX_ROOT/templates/ios/build-ios
cmake ../ -GXcode -DCMAKE_SYSTEM_NAME=iOS \
-DCMAKE_OSX_SYSROOT=iphoneos \
-DCMAKE_OSX_ARCHITECTURES=arm64 \
-DRES_DIR=$RES_DIR \
-DCOCOS_X_PATH=$COCOS2DX_ROOT
#cmake --build . --config Debug -- -quiet -jobs $NUM_OF_CORES -allowProvisioningUpdates CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
cmake --build . --config Debug -- -quiet -jobs $NUM_OF_CORES CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
echo "Compile iOS Done!"