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-# spine-cocos2dx v3.x
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+# spine-cocos2dx v3.x & v4.x
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The spine-cocos2dx runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [cocos2d-x](http://www.cocos2d-x.org/). spine-cocos2dx is based on [spine-cpp](../spine-cpp).
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@@ -22,17 +22,27 @@ spine-cocos2dx supports all Spine features.
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The setup for cocos2d-x differs from most other Spine Runtimes because the cocos2d-x distribution includes a copy of the Spine Runtime files. This is not ideal because these files may be old and fail to work with the latest Spine editor. Also it means if cocos2d-x is updated, you may get newer Spine Runtime files which can break your application if you are not using the latest Spine editor. For these reasons, we have requested cocos2d-x to cease distributing the Spine Runtime files, but they continue to do so. The following instructions allow you to use the official Spine cocos2d-x runtime with your cocos2d-x project.
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-1. Create a new cocos2d-x project. See [the cocos2d-x documentation](http://www.cocos2d-x.org/docs/static-pages/installation.html)
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+### Cocos2d-x v3.x
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+1. Create a new cocos2d-x project. See [the cocos2d-x documentation](https://docs.cocos2d-x.org/cocos2d-x/v3/en/installation/)
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2. Delete the folder `cocos2d/cocos/editor-support/spine`. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
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3. Open your project in your IDE of choice, then open the cocos2d_libs sub project and delete the `editor-support/spine` group. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x from your build.
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3. Download the Spine Runtimes source using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
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4. Add the sources from `spine-cpp/spine-cpp/src/spine` and `spine-cocos2dx/src/spine` to your project
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4. Add the folders `spine-cpp/spine-cpp/include` and `spine-cocos2dx/src` to your header search path. Note that includes are specified as `#inclue <spine/file.h>`, so the `spine` directory cannot be omitted when copying the source files.
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+### Cocos2d-x v4.x
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+TBD
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+
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+1. Create a new Cocos2D-x project. See [the cocos2d-x documentation](https://docs.cocos2d-x.org/cocos2d-x/v4/en/installation/)
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+2. Delete the folder `cocos2d/cocos/editor-support/spine` in your project. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
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+3. TBD Integration in `CMakeLists.txt`
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+
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## Example
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The Spine cocos2d-x example works on Windows, Mac OS X, iOS and Android.
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-### Windows
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+### Cocos2d-x v3.x
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+
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+#### Windows
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1. Install [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
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2. Install CMake via the [Windows installer package](https://cmake.org/download/).
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3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
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@@ -47,7 +57,7 @@ The Spine cocos2d-x example works on Windows, Mac OS X, iOS and Android.
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9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
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10. Click `Local Windows Debugger` to run the example
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-### macOS/iOS
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+#### macOS/iOS
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1. Install [Xcode](https://developer.apple.com/xcode/)
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2. Install [Homebrew](http://brew.sh/)
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3. Open a terminal and install CMake via `brew install cmake`
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@@ -58,7 +68,57 @@ The Spine cocos2d-x example works on Windows, Mac OS X, iOS and Android.
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7. Expand the `cocos2d_libs.xcodeproj` sub project, delete the group `editor-support/spine`. This will remove the outdated Spine cocos2d-x runtime shipped by cocos2d-x.
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8. Click the `Run` button or type `CMD+R` to run the example
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-### Android
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+#### Android (on macOS)
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+1. Install the prerequisits for [cocos2d-x Android development](http://www.cocos2d-x.org/docs/installation/Android-terminal/)
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+2. Install [Homebrew](http://brew.sh/)
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+3. Open a terminal and install CMake via `brew install cmake`
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+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
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+4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
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+5. Type `mkdir build && cd build && cmake ../..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
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+6. Delete `spine-runtimes/spine-cocos2dx/example/cocos2d/cocos/editor-support/spine`
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+7. Open `spine-runtimes/spine-cocos2dx/example/cocos2d/cocos/Android.mk` and remove the lines `LOCAL_STATIC_LIBRARIES += spine_static` and `$(call import-module,editor-support/spine)
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+8. Switch to `spine-runtimes/spine-cocos2dx/example/proj.android/jni` and execute `cocos compile -p android -m debug --ndk-mode debug` to compile the example for Android
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+9. In the same directory, execute `cocos run -p android -m debug` to deploy to the device
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+10. For debugging, run `ndk-debug` in the `proj.android/jni` folder. This will attach to the running app via GDB.
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+
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+### Cocos2d-x v4.x
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+
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+#### Windows
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+1. Install [Visual Studio 2019 Community](https://www.visualstudio.com/en-us/downloads/download-visual-studio-vs.aspx)
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+2. Install CMake via the [Windows installer package](https://cmake.org/download/).
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+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
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+4. Run CMake GUI from the start menu
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+5. Click `Browse Source` and select the directory `spine-runtimes`
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+6. Click `Browse Build` and select the `spine-runtimes/spine-cocos2dx/build` directory. You can create the `build` folder directly in the file dialog via `New Folder`.
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+7. Click `Configure`. Check `SPINE_COCOS2D_X`
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+8. Click `Configure` again. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
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+7. Open the file `spine-cocos2dx\example\cocos2d\cocos\2d\cocos2dx.props` and remove the `libSpine.lib` entry from the `<AdditionalDependencies>` tag.
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+8. Open the `spine-runtimes/spine-cocos2dx/example/proj.win32/spine-cocos2d-x.sln` file in Visual Studio 2019. Visual Studio may ask you to install the Windows XP/7 SDK, which you should install.
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+9. Expand `References` of the libcocos2d sub project, and remove the entry for `libSpine`, which should be marked with an error.
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+9. Right click the `spine-cocos2d-x` project in the solution explorer and select `Set as Startup Project` from the context menu
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+10. Click `Local Windows Debugger` to run the example
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+
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+#### macOS
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+1. Install [Xcode](https://developer.apple.com/xcode/)
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+2. Install [Homebrew](http://brew.sh/)
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+3. Open a terminal and install CMake via `brew install cmake`
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+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
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+4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
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+5. Type `mkdir build-v4 && cd build-v4 && cmake -GXcode -DUSE_COCOS2DX_V4=on ..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
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+6. Open the Xcode project in `spine-runtimes/spine-cocos2dx/build-v4`
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+7. Make sure you select `spine-cocos2dx-example > My Mac` as the target and click the `Run` button or type `CMD+R` to run the example.
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+
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+#### iOS
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+1. Install [Xcode](https://developer.apple.com/xcode/)
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+2. Install [Homebrew](http://brew.sh/)
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+3. Open a terminal and install CMake via `brew install cmake`
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+3. Download the Spine Runtimes repository using git (`git clone https://github.com/esotericsoftware/spine-runtimes`) or download it as a zip via the download button above.
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+4. Open a terminal, and `cd` into the `spine-runtimes/spine-cocos2dx` folder
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+5. Type `mkdir build-v4 && cd build-v4 && cmake -GXcode -DUSE_COCOS2DX_V4=on -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphoneos ..`. This will download the cocos2d-x dependency and wire it up with the example source code in `spine-runtimes/spine-cocos2dx/example`. The download is 400mb, so get yourself a cup of tea.
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+6. Open the Xcode project in `spine-runtimes/spine-cocos2dx/build-v4`
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+7. Make sure you select `spine-cocos2dx-example > Device` as the target, where `Device` is either a simulator or a physically connected device. Click the `Run` button or type `CMD+R` to run the example.
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+
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+#### Android (on macOS)
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1. Install the prerequisits for [cocos2d-x Android development](http://www.cocos2d-x.org/docs/installation/Android-terminal/)
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2. Install [Homebrew](http://brew.sh/)
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3. Open a terminal and install CMake via `brew install cmake`
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