昨天了解到项目要用到protocol buffer,今天晚上看了一下,了解protobuf本质上就是一个信息表达协议+编辑,解析库。
linux开源软件都一个模式,先./configure --help > build.sh 看看有那些东西,再configure make 。。。
根据官网文档弄个简单write,read 的test大致了解一下是啥情况。
ok,到这里我们已经用上protocol buffer了,下面要把它编译到cocos2dx中去。
本质上就是iphone simulator,iOS,android ndk几个版本(win直接有工程,我还没有去试)
这里,网上有现成的教学:http://www.giraffe-games.com/using-protobuf-protocol-buffers-on-iphone-ios/
https://github.com/dinote/protobuf-mobile-build (这个是跨平台编译配置文件,我下面会修正和优化)
原文如下:
Protocol buffers are a flexible, efficient, automated mechanism for serializing structured data – think XML, but smaller, faster, and simpler. You define how you want your data to be structured once, then you can use special generated source code to easily write and read your structured data to and from a variety of data streams and using a variety of languages. As google puts it: “Protocol buffers are now Google’s lingua franca for data” and if it’s good enough for google, then it must be worth checking out!
We use protocol buffers to serialize persistant data for our IOS and Android games. Creating classes that persist data like shop, high scores, player preferences, achievements can be done in minutes with protobuf. And that why we ♥ protobuf!
This is not a protobuf usage tutorial, for that, you can check out the official documentation: https://developers.google.com/protocol-buffers/docs/overview. What you won’t find in the official documentation is how to make protobuf for iOS, and this is what this tutorial aims to explain. If you need to build protobuf for iOS, then read on
I’ll show you how to build protobuf library for armv7, armv7s, and i386 architecture, then merge those libraries together into a single fat library that can be used in iOS projects. This library will work on the simulator as well as on the device.
- We used protobuf2.4.1 (the last stable version at the time of writing) https://code.google.com/p/protobuf/downloads/list
- Command line tools can be updated by going to Xcode->Preferences.. then selecting the Downloads tab and selecting Command Line Tools
- to convert protobuf files into source code, you will need a protobuf compiler! You can build and install this compiler by going to protobuf directory and executing the following commands:
$ ./configure
$ make
$ make check
$ make install
To build the ios protobuf static library
copy this script into protobuf directory and name it build-proto-ios.sh, then execute this to give the file execute privilegies:
$ chmod a+x ./build-proto-ios.sh
$ ./build-proto-ios.sh
Go make a cup of coffie, this will take a few minutes You can also download the precompiled fat ios library from here.
After the compilation is done you will see a new folder under protobuf root called: ios-build. This folder contains libprotobuf-lite.a. This is a static library for iOS.
To import libprotobuf-lite.a into Xcode, just right click on a project directory where you want to import the library, from the drop-down list choose “Add Files to project-name…” and add libprotobuf-lite.a library.
You still need to tell Xcode where to look for protobuf headers. To do this go to your project target build settings and under “Header Search Paths” add the path to protobuf-base-folder/src. The “protobuf-base-folder” being the folder in which you have the protobuf library from google.
option optimize_for = LITE_RUNTIME;
at the start of your proto definition file.
For a tutorial on how to use protobuf, it’s best to check out googles official documentation: https://developers.google.com/protocol-buffers/docs/overview
Happy protobuffing.
If you got any suggestions or question, feel free to ask/suggest!
configure_for_platform() { export PLATFORM=$1 #export PLATFORM=iPhoneOS echo "Platform is ${PLATFORM}" if [ "$PLATFORM" == "iPhoneSimulator" ]; then export ARCHITECTURE=i386 export ARCH=i686-apple-darwin10 fi if [ "$PLATFORM" == "iPhoneOS" ]; then export ARCHITECTURE=$2 export ARCH=arm-apple-darwin10 fi export ARCH_PREFIX=$ARCH- export SDKVER="6.0" export DEVROOT=/Applications/Xcode.app/Contents/Developer/Platforms/${PLATFORM}.platform/Developer export SDKROOT="$DEVROOT/SDKs/${PLATFORM}$SDKVER.sdk" export PKG_CONFIG_PATH="$SDKROOT/usr/lib/pkgconfig:$DEVROOT/usr/lib/pkgconfig" export AS="$DEVROOT/usr/bin/as" export ASCPP="$DEVROOT/usr/bin/as" export AR="$DEVROOT/usr/bin/ar" export RANLIB="$DEVROOT/usr/bin/ranlib" #export CPP="$DEVROOT/usr/bin/c++" #export CXXCPP="$DEVROOT/usr/bin/c++" export CC="$DEVROOT/usr/bin/gcc" export CXX="$DEVROOT/usr/bin/g++" export LD="$DEVROOT/usr/bin/ld" export STRIP="$DEVROOT/usr/bin/strip" export LIBRARY_PATH="$SDKROOT/usr/lib" export CPPFLAGS="" #export CFLAGS="-arch armv7 -fmessage-length=0 -pipe -fpascal-strings -miphoneos-version-min=4.0 -isysroot=$SDKROOT -I$SDKROOT/usr/include -I$SDKROOT/usr/include/c++/4.2.1/" export CFLAGS="-arch ${ARCHITECTURE} -fmessage-length=0 -pipe -fpascal-strings -miphoneos-version-min=4.0 -isysroot=$SDKROOT -I$SDKROOT/usr/include -I$SDKROOT/usr/include/c++/4.2.1/" export CXXFLAGS="$CFLAGS" #export LDFLAGS="-isysroot='$SDKROOT' -L$SDKROOT/usr/lib/system -L$SDKROOT/usr/lib/" export LDFLAGS="-arch ${ARCHITECTURE} -isysroot='$SDKROOT' -L$SDKROOT/usr/lib/system -L$SDKROOT/usr/lib/" ./configure --host=${ARCH} --with-protoc=protoc --enable-static --disable-shared } mkdir ios-build #build for iPhoneSimulator configure_for_platform iPhoneSimulator make clean make
cd src;make libprotobuf-lite.la;cd ..
cp src/.libs/libprotobuf-lite.a ios-build/libprotobuf-lite-i386.a
#build for iPhoneOS armv7
configure_for_platform iPhoneOS armv7
make clean
make
cd src;make libprotobuf-lite.la;cd ..
cp src/.libs/libprotobuf-lite.a ios-build/libprotobuf-lite-armv7.a#build for iPhoneOS armv7sconfigure_for_platform iPhoneOS armv7smake cleanmake
cd src;make libprotobuf-lite.la;cd ..
cp src/.libs/libprotobuf-lite.a ios-build/libprotobuf-lite-armv7s.amake clean#cerate a fat library containing all achitectures in libprotobuf-lite.axcrun -sdk iphoneos lipo -arch armv7 ios-build/libprotobuf-lite-armv7.a -arch armv7s ios-build/libprotobuf-lite-armv7s.a -arch i386 ios-build/libprotobuf-lite-i386.a -create -output ios-build/libprotobuf-lite.a
脚本中的红色部分是我的改动点。(sorry,发布后才发现,《code》段落中无法引用html标签。反而弄乱脚本了。大家仔细看,能够看明白。
for the last ,I will upload a cocos2dx project that include iOS/ simulator/ android versions。
TO Be Continue ...