# Windows Configuration

Follow this project configuration guide for your Windows setup. Once completed, return to the Quick Start Guide to finish integration.

# PC Builds

In our example we have used Visual Studio 2017.

You can find the Visual Studio project files in ~"ProjectName"/proj.win32/

# Visual Studio 2017 Settings

  1. Open the solution (sln) file in Visual Studio 2017
  2. Right click on your Visual Studio Project in the Solution Explorer and select Properties
  3. Navigate to C/C++ > General and in the Additional Include Directories section add the following entry:..\Frameplay\
  4. Navigate to Linker > General and in the Additional Library Directories section add the following entry:..\Frameplay\Native\Platforms\Windows\Win32\
  5. Navigate to Linker > Input and under the Additional Dependencies section add the following entry:FrameplayNative.lib
  6. The FrameplayNative.dll must be copied over to your build output directory. Use a Post Build Event by navigating to Build Events > Post-Build Event and under the Command Line section add the following entry: copy /Y "..\Frameplay\Native\Platforms\Windows\Win32\FrameplayNative.dll" "$(OutDir)\FrameplayNative.dll"

# Build Win32

Start Debugging or Build the project in your editor. You can also build by running the following VS2017 commands.

cd ./com.company.cocos
cocos compile -p win32 -m debug

Successful builds will be located in "ProjectName"/bin/debug/win32/

# Android Builds

In our example we have used CMake to build our Android apk. CMake is automatically setup when creating a template c++ Cocos project. The CMakeLists is found in the root of the project "ProjectName"/CMakeLists.txt

# CMAKE Settings

  1. Open the CMakeLists.txt file in the project root directory
  2. Add Frameplay/ to the target_include_directories
target_include_directories(${APP_NAME}
		PRIVATE Frameplay/
)
  1. Include the libFrameplayNative.so library from Frameplay/Native/Platforms/Android/${ANDROID_ABI} folder
set(FRAMEPLAY_ANDROID_LIB_PATH ${CMAKE_CURRENT_SOURCE_DIR}/Frameplay/Native/Platforms/Android/${ANDROID_ABI}/)
add_library(libFrameplayNative SHARED IMPORTED)
set_target_properties(libFrameplayNative PROPERTIES IMPORTED_LOCATION ${FRAMEPLAY_ANDROID_LIB_PATH}libFrameplayNative.so)
  1. Link the libraries to your app
target_link_libraries(${APP_NAME} <your other libraries> libFrameplayNative)
  1. Add a custom command to copy the files from the lib directory into the build output directory.
add_custom_command(
  TARGET ${APP_NAME} PRE_BUILD
  COMMAND ${CMAKE_COMMAND} -E copy_directory
  ${FRAMEPLAY_ANDROID_LIB_PATH} $<TARGET_FILE_DIR:${APP_NAME}>
)

# Android Google AD_ID

For Google AD_ID to work you will need to complete the following.

  1. In your cocos project folder go to com.company.cocos\proj.android\app

  2. open build.gradle under dependencies include: implementation 'com.google.android.gms:play-services-ads-identifier:18.0.1'

dependencies {
    implementation fileTree(dir: 'libs', include: ['*.jar'])
    implementation project(':libcocos2dx')
    implementation 'com.google.android.gms:play-services-ads-identifier:18.0.1'
}

Note: If your application is targeting Android 13 (API Level 33) or above, you will need to include this permission into AndroidManifest.xml located in com.company.cocos\proj.android\app

<uses-permission android:name="com.google.android.gms.permission.AD_ID"/>

More information can be found here. (opens new window)

# Build Android

Build by running the following commands:

cd ./com.company.cocos
cocos compile -p android -m debug

Successful builds will be located in "ProjectName"/bin/debug/android/

Last Updated: 1/17/2023, 12:19:41 AM