Comments (14)
@youlanhai 有空帮忙解决一下,
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你有修改过main.cpp的代码吗?我猜测是你的AppDelegate析构了。
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@youlanhai 没有修改过任何代码,不过用的QT5.8版本和cocos 3.15版本,因为qt5.4太多X86_64的报错。我也困惑,编辑器运行起来第一次是有值的,但是到将QGLWidget里面 刷新cocos的open纹理的时候就没了。
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@iyexiao 你用的是64位的Qt吗?cocos2d只能用32位的Qt。我用的Qt5.7和cocos 3.15,测了下没问题。我修复了一些3.15的编译错误,你可以更新一下试试。
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@iyexiao 我安装了qt-opensource-windows-x86-msvc2015-5.8.0,测试了一下,也没有问题。你是不是没有把cocos2d相关的dll文件拷贝到exe输出目录下?
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@youlanhai 好的谢谢,我用的是64位的,但我的是在mac系统,我已经拷贝了.a库并且链接库都已经连接好了,我尝试了你添加只能指针smartpoint后,在xcode8下面没法编译,type_traits.h文件下
#if __has_feature(is_empty) || (_GNUC_VER >= 407)
template
struct _LIBCPP_TYPE_VIS_ONLY is_empty
: public integral_constant<bool, __is_empty(_Tp)> {};
#else // __has_feature(is_empty)
这个一直报错 no member __is_empty 是否是我_GNUC_VER 版本不对,这个 如何设置
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mac平台可以使用64位的Qt。我在mac环境下试一下再给你答复。
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@iyexiao 我修复了mac平台上的编译错误。运行之后,也没有出现你描述的这个错误。
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@youlanhai 我用的是xcode 编译生成.a文件放入cocos2d-x-debug文件夹中的,你新提交的pri文件中-lcocos2dInternal这个库是没编译出来,没有用cmake来编译,我试试cmake
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@iyexiao 用cmake把cocos2d编译成动态链接库
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@youlanhai 成功了。十分感谢。
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问个题外话。就是我用xcode编译出来的.a库来运行为什么不行,我以前用内嵌的方式生成cocos的.a库给ios应用app来使用就没什么问题呢。
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主要是我这里用了插件的机制,插件打成动态链接库比较方便,因此里面可能有些动态链接库的链接配置,换成.a可能就有些问题了。
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明白了,谢谢指导,以前我也写过编辑器,不过是轻度的编辑器。因为对qt也不熟,只是乱用而已,看你这代码很舒服。http://git.oschina.net/yexiao/UIProj 以前写的挺糟糕的,最近刚好又有这个需求,所以参考参考您。
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