Preferred we discuss the SQLite3 database porting problem. In the 14th chapter we introduced the use of the SQLite3 database on the Win32 platform, we introduced two ways to configure the environment: one is to use the SQLite3 library configuration provided by Cocos2d-x, and the other is to download the source code copy from the SQLite website. The first method is more cumbersome to configure, and the key is that the SQLite3 library provided by Cocos2d-x is just Win32 no other platform, and the directory structure is as follows.
< Games Engineering Catalogue >\cocos2d\external\sqlite3
│android.mk
│
├─include
│sqlite3.h
│sqlite3ext.h
│
└─libraries
└─win32
Sqlite3.dll
Sqlite3.lib
Therefore, we can only use the second method, download the source code compression package from the SQLite official website, copy the Sqlite3.h and sqlite3.c files to the classes directory of the project, and then open the < game Project Catalog >\proj.android\jni\ ANDROID.MK file, modify the Local_src_files content as follows:
Local_src_files: = hellocpp/main.cpp \
.. /.. /classes/appdelegate.cpp \
.. /.. /classes/helloworldscene.cpp \
.. /.. /classes/sqlite3.c
Where sqlite3.c is the one we just appended, after saving the android.mk file, use the Cocos tool to cross-compile, in the process of compiling if we can see the content (cocos2dcpp_shared <= SQLITE3.C), stating that the Sqlite3 compiler passed.
Successfully compiled Sqlite3
If it compiles successfully, it means that SQLite3 's porting is successful, and we can write access data code.
We use third-party libraries either as header files and source program files, or as header files and library files (Dynamic Connection library. So or static connection library. a). SQLite3 's transplant we used header and source program files.
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Cocos porting to Android some problems-sqlite3 database porting problems