サイトのトップへ戻る

libGDX ドキュメント 日本語訳

サイト内検索

ソースから libgdx をビルドする

自分でソースからlibgdx をビルドする前に、 Eclipse とその他全ての関連ソフトウェアをインストールする必要があります。 現時点では他の統合開発環境はサポートしていません。

さらに、Antをインストールして、コマンドライン上からAnt を実行できるようPATH環境変数にその bin/ディレクトリを設定しておく必要があります。

libgdx ソースでの作業はネイティブのC/C++部分に触れる必要なく行えます。 ユーザーの99%は、C/C++部分を触る必要はありません。 For these contributors we provide the easy way to work with libgdx. 筋金入りの1%のユーザーは、Java ソースだけでなくネイティブソースでもビルドする必要があります。



Easy Way

Libgdx's build system is based on Ant. Various Ant scripts are responsible for building different parts of libgdx.

The main build script is called build.xml and located in the root directory of the libgdx repository. It builds a full distribution of libgdx, including the core API, the back-ends, all extensions and the Javadocs. To build such a distribution, invoke the following in the shell:

ant -f fetch.xml
ant

This will first fetch the latest native libraries (compiled C/C++ code for all platforms) from the build server so you don't have to build them yourself. Next it will invoke the main build script to build all the Java parts.

The end result is a zip file called libgdx-version.zip and a folder called dist containing the expanded contents of the zip file, which will essentially be the same as the one you can get from the nightly build server, plus any modifications you made to the source.

The build.xml file has targets for every module. Each target configures a few properties (classpath, output directory, etc.) which are then send as input to the build-template.xml file. The build-template.xml is then responsible for compiling the Java source code as well as the native source code. The later is done by invoking an Ant script called build.xml in the jni/ folder of the module. If you use the above method to compile the native builds will not be executed. See below for info on how to compile the native sources.



Hard Way

There are a couple of challenges involved in building libgdx's native source code:

  • C/C++ code can only be accessed from within Java via JNI.
  • We need to build for multiple platforms, Windows (32/64bit), Linux (32/64-bit), Mac OS X (32/64bit), Android(arm6/arm7) and iOS(i386/arm7)
  • The Mac OS X and iOS builds can only be executed on a Mac, insert mandatory Apple hate here.

We have a special solution called jnigen for building the libgdx native libraries. You can also look at how our entire Build infrastructure setup if you want to fully reproduce all the native builds in an automated way!