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Extensions

aismann edited this page Aug 20, 2024 · 36 revisions

Extensions List

All the extension are active by default unless otherwise stated.

Deprecated:

More info in the extensions Readme.

How to find more extensions

Need more extensions? Check our Showcase Page.

How to disable extensions

FOR axmol-2.1.3: there is a new option available: AX_EXT_HINT, set it to OFF can disable all extensions by default, then you can enable one by one which extension do you required.

UP TO axmol-2.1.2: It is convenient to disable any extensions you may not require since it'll speed up the build. For example, this is what you add to your project's CMakeLists.txt to disable each one of the following extensions:

set(AX_ENABLE_EXT_SPINE OFF CACHE BOOL "Build extension spine" FORCE)
set(AX_ENABLE_EXT_COCOSTUDIO OFF CACHE BOOL "Build extension cocostudio" FORCE)
set(AX_ENABLE_EXT_FAIRYGUI OFF CACHE BOOL "Build extension FairyGUI" FORCE)
set(AX_ENABLE_EXT_ASSETMANAGER OFF CACHE BOOL "Build extension asset-manager" FORCE)
set(AX_ENABLE_EXT_PARTICLE3D OFF CACHE BOOL "Build extension Particle3D" FORCE)
set(AX_ENABLE_EXT_LUA OFF CACHE BOOL "Build lua libraries" FORCE)
set(AX_ENABLE_EXT_DRAGONBONES OFF CACHE BOOL "Build extension DragonBones" FORCE)

Add this lines after if(NOT DEFINED BUILD_ENGINE_DONE) # to test ProjectName into root project, within that conditional block.

Related: Axmol’s CMake Options

Extension-specific notes

Spine

The Spine runtimes that work with Axmol are located at https://github.com/axmolengine/spine-axmol. Several versions of the Spine runtime are supported with Axmol. If there is a newer version of the Spine runtime that you require, then log an issue request against that repository. Please do not log the issue on the Esoteric Spine runtime repository, or on their forums, as they do not currently maintain the Axmol-compatible Spine run-times (although this may change in the future).

ImGUI for Android

The ImGui implementation for Android was a test implementation to try and see if ImGui would work on that platform, since it was previously limited to desktop (Windows/OpenGL). The input handling in the Android implementation of ImGui may also not be working correctly, so there is little point in using it on that platform for the time being.

It would be best to disable ImGui if you're building a project (including cpp-tests) for Android, at least until all these issues with the Android ImGui implementation are addressed.