1. 完全解耦了Live2D的LApp部分,使其可以接入任何GUI库

2. 初步尝试合并嵌入式Linux平台支持的相关代码,预计在下一次提交完整支持。
This commit is contained in:
Misaki
2026-06-24 01:05:26 +08:00
parent 5141e524dd
commit f7be85fbf6
24 changed files with 1590 additions and 421 deletions
+204 -155
View File
@@ -6,7 +6,51 @@ set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
set(CMAKE_AUTOUIC ON)
set(CMAKE_PREFIX_PATH "/home/misaki/Qt/6.6.3/gcc_64") # 设置Qt6安装路径(此处请根据你的Qt6安装位置填写)
# 平台与架构检测
if(DEFINED TARGET_ARCH AND TARGET_ARCH STREQUAL "arm64")
set(PLAT "linux_arm")
set(ARCH "arm64")
set(CMAKE_PREFIX_PATH "/home/misaki/MisakiCodes/rk3566-sdk/3rd/Qt6.6.3")
add_definitions(-DCSM_TARGET_HARMONYOS_ES3) # OpenGL ES 3.0 渲染宏
add_definitions(-DEMBEDDED_LINUX) # 嵌入式Linux专用宏
elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "aarch64|arm64|ARM64")
set(PLAT "linux_arm")
set(ARCH "arm64")
set(CMAKE_PREFIX_PATH "/home/misaki/MisakiCodes/rk3566-sdk/3rd/Qt6.6.3")
add_definitions(-DCSM_TARGET_HARMONYOS_ES3)
add_definitions(-DEMBEDDED_LINUX)
elseif(WIN32)
set(PLAT "windows")
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(ARCH "x86_64")
else()
set(ARCH "x86")
endif()
set(CMAKE_PREFIX_PATH "Qt/6.6.3/gcc_64") ## 按照自己电脑上qt6.6.3的位置来替换
add_definitions(-DCSM_TARGET_WIN_GL)
elseif(APPLE)
set(PLAT "macos")
set(ARCH "x86_64") # 或通用二进制,可根据需要调整
set(CMAKE_PREFIX_PATH "/home/misaki/Qt/6.6.3/gcc_64")
add_definitions(-DCSM_TARGET_MAC_GL)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Linux")
set(PLAT "linux_64")
set(ARCH "x86_64")
set(CMAKE_PREFIX_PATH "/home/misaki/Qt6.3/6.6.3/gcc_64")
add_definitions(-DCSM_TARGET_LINUX_GL)
else()
message(FATAL_ERROR "Unsupported platform")
endif()
# 渲染后端选择
if(PLAT STREQUAL "linux_arm")
add_definitions(-DRENDER_BACKEND_GLES2)
else()
add_definitions(-DRENDER_BACKEND_OPENGL)
endif()
message(STATUS " 当前Qt路径: ${CMAKE_PREFIX_PATH}")
message(STATUS " 当前平台: ${PLAT} 架构: ${ARCH}")
# 设置是否为debug模式 默认为Debug
if(NOT CMAKE_BUILD_TYPE)
@@ -16,11 +60,7 @@ endif()
# 设置渲染方式,选择为OpenGL,不然默认是Cocos2d,编译会报错的,CMake也会给你警告的
set(FRAMEWORK_SOURCE OpenGL)
# 查找一些必要的src文件
file(GLOB_RECURSE LAppLive2D
CONFIGURE_DEPENDS # CMake 3.12+:检测到新增文件自动重新生成
"3rdparty/Live2D/Src/LAppLive2D/Src/*.cpp"
)
# 查找一些必要的src文件
file(GLOB_RECURSE YosugaSrc
CONFIGURE_DEPENDS
"src/Handle/AudioHandle/Src/*.cpp"
@@ -29,12 +69,8 @@ file(GLOB_RECURSE YosugaSrc
"src/Handle/NetWorkHandle/Inc/*.h"
"src/Handle/DataObjectHandle/Src/*.cpp"
"src/Handle/DataObjectHandle/Inc/*.h"
"src/UI/Menu/Src/*.cpp"
"src/UI/Menu/Inc/*.h"
"src/DAO/Inc/*.h"
"src/DAO/Src/*.cpp"
"src/UI/Setting/Src/*.cpp"
"src/UI/Setting/Inc/*.h"
"src/UI/Render/TextRender/Src/*.cpp"
"src/UI/Render/TextRender/Inc/*.h"
"src/Core/Src/*.cpp"
@@ -44,6 +80,18 @@ file(GLOB_RECURSE YosugaSrc
"src/Utils/Src/*.cpp"
)
# 如果是桌面平台,再额外添加 UI 相关目录
if(NOT PLAT STREQUAL "linux_arm")
file(GLOB_RECURSE DesktopUI_Src
"src/UI/Menu/Src/*.cpp"
"src/UI/Menu/Inc/*.h"
"src/UI/Setting/Src/*.cpp"
"src/UI/Setting/Inc/*.h"
)
message(STATUS " 被主机平台额外包含的库: ${YosugaSrc}")
list(APPEND YosugaSrc ${DesktopUI_Src})
endif()
# 查找Qt6模块以及其他必须模块
find_package(Qt6 COMPONENTS
Core
@@ -57,153 +105,162 @@ find_package(Qt6 COMPONENTS
OpenGLWidgets
Concurrent
REQUIRED)
find_package(OpenGL REQUIRED)
add_subdirectory(3rdparty/ElaWidgetTools) # 添加ElaWidgetTools UI库
add_subdirectory(3rdparty/autogui-cpp) # 添加autogui-cpp GUI自动化库
# 仅在非 ARM 平台查找桌面 OpenGL
if(NOT PLAT STREQUAL "linux_arm")
find_package(OpenGL REQUIRED)
else ()
# 若为arm平台,对于C++采用静态链接标准库,避免环境复杂出现问题
set(CMAKE_EXE_LINKER_FLAGS "-static-libstdc++ -static-libgcc")
endif ()
add_executable(${PROJECT_NAME} main.cpp ${LAppLive2D} ${YosugaSrc})
# 区分平台
if(WIN32)
set(PLAT "windows")
add_definitions(-DCSM_TARGET_WIN_GL) # 告诉 Live2D 框架,当前平台使用 OpenGL
elseif(APPLE)
set(PLAT "macos")
add_definitions(-DCSM_TARGET_MAC_GL)
elseif(CMAKE_SYSTEM_NAME STREQUAL "Linux")
if(CMAKE_SYSTEM_PROCESSOR MATCHES "aarch64|arm64")
set(PLAT "linux_arm")
add_definitions(-DCSM_TARGET_LINUX_GL)
else()
set(PLAT "linux_64")
add_definitions(-DCSM_TARGET_LINUX_GL)
endif()
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin" AND CMAKE_OSX_ARCHITECTURES MATCHES "arm64")
set(PLAT "macos") # 统一按 macos 处理,后面再细分 x86_64 / arm64
# 添加第三方子项目
if(NOT PLAT STREQUAL "linux_arm")
### 部分第三方子项目与嵌入式Linux不兼容(嵌入式Linux环境复杂,有的没有桌面环境,因此不一定支持窗口)
add_subdirectory(3rdparty/ElaWidgetTools) # 添加ElaWidgetTools UI库
add_subdirectory(3rdparty/autogui-cpp) # 添加autogui-cpp GUI自动化库
else()
message(STATUS "ARM platform: skipping ElaWidgetTools and autogui-cpp (crosscompile them separately)")
endif()
# 架构文件夹名(Windows 分 x86 / x86_64Linux 分 x86_64 / arm64macOS 通用二进制)
if(WIN32)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(ARCH "x86_64")
#### 主可执行文件
add_executable(${PROJECT_NAME} main.cpp ${YosugaSrc})
#### 库导入路径配置
# Framework 静态库
if(PLAT STREQUAL "linux_arm")
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
### 注意此处需要根据你的framework的放置目录进行调整
set(FRAMEWORK_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Debug/linux_arm/framework/misaki_rk3566/libFramework.a")
else()
set(ARCH "x86")
set(FRAMEWORK_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Release/linux_arm/framework/misaki_rk3566/libFramework.a")
endif()
elseif(PLAT STREQUAL "linux_arm")
set(ARCH "arm64")
else()
set(ARCH "x86_64")
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
set(LIB_CONFIG "Debug")
else()
set(LIB_CONFIG "Release")
endif()
set(LIB_BASE "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib")
set(LIB_CONFIG_DIR "${LIB_BASE}/${LIB_CONFIG}/${PLAT}")
set(FRAMEWORK_LIB_PATH "${LIB_CONFIG_DIR}/framework/libFramework.a")
endif()
add_library(Framework STATIC IMPORTED GLOBAL)
set_target_properties(Framework PROPERTIES IMPORTED_LOCATION "${FRAMEWORK_LIB_PATH}")
message(STATUS "Framework 库: ${FRAMEWORK_LIB_PATH}")
# Core 静态库 该库由官方自行编译提供,理论上是平台无关的,但是可能和glibc版本有关,太老的glibc版本不一定能使用
# 因为Core没有开源,也因此才叫Live2D SDK,而不是Live2D Lib。个人觉得不如开源出来,像Qt那样就挺好。
if(PLAT STREQUAL "linux_arm")
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
set(CORE_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Debug/linux_arm/live2d/static_lib/arm64/libLive2DCubismCore.a")
else()
set(CORE_LIB_PATH "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Release/linux_arm/live2d/static_lib/arm64/libLive2DCubismCore.a")
endif()
else()
if(PLAT STREQUAL "windows")
set(CORE_LIB_PATH "${LIB_CONFIG_DIR}/live2d/static_lib/x86_64/Live2DCubismCore.lib")
else()
set(CORE_LIB_PATH "${LIB_CONFIG_DIR}/live2d/static_lib/x86_64/libLive2DCubismCore.a")
endif()
endif()
add_library(Live2DCubismCore STATIC IMPORTED GLOBAL)
set_target_properties(Live2DCubismCore PROPERTIES IMPORTED_LOCATION "${CORE_LIB_PATH}")
message(STATUS "Live2D Core 库: ${CORE_LIB_PATH}")
# 导入 LAppLive2D 子项目 Live2D 应用层,静态库
# 依赖顺序:lapp_live2d -> Framework -> Live2DCubismCore
add_subdirectory(3rdparty/Live2D/Src/LAppLive2D)
# LAppOpenGL.hpp 根据平台选择 GL / GLES2 头文件,为 lapp_live2d 补充对应路径
if(NOT PLAT STREQUAL "linux_arm")
target_include_directories(lapp_live2d PUBLIC
3rdparty/Live2D/Src/glew/include
3rdparty/Live2D/Src/glew/include/GL
3rdparty/Live2D/Src/glfw/include
3rdparty/Live2D/Src/glfw/include/GLFW
)
else()
target_include_directories(lapp_live2d PUBLIC
/home/misaki/MisakiCodes/rk3566-sdk/host/aarch64-buildroot-linux-gnu/sysroot/usr/include
/home/misaki/MisakiCodes/rk3566-sdk/host/aarch64-buildroot-linux-gnu/sysroot/usr/include/GLES2
)
endif()
# GLFW 和 GLEW(仅桌面平台需要)
if(NOT PLAT STREQUAL "linux_arm")
# glfw
add_library(glfw3 STATIC IMPORTED GLOBAL)
set_target_properties(glfw3 PROPERTIES IMPORTED_LOCATION "${LIB_CONFIG_DIR}/glfw/libglfw3.a")
message(STATUS "GLFW 库: libglfw3.a")
# glew
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
if(PLAT STREQUAL "windows")
set(GLEW_LIB_NAME "libglew32d.dll.a")
else()
set(GLEW_LIB_NAME "libGLEWd.a")
endif()
else()
if(PLAT STREQUAL "windows")
set(GLEW_LIB_NAME "libglew32.dll.a")
else()
set(GLEW_LIB_NAME "libGLEW.a")
endif()
endif()
add_library(GLEW STATIC IMPORTED GLOBAL)
set_target_properties(GLEW PROPERTIES IMPORTED_LOCATION "${LIB_CONFIG_DIR}/glfw/${GLEW_LIB_NAME}")
message(STATUS "GLEW 库: ${GLEW_LIB_NAME}")
endif()
#### 以下为链接相关的内容
# 根据平台 + 架构生成“库搜索路径”和“库文件名”
set(LIB_BASE "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib")
# 根据当前构建类型直接确定子目录(Debug 或 Release
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
set(LIB_CONFIG "Debug")
if(PLAT STREQUAL "linux_arm") ## 针对嵌入式Linux的配置,部分条目需要根据你的soc以及sysroot进行修改
target_link_libraries(${PROJECT_NAME} PRIVATE
lapp_live2d
Framework
Live2DCubismCore
# Mali GPU 驱动完整链接(EGLFS 必需)
-lmali-hook # 注意此处,你的soc不一定是该GPU,可能需要修改
-Wl,--whole-archive -lmali-hook-injector -Wl,--no-whole-archive
-lmali
-ldrm
-lEGL
-lGLESv2
# Qt 模块(从交叉编译的 Qt
Qt::Core Qt::Gui Qt::Widgets Qt::Network Qt::Svg Qt::SerialPort
Qt::WebSockets Qt::Multimedia Qt::OpenGLWidgets Qt::Concurrent
#
# ElaWidgetTools autogui-cpp
)
else()
set(LIB_CONFIG "Release")
# 桌面平台
target_link_libraries(${PROJECT_NAME} PRIVATE
lapp_live2d
Framework
glfw3
GLEW
Live2DCubismCore
$<$<BOOL:${WIN32}>:opengl32>
$<$<BOOL:${WIN32}>:glu32>
ElaWidgetTools
autogui-cpp
Qt::Core Qt::Gui Qt::Widgets Qt::Network Qt::Svg Qt::SerialPort
Qt::WebSockets Qt::Multimedia Qt::OpenGLWidgets Qt::Concurrent
)
if(CMAKE_SYSTEM_NAME STREQUAL "Linux" AND NOT PLAT STREQUAL "linux_arm")
find_package(X11 REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE X11::X11)
endif()
if(APPLE)
find_library(COREGRAPHICS_LIB CoreGraphics REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE ${COREGRAPHICS_LIB})
endif()
endif()
message(STATUS "当前平台与编译方式: ${PLAT} : ${ARCH} : ${LIB_CONFIG}" )
# 拼接完整库目录
set(LIB_CONFIG_DIR "${LIB_BASE}/${LIB_CONFIG}/${PLAT}")
# 需要链接的库列表
# Framework(只有 .a,且 Debug/Release 同名)
add_library(Framework STATIC IMPORTED GLOBAL)
set_target_properties(Framework PROPERTIES
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/framework/libFramework.a")
message(STATUS "当前Framework库: libFramework.a")
# glfw
add_library(glfw3 STATIC IMPORTED GLOBAL)
set_target_properties(glfw3 PROPERTIES
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/glfw/libglfw3.a")
message(STATUS "当前GLEW库: libglfw3.a")
# glew Debug/Release 同名,Debug 同时提供了 .so,此处用 .a
# Debug 带 'd' 后缀,Release 不带
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
# GLEW Unix与Windows生成行为不一致
if(PLAT STREQUAL "windows")
set(GLEW_LIB_NAME "libglew32d.dll.a")
else () # 其他平台
set(GLEW_LIB_NAME "libGLEWd.a")
endif ()
elseif (CMAKE_BUILD_TYPE STREQUAL "Release")
if (PLAT STREQUAL "windows")
set(GLEW_LIB_NAME "libglew32.dll.a")
else ()
set(GLEW_LIB_NAME "libGLEW.a")
endif ()
endif()
add_library(GLEW STATIC IMPORTED GLOBAL)
set_target_properties(GLEW PROPERTIES
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/glfw/${GLEW_LIB_NAME}")
message(STATUS "当前GLEW库: ${GLEW_LIB_NAME}")
# Live2D Cubism Core 静态
add_library(Live2DCubismCore STATIC IMPORTED GLOBAL)
if (PLAT STREQUAL "windows")
set_target_properties(Live2DCubismCore PROPERTIES
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/live2d/static_lib/x86_64/Live2DCubismCore.lib")
message(STATUS "当前Live2D库: Live2DCubismCore.lib")
else ()
set_target_properties(Live2DCubismCore PROPERTIES
IMPORTED_LOCATION "${LIB_CONFIG_DIR}/live2d/static_lib/x86_64/libLive2DCubismCore.a")
message(STATUS "当前Live2D库: libLive2DCubismCore.a")
endif ()
target_link_libraries(${PROJECT_NAME}
PRIVATE
Framework
glfw3
GLEW
Live2DCubismCore
$<$<BOOL:${WIN32}>:opengl32> # WIN32 为真时才链接
$<$<BOOL:${WIN32}>:glu32> # WIN32 为真时才链接
)
# 不论平台统一需要链接的库
target_link_libraries(${PROJECT_NAME}
PRIVATE
ElaWidgetTools
autogui-cpp
Qt::Core
Qt::Gui
Qt::Widgets
Qt::Network
Qt::Svg
Qt::SerialPort
Qt::WebSockets
Qt::Multimedia
Qt::OpenGLWidgets
Qt::Concurrent
)
# 全局热键 (PTT) 所需平台库
if(APPLE)
find_library(COREGRAPHICS_LIB CoreGraphics REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE ${COREGRAPHICS_LIB})
endif()
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
find_package(X11 REQUIRED)
target_link_libraries(${PROJECT_NAME} PRIVATE X11::X11)
endif()
# 添加头文件
target_include_directories(${PROJECT_NAME}
PRIVATE
3rdparty/Live2D/Src/Framework/src
3rdparty/Live2D/Src/glew/include
3rdparty/Live2D/Src/glew/include/GL
3rdparty/Live2D/Src/glfw/include
3rdparty/Live2D/Src/glfw/include/GLFW
3rdparty/Live2D/Src/Core/include
3rdparty/Live2D/Src/stb
3rdparty/Live2D/Src/LAppLive2D/Inc
# 头文件路径
target_include_directories(${PROJECT_NAME} PRIVATE
3rdparty/autogui-cpp/src
src/Handle/AudioHandle/Inc
src/Handle/NetWorkHandle/Inc
@@ -216,19 +273,13 @@ target_include_directories(${PROJECT_NAME}
src/Utils/Inc
)
#### 构建时额外复制一些必要的文件与运行库
# 将资源文件夹 'other' 复制到构建目录
# 资源复制(所有平台)
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/other/Resources"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
# 复制 Live2D 渲染所需的 Shader 文件
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/other/FrameworkShaders"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
# 对于windows,复制一些必要的dll库
# Windows 特有的 DLL 复制
if(PLAT STREQUAL "windows")
# 自动复制Ela的DLL
add_custom_command(TARGET ${PROJECT_NAME} POST_BUILD
@@ -301,6 +352,4 @@ if(PLAT STREQUAL "windows")
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/3rdparty/Live2D/Lib/Debug/windows/live2d/static_lib/x86_64/Live2DCubismCore.dll"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
endif ()
elseif () # 其他平台
set()
endif ()
endif()