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@yszheda
Created August 29, 2014 04:10
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YouCompleteMe config for cocos2d-x project on Mac
# This file is NOT licensed under the GPLv3, which is the license for the rest
# of YouCompleteMe.
#
# Here's the license text for this file:
#
# This is free and unencumbered software released into the public domain.
#
# Anyone is free to copy, modify, publish, use, compile, sell, or
# distribute this software, either in source code form or as a compiled
# binary, for any purpose, commercial or non-commercial, and by any
# means.
#
# In jurisdictions that recognize copyright laws, the author or authors
# of this software dedicate any and all copyright interest in the
# software to the public domain. We make this dedication for the benefit
# of the public at large and to the detriment of our heirs and
# successors. We intend this dedication to be an overt act of
# relinquishment in perpetuity of all present and future rights to this
# software under copyright law.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
# IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
# OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
# ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
# OTHER DEALINGS IN THE SOFTWARE.
#
# For more information, please refer to <http://unlicense.org/>
# Cocos2d-x project configuration
# Please put this file under cocos2d-x project directory
import os
import ycm_core
# These are the compilation flags that will be used in case there's no
# compilation database set (by default, one is not set).
# CHANGE THIS LIST OF FLAGS. YES, THIS IS THE DROID YOU HAVE BEEN LOOKING FOR.
flags = [
'-Wall',
'-Wextra',
'-Wno-long-long',
'-Wno-variadic-macros',
'-Wno-ignored-qualifiers',
# You 100% do NOT need -DUSE_CLANG_COMPLETER in your flags; only the YCM
# source code needs it.
'-DUSE_CLANG_COMPLETER',
# THIS IS IMPORTANT! Without a "-std=<something>" flag, clang won't know which
# language to use when compiling headers. So it will guess. Badly. So C++
# headers will be compiled as C headers. You don't want that so ALWAYS specify
# a "-std=<something>".
# For a C project, you would set this to something like 'c99' instead of
# 'c++11'.
'-std=c++11',
# ...and the same thing goes for the magic -x option which specifies the
# language that the files to be compiled are written in. This is mostly
# relevant for c++ headers.
# For a C project, you would set this to 'c' instead of 'c++'.
'-x', 'c++',
'-isystem', '../BoostParts',
'-isystem',
# This path will only work on OS X, but extra paths that don't exist are not
# harmful
'/System/Library/Frameworks/Python.framework/Headers',
# System library on Mac
# run `echo | clang -std=c++11 -stdlib=libc++ -v -E -x c++ -` to obtain system lib paths
'-isystem',
'/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1',
'-isystem', '/usr/local/include',
'-isystem',
'/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/5.1/include',
'-isystem',
'/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include',
'-isystem',
'/usr/include',
'-isystem',
'/System/Library/Frameworks',
'-isystem',
'/Library/Frameworks',
# Cocos2d-x headers
# run `find cocos2d -name '*.h' -o -name '*.hpp' | xargs -L1 dirname | uniq`
# to obtain all the header paths of cocos2d-x lib
'-I', 'cocos2d',
'-I', 'cocos2d/cocos',
'-I', 'cocos2d/cocos/base',
'-I', 'cocos2d/cocos/physics',
'-I', 'cocos2d/cocos/math',
'-I', 'cocos2d/cocos/2d',
'-I', 'cocos2d/cocos/ui',
'-I', 'cocos2d/cocos/network',
'-I', 'cocos2d/cocos/audio/include',
'-I', 'cocos2d/cocos/editor-support',
'-I', 'cocos2d/extensions',
'-I', 'cocos2d/external',
'-I', 'cocos2d/external/chipmunk/include/chipmunk',
'-I', 'cocos2d/external/curl/include/ios',
'-I', 'cocos2d/cocos/platform/mac',
'-I', 'cocos2d/cocos/platform/ios',
# Headers of your cocos2d-x project
# run `find Classses -name '*.h' -o -name '*.hpp' | xargs -L1 dirname | uniq`
# to obtain all the paths containing your headers
'-I', 'Classes',
# Cocos2d-x macros
'-D', 'USE_FILE32API',
'-D', 'CC_TARGET_OS_MAC',
'-D', 'COCOS2D_DEBUG=1',
'-D', 'CC_ENABLE_CHIPMUNK_INTEGRATION'
]
# Set this to the absolute path to the folder (NOT the file!) containing the
# compile_commands.json file to use that instead of 'flags'. See here for
# more details: http://clang.llvm.org/docs/JSONCompilationDatabase.html
#
# You can get CMake to generate this file for you by adding:
# set( CMAKE_EXPORT_COMPILE_COMMANDS 1 )
# to your CMakeLists.txt file.
#
# Most projects will NOT need to set this to anything; you can just change the
# 'flags' list of compilation flags. Notice that YCM itself uses that approach.
# Set this to the absolute path to the folder (NOT the file!) containing the
# compile_commands.json file to use that instead of 'flags'. See here for
# more details: http://clang.llvm.org/docs/JSONCompilationDatabase.html
#
# Most projects will NOT need to set this to anything; you can just change the
# 'flags' list of compilation flags. Notice that YCM itself uses that approach.
compilation_database_folder = ''
if os.path.exists( compilation_database_folder ):
database = ycm_core.CompilationDatabase( compilation_database_folder )
else:
database = None
SOURCE_EXTENSIONS = [ '.cpp', '.cxx', '.cc', '.c', '.m', '.mm' ]
def DirectoryOfThisScript():
return os.path.dirname( os.path.abspath( __file__ ) )
def MakeRelativePathsInFlagsAbsolute( flags, working_directory ):
if not working_directory:
return list( flags )
new_flags = []
make_next_absolute = False
path_flags = [ '-isystem', '-I', '-iquote', '--sysroot=' ]
for flag in flags:
new_flag = flag
if make_next_absolute:
make_next_absolute = False
if not flag.startswith( '/' ):
new_flag = os.path.join( working_directory, flag )
for path_flag in path_flags:
if flag == path_flag:
make_next_absolute = True
break
if flag.startswith( path_flag ):
path = flag[ len( path_flag ): ]
new_flag = path_flag + os.path.join( working_directory, path )
break
if new_flag:
new_flags.append( new_flag )
return new_flags
def IsHeaderFile( filename ):
extension = os.path.splitext( filename )[ 1 ]
return extension in [ '.h', '.hxx', '.hpp', '.hh' ]
def GetCompilationInfoForFile( filename ):
# The compilation_commands.json file generated by CMake does not have entries
# for header files. So we do our best by asking the db for flags for a
# corresponding source file, if any. If one exists, the flags for that file
# should be good enough.
if IsHeaderFile( filename ):
basename = os.path.splitext( filename )[ 0 ]
for extension in SOURCE_EXTENSIONS:
replacement_file = basename + extension
if os.path.exists( replacement_file ):
compilation_info = database.GetCompilationInfoForFile(
replacement_file )
if compilation_info.compiler_flags_:
return compilation_info
return None
return database.GetCompilationInfoForFile( filename )
def FlagsForFile( filename, **kwargs ):
if database:
# Bear in mind that compilation_info.compiler_flags_ does NOT return a
# python list, but a "list-like" StringVec object
compilation_info = GetCompilationInfoForFile( filename )
if not compilation_info:
return None
final_flags = MakeRelativePathsInFlagsAbsolute(
compilation_info.compiler_flags_,
compilation_info.compiler_working_dir_ )
# NOTE: This is just for YouCompleteMe; it's highly likely that your project
# does NOT need to remove the stdlib flag. DO NOT USE THIS IN YOUR
# ycm_extra_conf IF YOU'RE NOT 100% SURE YOU NEED IT.
try:
final_flags.remove( '-stdlib=libc++' )
except ValueError:
pass
else:
relative_to = DirectoryOfThisScript()
final_flags = MakeRelativePathsInFlagsAbsolute( flags, relative_to )
return {
'flags': final_flags,
'do_cache': True
}
@aoli-al
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aoli-al commented Nov 14, 2014

How can I get path of cocos? I've run find cocos2d -name '*.h' -o -name '*.hpp' | xargs -L1 dirname | uniq but failed...

Or I fond

export COCOS_CONSOLE_ROOT=xxxxx
export PATH=$COCOS_CONSOLE_ROOT:$PATH

In my .zshrc can I use it? And how to use It... I'm quite not familiar with python...

@aoli-al
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aoli-al commented Nov 14, 2014

I solve this problem. Thanks.

@aminroosta
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@yszheda This is awesome, you rock 👍

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