原文地址:http://blog.csdn.net/linchaolong/article/details/41286297
关于wxSqlite3
wxSqlite3是一个轻量级的开源数据库项目,基于sqlite3,相比sqlite3增加了数据库加密功能,是用C语言实现的,理论上是跨平台的(事实证明证实可以)。
下载wxsqlite3
下载地址1:http://sourceforge.net/projects/wxcode/files/Components/wxSQLite3/
下载地址2:http://pan.baidu.com/s/11wzpk
集成wxsqlite3到Cocos2d-x
1.在cocos2d-x引擎external目录下新建wxsqlite\src目录
2.把wxsqlite3-3.1.1\sqlite3\secure\src目录下的.h和.c文件拷贝到wxsqlite/src目录下
3.添加sqltesecure.c到libLocalStorage项目中。(Cocos2d-x2.x是添加到libExtensions项目)
4.设置预编译宏:SQLITE_HAS_CODEC,该宏用于开启加密功能。
5.相关api
(1). 设置密码(在sqlite3_open和sqlite3_close之间任何地方使用)
int sqlite3_key(
sqlite3 *db, //数据库引用
const void *pKey, //密码
int nKey //密码长度
);
(2). 修改密码(在sqlite3_open和sqlite3_close之间任何地方使用)
int sqlite3_rekey(
sqlite3 *db, //数据库引用
const void *pKey, //新密码
int nKey //密码长度
);
示例:在LocalStorage.cpp中的localStorageInit方法中初始化数据库时设置密码
void localStorageInit( const char *fullpath)
{
if( ! _initialized ) {
int ret = 0;
if (!fullpath)
ret = sqlite3_open(":memory:",&_db);
else
ret = sqlite3_open(fullpath, &_db);
// 设置密码
#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32)
sqlite3_key(_db,"test",4);
#endif
localStorageCreateTable();
// SELECT
const char *sql_select = "SELECT value FROM data WHERE key=?;";
ret |= sqlite3_prepare_v2(_db, sql_select, -1, &_stmt_select, NULL);
// REPLACE
const char *sql_update = "REPLACE INTO data (key, value) VALUES (?,?);";
ret |= sqlite3_prepare_v2(_db, sql_update, -1, &_stmt_update, NULL);
// DELETE
const char *sql_remove = "DELETE FROM data WHERE key=?;";
ret |= sqlite3_prepare_v2(_db, sql_remove, -1, &_stmt_remove, NULL);
if( ret != SQLITE_OK ) {
printf("Error initializing DB\n");
// report error
}
_initialized = 1;
}
}
测试工程svn地址:http://code.taobao.org/svn/wxsqlite3_cocos2dx/trunk
编译到Android
1.在external\wxsqlite目录下添加Android.mk文件,文件内容如下:
LOCAL_PATH :=
$(call my-dir
)
#清理变量定义
include $(CLEAR_VARS)
#模块名称
LOCAL_MODULE := wxsqlite3_static
#库文件名称
LOCAL_MODULE_FILENAME := libwxsqlite3
#定义预编译宏
LOCAL_CFLAGS += -DSQLITE_HAS_CODEC ##该宏用于开启加密功能
#源文件
LOCAL_SRC_FILES := src/sqlite3secure.c
LOCAL_EXPORT_C_INCLUDES :=
$(LOCAL_PATH
)/src
#头文件目录
LOCAL_C_INCLUDES :=
$(LOCAL_PATH
)/src
#构建静态库
include $(BUILD_STATIC_LIBRARY)
2.工程中引入wxsqlite3静态库
cocos2d-x3.x:修改cocos2d\cocos\storage\local-storage目录下的Android.mk文件如下
LOCAL_PATH := (call my-dir) include (CLEAR_VARS)
LOCAL_MODULE := cocos_localstorage_static
LOCAL_MODULE_FILENAME := liblocalstorage
LOCAL_SRC_FILES := LocalStorage.cpp
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/…
LOCAL_C_INCLUDES := $(LOCAL_PATH)/…/…
LOCAL_CFLAGS += -Wno-psabi
LOCAL_CFLAGS += -DSQLITE_HAS_CODEC ##该宏用于开启加密功能
LOCAL_EXPORT_CFLAGS += -Wno-psabi
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += wxsqlite3_static #引入静态库
include $(BUILD_STATIC_LIBRARY)
(call import-module,.) (call import-module,external/wxsqlite3) #引入模块
cocos2d-x2.x:修改cocos2d-x-2.x\extensions目录下的Android.mk文件如下,直接把加密功能增加到引擎扩展库
LOCAL_PATH := (call my-dir) include (CLEAR_VARS)
LOCAL_MODULE := cocos_extension_static
LOCAL_MODULE_FILENAME := libextension
LOCAL_SRC_FILES := AssetsManager/AssetsManager.cpp \
##太长,这里就省略了源文件的导入##
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocos_curl_static
LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static
LOCAL_WHOLE_STATIC_LIBRARIES += chipmunk_static
LOCAL_WHOLE_STATIC_LIBRARIES += libwebsockets_static
LOCAL_WHOLE_STATIC_LIBRARIES += wxsqlite3_static #引入静态库
LOCAL_CFLAGS += -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
LOCAL_EXPORT_CFLAGS += -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
LOCAL_CPPFLAGS += -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
LOCAL_EXPORT_CPPFLAGS += -DCC_ENABLE_CHIPMUNK_INTEGRATION=1
LOCAL_EXPORT_C_INCLUDES := (LOCAL_PATH) \
(LOCAL_PATH)/CCBReader \
(LOCAL_PATH)/GUI/CCControlExtension \
(LOCAL_PATH)/GUI/CCScrollView \
(LOCAL_PATH)/network \
(LOCAL_PATH)/LocalStorage \
$(LOCAL_PATH)/CCArmature
LOCAL_C_INCLUDES := (LOCAL_PATH)/../scripting/lua/cocos2dx_support \ (LOCAL_PATH)/…/scripting/lua/lua
include $(BUILD_STATIC_LIBRARY)
(call import-module,cocos2dx)
(call import-module,CocosDenshion/android)
(call import-module,cocos2dx/platform/third_party/android/prebuilt/libcurl)
(call import-module,external/Box2D)
(call import-module,external/chipmunk)
(call import-module,external/libwebsockets/android)
$(call import-module,external/wxsqlite3) #引入模块
3.Cocos2d-x引擎在Android平台下默认是通过Jni调用android sdk自带的SQLiteOpenHelper和SQLiteDatabase去创建和操作数据库的,所以在Android下使用wxsqlite3,需要进行以下几个步骤:
(1).注释LocalStorage.cpp中对于安卓平台的判断宏
(2).修改Android.mk:Cocos2d-x对Android平台下数据库的操作封装在LocalStorageAndroid.cpp,现在修改为使用LocalStorage.cpp,使用跨平台的wxsqlite3
Cocos2d-x3.0:修改cocos2d\cocos\storage\local-storage目录下的Android.mk,删除LOCAL_SRC_FILES字段中的LocalStorageAndroid.cpp
Cocos2d-x2.0:修改cocos2d-x-2.x\extensions目录下的Android.mk,修改LOCAL_SRC_FILES字段中LocalStorageAndroid.cpp为LocalStorage.cpp
现在编译工程,就可以了。生成数据库文件应该在/data/data/包名/files目录下,如果加密成功了,使用sqlite查看器打开应该会失败。
编译到IOS
1.打开ios工程,右键Add File,添加wxsqlite3文件夹到工程。
只保留sqlite3.h和sqlite3secure.c的引用即可。
2.点击工程——Build Settings——设置预编译宏(SQLITE_HAS_CODEC),开启加密功能
3.编译成功!