class AndroidPlatform
super Platform
+ redef fun supports_libunwind do return false
+
redef fun toolchain(toolcontext) do return new AndroidToolchain(toolcontext)
end
LOCAL_SRC_FILES := \\
{{{cfiles.join(" \\\n")}}}
LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv1_CM -lz
-LOCAL_STATIC_LIBRARIES := android_native_app_glue
+LOCAL_STATIC_LIBRARIES := android_native_app_glue png
include $(BUILD_SHARED_LIBRARY)
package="{{{app_package}}}"
android:versionCode="1"
android:versionName="{{{app_version}}}"
- android:debuggable="true">
+ android:debuggable="true">
<!-- This is the platform API where NativeActivity was introduced. -->
<uses-sdk android:minSdkVersion="9" />
<!-- This .apk has no Java code itself, so set hasCode to false. -->
- <application android:label="@string/app_name" android:hasCode="false" android:debuggable="true">
+ <application
+ android:label="@string/app_name"
+ android:hasCode="false"
+ android:debuggable="true">
<!-- Our activity is the built-in NativeActivity framework class.
This will take care of integrating with our NDK code. -->
<activity android:name="android.app.NativeActivity"
android:label="@string/app_name"
- android:configChanges="orientation|keyboardHidden">
+ android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
+ android:configChanges="orientation|keyboardHidden"
+ android:screenOrientation="portrait">
<!-- Tell NativeActivity the name of or .so -->
<meta-data android:name=\"{{{app_package}}}\"
android:value=\"{{{app_name}}}\" />
<string name="app_name">{{{app_name}}}</string>
</resources>"""
file.close
+
+ ### Link to png sources
+ # libpng is not available on Android NDK
+ # FIXME make obtionnal when we have alternatives to mnit
+ var nit_dir = "NIT_DIR".environ
+ var share_dir
+ if not nit_dir.is_empty then
+ share_dir = "{nit_dir}/share/"
+ else
+ share_dir = "{sys.program_name.dirname}/../share/"
+ end
+ if not share_dir.file_exists then
+ print "Android project error: Nit share directory not found, please use the environment variable NIT_DIR"
+ exit 1
+ end
+ share_dir = share_dir.realpath
+ var target_png_dir = "{android_project_root}/jni/png"
+ if not target_png_dir.file_exists then
+ toolcontext.exec_and_check(["ln", "-s", "{share_dir}/png/", target_png_dir])
+ end
+
+ ### Link to assets (for mnit and others)
+ # This will be accessed from `android_project_root`
+ var mainmodule_dir = compiler.mainmodule.location.file.filename.dirname
+ var assets_dir = "{mainmodule_dir}/../assets"
+ if not assets_dir.file_exists then assets_dir = "{mainmodule_dir}/assets"
+ if assets_dir.file_exists then
+ assets_dir = assets_dir.realpath
+ var target_assets_dir = "{android_project_root}/assets"
+ if not target_assets_dir.file_exists then
+ toolcontext.exec_and_check(["ln", "-s", assets_dir, target_assets_dir])
+ end
+ end
end
redef fun write_makefile(compiler, compile_dir, cfiles)
# Generate the apk
toolcontext.exec_and_check(["ant", "-q", "debug", "-f", android_project_root+"/build.xml"])
+
+ # Move the apk to the target
+ var outname = toolcontext.opt_output.value
+ if outname == null then outname = "{compiler.mainmodule.name}.apk"
+ toolcontext.exec_and_check(["mv", "{android_project_root}/bin/{compiler.mainmodule.name}-debug.apk", outname])
end
end