redef fun name do return "android"
- redef fun supports_libgc do return true
+ redef fun supports_libgc do return false
redef fun supports_libunwind do return false
dir = compile_dir
if not dir.file_exists then dir.mkdir
+ # Insert an importation of the generated R class to all Java files from the FFI
+ for mod in compiler.mainmodule.in_importation.greaters do
+ var java_ffi_file = mod.java_file
+ if java_ffi_file != null then java_ffi_file.add "import {app_package}.R;"
+ end
+
# compile normal C files
super
if f isa ExternCFile then cfiles.add(f.filename.basename)
end
+ var project_root = "."
+ var mpackage = compiler.mainmodule.first_real_mmodule.mpackage
+ if mpackage != null then
+ var root = mpackage.root
+ if root != null then
+ var filepath = root.filepath
+ if filepath != null then
+ project_root = filepath
+ end
+ end
+ end
+
+ # Set the default pretty application name
+"""<?xml version="1.0" encoding="utf-8"?>
+<resources>
+ <string name="app_name">{{{app_name}}}</string>
+</resources>""".write_to_file "{android_project_root}/res/values/strings.xml"
+
+ # Copy assets, resources and libs where expected by the SDK
+
+ ## Collect path to all possible folder where we can find the `android` folder
+ var app_files = [project_root]
+ app_files.add_all project.files
+
+ for path in app_files do
+ # Copy the assets folder
+ var assets_dir = path / "assets"
+ if assets_dir.file_exists then
+ assets_dir = assets_dir.realpath
+ toolcontext.exec_and_check(["cp", "-r", assets_dir, android_project_root], "Android project error")
+ end
+
+ # Copy the whole `android` folder
+ var android_dir = path / "android"
+ if android_dir.file_exists then
+ android_dir = android_dir.realpath
+ toolcontext.exec_and_check(["cp", "-r", android_dir, root_compile_dir], "Android project error")
+ end
+ end
+
# Is there an icon?
var resolutions = ["ldpi", "mdpi", "hdpi", "xhdpi", "xxhdpi", "xxxhdpi"]
var icon_available = false
for res in resolutions do
- var path = "res/drawable-{res}/icon.png"
+ var path = project_root / "android/res/drawable-{res}/icon.png"
if path.file_exists then
icon_available = true
break
## Generate Application.mk
dir = "{android_project_root}/jni/"
"""
-APP_ABI := armeabi armeabi-v7a x86 mips
+APP_ABI := armeabi armeabi-v7a x86
APP_PLATFORM := android-{{{app_target_api}}}
""".write_to_file "{dir}/Application.mk"
LOCAL_SRC_FILES := \\
{{{cfiles.join(" \\\n")}}}
LOCAL_LDLIBS := {{{ldflags.join(" ")}}} $(TARGET_ARCH)/libgc.a
-LOCAL_STATIC_LIBRARIES := android_native_app_glue png
+LOCAL_STATIC_LIBRARIES := android_native_app_glue
include $(BUILD_SHARED_LIBRARY)
### Link to png sources
# libpng is not available on Android NDK
- # FIXME make obtionnal when we have alternatives to mnit
+ # FIXME make optional when we have alternatives to mnit
var nit_dir = toolcontext.nit_dir
var share_dir = nit_dir/"share/"
if not share_dir.file_exists then
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], "Android project error")
- end
# Ensure that android-setup-libgc.sh has been executed
if not "{share_dir}/libgc/arm/lib".file_exists then
toolcontext.exec_and_check(["ln", "-s", "{share_dir}/libgc/arm/include/gc/",
"{compile_dir}/gc"], "Android project error")
-
- # Copy assets, resources and libs where expected by the SDK
-
- var project_root = "."
- var mpackage = compiler.mainmodule.first_real_mmodule.mpackage
- if mpackage != null then
- var root = mpackage.root
- if root != null then
- var filepath = root.filepath
- if filepath != null then
- project_root = filepath
- end
- end
- end
-
- # Link to assets (for mnit and others)
- var assets_dir = project_root / "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], "Android project error")
- end
- end
-
- # Copy the res folder
- var res_dir = project_root / "res"
- if res_dir.file_exists then
- # copy the res folder to the compile dir
- res_dir = res_dir.realpath
- toolcontext.exec_and_check(["cp", "-R", res_dir, android_project_root], "Android project error")
- end
-
- if not res_dir.file_exists or not "{res_dir}/values/strings.xml".file_exists then
- # Create our own custom `res/values/string.xml` with the App name
-"""<?xml version="1.0" encoding="utf-8"?>
-<resources>
- <string name="app_name">{{{app_name}}}</string>
-</resources>""".write_to_file "{android_project_root}/res/values/strings.xml"
- end
-
- # Copy the libs folder
- var libs_dir = project_root / "libs"
- if libs_dir.file_exists then
- toolcontext.exec_and_check(["cp", "-r", libs_dir, android_project_root], "Android project error")
- end
end
redef fun write_makefile(compile_dir, cfiles)
toolcontext.exec_and_check(["ndk-build", "-s", "-j", "-C", android_project_root], "Android project error")
# Generate the apk
- var args = ["ant", "-q", "-f", android_project_root+"/build.xml"]
+ var args = ["ant", "-f", android_project_root+"/build.xml"]
if release then
args.add "release"
else args.add "debug"