a_star: don't crash on deserialization errors and limit static types
[nit.git] / src / platform / android.nit
index b192d91..adb9543 100644 (file)
@@ -104,6 +104,12 @@ class AndroidToolchain
                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
 
@@ -112,11 +118,51 @@ class AndroidToolchain
                        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
@@ -141,7 +187,7 @@ class AndroidToolchain
                ## 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"
 
@@ -170,7 +216,7 @@ LOCAL_MODULE    := main
 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)
 
@@ -228,7 +274,7 @@ $(call import-module,android/native_app_glue)
 
                ### 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
@@ -236,10 +282,6 @@ $(call import-module,android/native_app_glue)
                        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
@@ -256,52 +298,6 @@ $(call import-module,android/native_app_glue)
 
                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)
@@ -319,7 +315,7 @@ $(call import-module,android/native_app_glue)
                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"