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
redef fun compile_dir
do
- var android_project_root = "{super}/android/"
+ var android_project_root = "{root_compile_dir}/android/"
self.android_project_root = android_project_root
return "{android_project_root}/jni/nit_compile/"
end
redef fun write_files(compile_dir, cfiles)
do
var android_project_root = android_project_root.as(not null)
- var project = toolcontext.modelbuilder.android_project_for(compiler.mainmodule)
- var short_project_name = compiler.mainmodule.name.replace("-", "_")
+ var project = new AndroidProject(toolcontext.modelbuilder, compiler.mainmodule)
var release = toolcontext.opt_release.value
var app_name = project.name
- if app_name == null then app_name = compiler.mainmodule.name
if not release then app_name += " Debug"
- var app_package = project.java_package
- if app_package == null then app_package = "org.nitlanguage.{short_project_name}"
+ var short_project_name = project.short_name
+
+ var app_package = project.namespace
if not release then app_package += "_debug"
var app_version = project.version
- if app_version == null then app_version = "1.0"
var app_min_api = project.min_api
if app_min_api == null then app_min_api = 10
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
# Gather extra C files generated elsewhere than in super
for f in compiler.extern_bodies do
- if f isa ExternCFile then cfiles.add(f.filename.basename(""))
+ 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
var extra_java_files = mmodule.extra_java_files
if extra_java_files != null then for file in extra_java_files do
var path = file.filename
- path.file_copy_to(dir/path.basename(""))
+ path.file_copy_to(dir/path.basename)
end
end
## 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)
android:label="@string/app_name"
android:hasCode="true"
android:debuggable="{{{not release}}}"
- {{{icon_declaration}}}
- android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|screenLayout|fontScale|uiMode|orientation">
+ {{{icon_declaration}}}>
"""
for activity in project.activities do
### 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
end
toolcontext.exec_and_check(["ln", "-s", "{share_dir}/libgc/arm/include/gc/",
- "{android_project_root}/jni/nit_compile/gc"], "Android project error")
-
- ### Link to assets (for mnit and others)
- # This will be accessed from `android_project_root`
- var assets_dir
- if compiler.mainmodule.location.file != null then
- # it is a real file, use "{file}/../assets"
- assets_dir = "{compiler.mainmodule.location.file.filename.dirname}/../assets"
- else
- # probably used -m, use "."
- assets_dir = "assets"
- end
- 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 resources and libs where expected by the SDK
- var project_root
- if compiler.mainmodule.location.file != null then
- # it is a real file, use "{file}/../res"
- project_root = "{compiler.mainmodule.location.file.filename.dirname}/.."
- else
- # probably used -m, use "."
- project_root = "."
- end
-
- # Android resources folder
- var res_dir = project_root / "res"
- if res_dir.file_exists then
- # copy the res folder to .nit_compile
- 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
-
- # Android 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
+ "{compile_dir}/gc"], "Android project error")
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"
var tsa_server= "TSA_SERVER".environ
if key_alias.is_empty then
- toolcontext.fatal_error(null,
- "Fatal Error: the environment variable `KEY_ALIAS` must be set to use the `--release` option on Android projects.")
+ toolcontext.warning(null, "key-alias",
+ "Warning: the environment variable `KEY_ALIAS` is not set, the APK file will not be signed.")
+
+ # Just move the unsigned APK to outname
+ args = ["mv", apk_path, outname]
+ toolcontext.exec_and_check(args, "Android project error")
+ return
end
+ # We have a key_alias, try to sign the APK
args = ["jarsigner", "-sigalg", "MD5withRSA", "-digestalg", "SHA1", apk_path, key_alias]
## Use a custom keystore