v0.7.4b: restructured initialization logic into new android module

A lot of cleanup is needed for this, but everything works
This commit is contained in:
Evan Debenham
2019-08-01 15:35:27 -04:00
parent 11efd1d0c3
commit 3e815a3165
202 changed files with 483 additions and 313 deletions

2
android/.gitignore vendored Normal file
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#LibGDX native dependancies
libgdx.so

106
android/build.gradle Normal file
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/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2019 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
apply plugin: 'com.android.application'
android {
compileSdkVersion appAndroidCompileSDK
defaultConfig {
manifestPlaceholders = [appName:appName]
applicationId appPackageName
versionCode appVersionCode
versionName appVersionName
//noinspection MinSdkTooLow
minSdkVersion appAndroidMinSDK
targetSdkVersion appAndroidTargetSDK
resConfigs "en_US", "cs", "tr", "ca", "ko", "pl", "it",
"eo", "ru", "zh_CN", "de", "fr", "es", "pt", "fi", "hu", "in"
}
buildTypes {
debug {
applicationIdSuffix ".indev"
versionNameSuffix '-INDEV'
}
release {
//These lines enable R8, which is a code shrinker/optimizer/obfuscator.
//This makes release APKs smaller and more efficient, but also makes debugging trickier
//as the information produced in stack traces must be de-obfuscated.
//See here: https://developer.android.com/studio/build/shrink-code#decode-stack-trace
shrinkResources true
minifyEnabled true
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
}
}
sourceSets {
main {
jniLibs.srcDirs = ['libs']
}
}
}
configurations { natives }
dependencies {
implementation project(':core')
implementation "com.badlogicgames.gdx:gdx-backend-android:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86_64"
implementation "com.badlogicgames.gdx:gdx-controllers:$gdxVersion"
implementation "com.badlogicgames.gdx:gdx-controllers-android:$gdxVersion"
}
// called every time gradle gets executed, takes the native dependencies of
// the natives configuration, and extracts them to the proper libs/ folders
// so they get packed with the APK.
task copyAndroidNatives() {
file("libs/armeabi/").mkdirs()
file("libs/armeabi-v7a/").mkdirs()
file("libs/arm64-v8a/").mkdirs()
file("libs/x86_64/").mkdirs()
file("libs/x86/").mkdirs()
configurations.natives.files.each { jar ->
def outputDir = null
if(jar.name.endsWith("natives-arm64-v8a.jar")) outputDir = file("libs/arm64-v8a")
if(jar.name.endsWith("natives-armeabi-v7a.jar")) outputDir = file("libs/armeabi-v7a")
if(jar.name.endsWith("natives-armeabi.jar")) outputDir = file("libs/armeabi")
if(jar.name.endsWith("natives-x86_64.jar")) outputDir = file("libs/x86_64")
if(jar.name.endsWith("natives-x86.jar")) outputDir = file("libs/x86")
if(outputDir != null) {
copy {
from zipTree(jar)
into outputDir
include "*.so"
}
}
}
}

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android/proguard-rules.pro vendored Normal file
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# retain these to support class references for the bundling and translation systems
-keepnames class com.shatteredpixel.** { *; }
-keepnames class com.watabou.** { *; }
# retained to support meaningful stack traces
# note that the mapping file must be referenced in order to make sense of line numbers
# mapping file can be found in core/build/outputs/mapping after running a release build
-keepattributes SourceFile,LineNumberTable
-dontwarn android.support.**
-dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication
-dontwarn com.badlogic.gdx.utils.GdxBuild
-dontwarn com.badlogic.gdx.physics.box2d.utils.Box2DBuild
-dontwarn com.badlogic.gdx.jnigen.BuildTarget*
-keepclassmembers class com.badlogic.gdx.backends.android.AndroidInput* {
<init>(com.badlogic.gdx.Application, android.content.Context, java.lang.Object, com.badlogic.gdx.backends.android.AndroidApplicationConfiguration);
}
-keepclassmembers class com.badlogic.gdx.physics.box2d.World {
boolean contactFilter(long, long);
void beginContact(long);
void endContact(long);
void preSolve(long, long);
void postSolve(long, long);
boolean reportFixture(long);
float reportRayFixture(long, float, float, float, float, float);
}

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<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@mipmap/ic_launcher_background"/>
<foreground android:drawable="@mipmap/ic_launcher_foreground"/>
</adaptive-icon>

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.shatteredpixel.shatteredpixeldungeon.android"
android:installLocation="auto">
<uses-feature
android:glEsVersion="0x00020000"/>
<!-- Note that the game doesn't truly support small screen resolutions,
it instead forces downscaling to work on these displays.-->
<supports-screens
android:smallScreens="true"
android:normalScreens="true"
android:largeScreens="true"
android:xlargeScreens="true"/>
<application
android:icon="@mipmap/ic_launcher"
android:label="${appName}"
android:theme="@android:style/Theme.Black.NoTitleBar"
android:resizeableActivity="true"
android:allowBackup="true"
android:fullBackupOnly="true"
android:backupAgent=".AndroidBackupHandler">
<activity
android:label="${appName}"
android:name=".AndroidLauncher"
android:screenOrientation="nosensor"
android:configChanges="keyboard|keyboardHidden|orientation">
<intent-filter >
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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