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
+3 -29
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@@ -1,41 +1,15 @@
apply plugin: 'com.android.application'
//FIXME currently an android library while small amounts of android-specific code remain in SPD-classes
apply plugin: 'com.android.library'
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'
}
}
}
dependencies {
implementation project(':SPD-classes')
api project(':SPD-classes')
}
-8
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@@ -1,8 +0,0 @@
# 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
@@ -1,5 +0,0 @@
<?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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+2 -33
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@@ -1,38 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.shatteredpixel.shatteredpixeldungeon"
android:installLocation="auto">
<uses-feature
android:glEsVersion="0x00020000"/>
package="com.shatteredpixel.shatteredpixeldungeon">
<!-- 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="${appName}"
android:theme="@android:style/Theme.Black.NoTitleBar"
android:resizeableActivity="true"
android:allowBackup="true"
android:fullBackupOnly="true"
android:backupAgent="com.shatteredpixel.shatteredpixeldungeon.BackupHandler">
<activity
android:label="${appName}"
android:name="com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon"
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>
<uses-feature android:glEsVersion="0x00020000"/>
</manifest>
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