godot/platform/android/SCsub

122 lines
3.6 KiB
Python

#!/usr/bin/env python
import subprocess
import sys
from methods import print_warning
Import("env")
android_files = [
"os_android.cpp",
"android_input_handler.cpp",
"file_access_android.cpp",
"file_access_filesystem_jandroid.cpp",
"audio_driver_opensl.cpp",
"dir_access_jandroid.cpp",
"tts_android.cpp",
"thread_jandroid.cpp",
"net_socket_android.cpp",
"java_godot_lib_jni.cpp",
"java_class_wrapper.cpp",
"java_godot_wrapper.cpp",
"java_godot_view_wrapper.cpp",
"java_godot_io_wrapper.cpp",
"jni_utils.cpp",
"android_keys_utils.cpp",
"display_server_android.cpp",
"plugin/godot_plugin_jni.cpp",
"rendering_context_driver_vulkan_android.cpp",
]
env_android = env.Clone()
android_objects = []
for x in android_files:
android_objects.append(env_android.SharedObject(x))
env_thirdparty = env_android.Clone()
env_thirdparty.disable_warnings()
thirdparty_obj = env_thirdparty.SharedObject("#thirdparty/misc/ifaddrs-android.cc")
android_objects.append(thirdparty_obj)
lib = env_android.add_shared_library("#bin/libgodot", [android_objects], SHLIBSUFFIX=env["SHLIBSUFFIX"])
# Needed to force rebuilding the platform files when the thirdparty code is updated.
env.Depends(lib, thirdparty_obj)
lib_arch_dir = ""
if env["arch"] == "arm32":
lib_arch_dir = "armeabi-v7a"
elif env["arch"] == "arm64":
lib_arch_dir = "arm64-v8a"
elif env["arch"] == "x86_32":
lib_arch_dir = "x86"
elif env["arch"] == "x86_64":
lib_arch_dir = "x86_64"
else:
print_warning("Architecture not suitable for embedding into APK; keeping .so at \\bin")
if lib_arch_dir != "":
if env.dev_build:
lib_type_dir = "dev"
elif env.debug_features:
if env.editor_build and env["store_release"]:
lib_type_dir = "release"
else:
lib_type_dir = "debug"
else: # Release
lib_type_dir = "release"
if env.editor_build:
lib_tools_dir = "tools/"
else:
lib_tools_dir = ""
out_dir = "#platform/android/java/lib/libs/" + lib_tools_dir + lib_type_dir + "/" + lib_arch_dir
env_android.Command(
out_dir + "/libgodot_android.so", "#bin/libgodot" + env["SHLIBSUFFIX"], Move("$TARGET", "$SOURCE")
)
stl_lib_path = (
str(env["ANDROID_NDK_ROOT"]) + "/sources/cxx-stl/llvm-libc++/libs/" + lib_arch_dir + "/libc++_shared.so"
)
env_android.Command(out_dir + "/libc++_shared.so", stl_lib_path, Copy("$TARGET", "$SOURCE"))
def generate_apk(target, source, env):
gradle_process = []
if sys.platform.startswith("win"):
gradle_process = [
"cmd",
"/c",
"gradlew.bat",
]
else:
gradle_process = ["./gradlew"]
if env["target"] != "editor" and env["dev_build"]:
subprocess.run(
gradle_process
+ [
"generateDevTemplate",
"--quiet",
],
cwd="platform/android/java",
)
else:
# Android editor with `dev_build=yes` is handled by the `generateGodotEditor` task.
subprocess.run(
gradle_process
+ [
"generateGodotEditor" if env["target"] == "editor" else "generateGodotTemplates",
"--quiet",
],
cwd="platform/android/java",
)
if env["generate_apk"]:
generate_apk_command = env_android.Command("generate_apk", [], generate_apk)
command = env_android.AlwaysBuild(generate_apk_command)
env_android.Depends(command, [lib])