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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-09-19 20:22:09 +0200
committerGitHub <noreply@github.com>2019-09-19 20:22:09 +0200
commitf9db6ad8c5a37dcfdc1ba8d3f1ddd0ddb05845b0 (patch)
treeb01da6cdc8c280b5724fd848753f03b9c29dbd86 /platform/android/java/app
parentaf51fbd994f1f5ece1f50617cb1aaf41369b8574 (diff)
parentf2d203a8a413c3a58ac2761b76323f39bd88b356 (diff)
Merge pull request #31919 from m4gr3d/use_aar_for_custom_build
Leverage Android archive (AAR) file for Godot custom build
Diffstat (limited to 'platform/android/java/app')
-rw-r--r--platform/android/java/app/AndroidManifest.xml65
-rw-r--r--platform/android/java/app/build.gradle121
-rw-r--r--platform/android/java/app/config.gradle12
-rw-r--r--platform/android/java/app/src/com/godot/game/GodotApp.java10
4 files changed, 208 insertions, 0 deletions
diff --git a/platform/android/java/app/AndroidManifest.xml b/platform/android/java/app/AndroidManifest.xml
new file mode 100644
index 0000000000..d5f4ba18d6
--- /dev/null
+++ b/platform/android/java/app/AndroidManifest.xml
@@ -0,0 +1,65 @@
+<?xml version="1.0" encoding="utf-8"?>
+<manifest xmlns:android="http://schemas.android.com/apk/res/android"
+ xmlns:tools="http://schemas.android.com/tools"
+ package="com.godot.game"
+ android:versionCode="1"
+ android:versionName="1.0"
+ android:installLocation="auto" >
+
+ <!-- Adding custom text to the manifest is fine, but do it outside the custom USER and APPLICATION BEGIN/END comments, -->
+ <!-- as that gets rewritten. -->
+
+ <supports-screens
+ android:smallScreens="true"
+ android:normalScreens="true"
+ android:largeScreens="true"
+ android:xlargeScreens="true" />
+
+ <!-- glEsVersion is modified by the exporter, changing this value here has no effect. -->
+ <uses-feature
+ android:glEsVersion="0x00020000"
+ android:required="true" />
+
+<!-- Custom user permissions XML added by add-ons. It's recommended to add them from the export preset, though. -->
+<!--CHUNK_USER_PERMISSIONS_BEGIN-->
+<!--CHUNK_USER_PERMISSIONS_END-->
+
+ <!-- Any tag in this line after android:icon will be erased when doing custom builds. -->
+ <!-- If you want to add tags manually, do before it. -->
+ <application
+ android:label="@string/godot_project_name_string"
+ android:allowBackup="false"
+ tools:ignore="GoogleAppIndexingWarning"
+ android:icon="@drawable/icon" >
+
+ <!-- The following metadata values are replaced when Godot exports, modifying them here has no effect. -->
+ <!-- Do these changes in the export preset. Adding new ones is fine. -->
+
+ <!-- XR mode metadata. This is modified by the exporter based on the selected xr mode. DO NOT CHANGE the values here. -->
+ <meta-data
+ android:name="xr_mode_metadata_name"
+ android:value="xr_mode_metadata_value" />
+
+ <activity
+ android:name=".GodotApp"
+ android:label="@string/godot_project_name_string"
+ android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
+ android:launchMode="singleTask"
+ android:screenOrientation="landscape"
+ android:configChanges="orientation|keyboardHidden|screenSize|smallestScreenSize|density|keyboard|navigation|screenLayout|uiMode"
+ android:resizeableActivity="false"
+ tools:ignore="UnusedAttribute" >
+
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="android.intent.category.LAUNCHER" />
+ </intent-filter>
+ </activity>
+
+<!-- Custom application XML added by add-ons. -->
+<!--CHUNK_APPLICATION_BEGIN-->
+<!--CHUNK_APPLICATION_END-->
+
+ </application>
+
+</manifest>
diff --git a/platform/android/java/app/build.gradle b/platform/android/java/app/build.gradle
new file mode 100644
index 0000000000..9f64c3dc8a
--- /dev/null
+++ b/platform/android/java/app/build.gradle
@@ -0,0 +1,121 @@
+// Gradle build config for Godot Engine's Android port.
+//
+// Do not remove/modify comments ending with BEGIN/END, they are used to inject
+// addon-specific configuration.
+apply from: 'config.gradle'
+
+buildscript {
+ apply from: 'config.gradle'
+
+ repositories {
+ google()
+ jcenter()
+//CHUNK_BUILDSCRIPT_REPOSITORIES_BEGIN
+//CHUNK_BUILDSCRIPT_REPOSITORIES_END
+ }
+ dependencies {
+ classpath libraries.androidGradlePlugin
+//CHUNK_BUILDSCRIPT_DEPENDENCIES_BEGIN
+//CHUNK_BUILDSCRIPT_DEPENDENCIES_END
+ }
+}
+
+apply plugin: 'com.android.application'
+
+allprojects {
+ repositories {
+ mavenCentral()
+ google()
+ jcenter()
+//CHUNK_ALLPROJECTS_REPOSITORIES_BEGIN
+//CHUNK_ALLPROJECTS_REPOSITORIES_END
+ }
+}
+
+dependencies {
+ if (rootProject.findProject(":lib")) {
+ implementation project(":lib")
+ } else {
+ // Custom build mode. In this scenario this project is the only one around and the Godot
+ // library is available through the pre-generated godot-lib.*.aar android archive files.
+ debugImplementation fileTree(dir: 'libs/debug', include: ['*.jar', '*.aar'])
+ releaseImplementation fileTree(dir: 'libs/release', include: ['*.jar', '*.aar'])
+ }
+//CHUNK_DEPENDENCIES_BEGIN
+//CHUNK_DEPENDENCIES_END
+}
+
+android {
+ compileSdkVersion versions.compileSdk
+ buildToolsVersion versions.buildTools
+
+ defaultConfig {
+ // Feel free to modify the application id to your own.
+ applicationId "com.godot.game"
+ minSdkVersion versions.minSdk
+ targetSdkVersion versions.targetSdk
+//CHUNK_ANDROID_DEFAULTCONFIG_BEGIN
+//CHUNK_ANDROID_DEFAULTCONFIG_END
+ }
+
+ lintOptions {
+ abortOnError false
+ disable 'MissingTranslation', 'UnusedResources'
+ }
+
+ packagingOptions {
+ exclude 'META-INF/LICENSE'
+ exclude 'META-INF/NOTICE'
+ }
+
+ // Both signing and zip-aligning will be done at export time
+ buildTypes.all { buildType ->
+ buildType.zipAlignEnabled false
+ buildType.signingConfig null
+ }
+
+ sourceSets {
+ main {
+ manifest.srcFile 'AndroidManifest.xml'
+ java.srcDirs = [
+ 'src'
+//DIR_SRC_BEGIN
+//DIR_SRC_END
+ ]
+ res.srcDirs = [
+ 'res'
+//DIR_RES_BEGIN
+//DIR_RES_END
+ ]
+ aidl.srcDirs = [
+ 'aidl'
+//DIR_AIDL_BEGIN
+//DIR_AIDL_END
+ ]
+ assets.srcDirs = [
+ 'assets'
+//DIR_ASSETS_BEGIN
+//DIR_ASSETS_END
+ ]
+ }
+ debug.jniLibs.srcDirs = [
+ 'libs/debug'
+//DIR_JNI_DEBUG_BEGIN
+//DIR_JNI_DEBUG_END
+ ]
+ release.jniLibs.srcDirs = [
+ 'libs/release'
+//DIR_JNI_RELEASE_BEGIN
+//DIR_JNI_RELEASE_END
+ ]
+ }
+
+ applicationVariants.all { variant ->
+ variant.outputs.all { output ->
+ output.outputFileName = "android_${variant.name}.apk"
+ }
+ }
+}
+
+//CHUNK_GLOBAL_BEGIN
+//CHUNK_GLOBAL_END
diff --git a/platform/android/java/app/config.gradle b/platform/android/java/app/config.gradle
new file mode 100644
index 0000000000..20c3123221
--- /dev/null
+++ b/platform/android/java/app/config.gradle
@@ -0,0 +1,12 @@
+ext.versions = [
+ androidGradlePlugin : '3.4.2',
+ compileSdk : 28,
+ minSdk : 18,
+ targetSdk : 28,
+ buildTools : '28.0.3',
+
+]
+
+ext.libraries = [
+ androidGradlePlugin : "com.android.tools.build:gradle:$versions.androidGradlePlugin"
+]
diff --git a/platform/android/java/app/src/com/godot/game/GodotApp.java b/platform/android/java/app/src/com/godot/game/GodotApp.java
new file mode 100644
index 0000000000..fabd7b1dbb
--- /dev/null
+++ b/platform/android/java/app/src/com/godot/game/GodotApp.java
@@ -0,0 +1,10 @@
+package com.godot.game;
+
+import org.godotengine.godot.Godot;
+
+/**
+ * Template activity for Godot Android custom builds.
+ * Feel free to extend and modify this class for your custom logic.
+ */
+public class GodotApp extends Godot {
+}