From 5ccdeccb6ed6b8480a86b0db36f192526cba1274 Mon Sep 17 00:00:00 2001 From: Ruslan Mustakov Date: Fri, 18 Aug 2017 21:17:35 +0700 Subject: Make GDNative work on Android The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib//", where is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms. --- modules/nativescript/nativescript.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'modules/nativescript/nativescript.cpp') diff --git a/modules/nativescript/nativescript.cpp b/modules/nativescript/nativescript.cpp index 3799ce31f8..e141080687 100644 --- a/modules/nativescript/nativescript.cpp +++ b/modules/nativescript/nativescript.cpp @@ -994,6 +994,8 @@ void NativeScriptLanguage::init_library(const Ref &lib) { #endif // See if this library was "registered" already. const String &lib_path = lib->get_active_library_path(); + ERR_EXPLAIN(lib->get_name() + " does not have a library for the current platform"); + ERR_FAIL_COND(lib_path.length() == 0); Map >::Element *E = library_gdnatives.find(lib_path); if (!E) { -- cgit v1.2.3