godot/platform/android/SCsub

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#!/usr/bin/env python
Import("env")
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android_files = [
"os_android.cpp",
"file_access_android.cpp",
"audio_driver_opensl.cpp",
"dir_access_jandroid.cpp",
"thread_jandroid.cpp",
"net_socket_android.cpp",
"java_godot_lib_jni.cpp",
"java_class_wrapper.cpp",
"java_godot_wrapper.cpp",
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"java_godot_view_wrapper.cpp",
"java_godot_io_wrapper.cpp",
"jni_utils.cpp",
"android_keys_utils.cpp",
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"display_server_android.cpp",
"vulkan/vulkan_context_android.cpp",
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]
env_android = env.Clone()
android_objects = []
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for x in android_files:
android_objects.append(env_android.SharedObject(x))
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env_thirdparty = env_android.Clone()
env_thirdparty.disable_warnings()
thirdparty_obj = env_thirdparty.SharedObject("#thirdparty/misc/ifaddrs-android.cc")
android_objects.append(thirdparty_obj)
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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["android_arch"] == "armv7":
lib_arch_dir = "armeabi-v7a"
elif env["android_arch"] == "arm64v8":
lib_arch_dir = "arm64-v8a"
elif env["android_arch"] == "x86":
lib_arch_dir = "x86"
elif env["android_arch"] == "x86_64":
lib_arch_dir = "x86_64"
else:
print("WARN: Architecture not suitable for embedding into APK; keeping .so at \\bin")
if lib_arch_dir != "":
if env["target"] == "release":
lib_type_dir = "release"
else: # release_debug, debug
lib_type_dir = "debug"
out_dir = "#platform/android/java/lib/libs/" + 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"))