godot/platform/android
Rémi Verschelde 06136d433b
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
(cherry picked from commit e94161dada)
2021-05-04 12:54:34 +02:00
..
api
export
java
plugin
SCsub
android_keys_utils.cpp
android_keys_utils.h
audio_driver_jandroid.cpp
audio_driver_jandroid.h
audio_driver_opensl.cpp
audio_driver_opensl.h
detect.py
dir_access_jandroid.cpp
dir_access_jandroid.h
file_access_android.cpp
file_access_android.h
java_class_wrapper.cpp
java_godot_io_wrapper.cpp
java_godot_io_wrapper.h
java_godot_lib_jni.cpp
java_godot_lib_jni.h
java_godot_wrapper.cpp
java_godot_wrapper.h
jni_utils.cpp
jni_utils.h
logo.png
net_socket_android.cpp
net_socket_android.h
os_android.cpp
os_android.h
platform_config.h
power_android.cpp
power_android.h
run_icon.png
string_android.h
thread_jandroid.cpp
thread_jandroid.h