cb0b2aefc3
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices. UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback. Co-authored-by: thebestnom <shoval.arad@gmail.com>
55 lines
1.3 KiB
Groovy
55 lines
1.3 KiB
Groovy
// Non functional android library used to provide Android Studio editor support to the project.
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plugins {
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id 'com.android.library'
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}
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android {
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compileSdkVersion versions.compileSdk
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buildToolsVersion versions.buildTools
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ndkVersion versions.ndkVersion
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defaultConfig {
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minSdkVersion versions.minSdk
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targetSdkVersion versions.targetSdk
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}
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compileOptions {
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sourceCompatibility versions.javaVersion
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targetCompatibility versions.javaVersion
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}
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packagingOptions {
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exclude 'META-INF/LICENSE'
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exclude 'META-INF/NOTICE'
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}
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sourceSets {
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main {
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manifest.srcFile 'AndroidManifest.xml'
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}
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}
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ndkVersion versions.ndkVersion
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externalNativeBuild {
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cmake {
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path "CMakeLists.txt"
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}
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}
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libraryVariants.all { variant ->
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def buildType = variant.buildType.name.capitalize()
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def taskPrefix = ""
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if (project.path != ":") {
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taskPrefix = project.path + ":"
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}
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// Disable the externalNativeBuild* task as it would cause build failures since the cmake build
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// files is only setup for editing support.
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gradle.startParameter.excludedTaskNames += taskPrefix + "externalNativeBuild" + buildType
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}
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}
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dependencies {}
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