Add android support, Update README.md
Compiles and runs fine on Android platformpull/328/head
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README.md
23
README.md
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@ -76,8 +76,16 @@ $ cd godot-cpp
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$ scons platform=<your platform> generate_bindings=yes
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$ cd ..
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```
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For android:
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Download latest Android NDK from official website and set NDK path.
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```
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$ export PATH="$PATH:/PATH-TO-ANDROID-NDK/toolchains/llvm/prebuilt/linux-x86_64/bin/"
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$ scons platform=android generate_bindings=yes
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```
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you can also specify architecture by enabling bits=64 (or 32) default is 64
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> Replace `<your platform>` with either `windows`, `linux` or `osx`.
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> Replace `<your platform>` with either `windows`, `linux`, `osx` or `android`.
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> Include `use_llvm=yes` for using clang++
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@ -189,6 +197,19 @@ $ link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj
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*macOS*
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For OSX you need to find out what compiler flags need to be used.
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*Android*
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```
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$ cd SimpleLibrary
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$ aarch64-linux-android29-clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot_headers
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$ aarch64-linux-android29-clang -o bin/libtest.so -shared src/init.os -Lgodot-cpp/bin -l<name of the godot-cpp>
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```
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> use `armv7a-linux-androideabi29-clang` for 32 bit armeabi-v7a library
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> This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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> You will need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library)
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### Creating `.gdnlib` and `.gdns` files
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follow [godot_header/README.md](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor) to create the `.gdns`
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38
SConstruct
38
SConstruct
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@ -29,7 +29,7 @@ opts.Add(EnumVariable(
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'platform',
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'Target platform',
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host_platform,
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allowed_values=('linux', 'osx', 'windows'),
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allowed_values=('linux', 'osx', 'windows', 'android'),
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ignorecase=2
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))
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opts.Add(EnumVariable(
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@ -73,8 +73,14 @@ opts.Add(BoolVariable(
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'Generate GDNative API bindings',
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False
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))
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opts.Add(EnumVariable(
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'android_api_level',
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'Target Android API Level',
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'29',
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('29', '28', '27', '26')
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))
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env = Environment()
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env = Environment(ENV = os.environ)
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opts.Update(env)
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Help(opts.GenerateHelpText(env))
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@ -82,7 +88,8 @@ is64 = sys.maxsize > 2**32
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if (
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env['TARGET_ARCH'] == 'amd64' or
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env['TARGET_ARCH'] == 'emt64' or
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env['TARGET_ARCH'] == 'x86_64'
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env['TARGET_ARCH'] == 'x86_64' or
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env['TARGET_ARCH'] == 'arm64-v8a'
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):
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is64 = True
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@ -119,6 +126,31 @@ if env['platform'] == 'linux':
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env.Append(CCFLAGS=['-m32'])
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env.Append(LINKFLAGS=['-m32'])
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# Add android target as it works for both armeabi-v7a and arm64-v8a architectures
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elif env['platform'] == 'android':
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# Use clang by default on android(NDK provides only clang)
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env['use_llvm'] = 'yes'
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if env['use_llvm']:
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if(env['bits'] == '64'):
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env['CXX'] = 'aarch64-linux-android' + env['android_api_level'] + '-clang++'
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elif(env['bits'] == '32'):
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env['CXX'] = 'armv7a-linux-androideabi' + env['android_api_level'] +'-clang++'
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env.Append(CCFLAGS=['-fPIC', '-g', '-std=c++14', '-Wwrite-strings'])
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env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
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if env['target'] == 'debug':
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env.Append(CCFLAGS=['-Og'])
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elif env['target'] == 'release':
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env.Append(CCFLAGS=['-O3'])
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if env['bits'] == '64':
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env.Append(CCFLAGS=['-m64'])
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env.Append(LINKFLAGS=['-m64'])
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elif env['bits'] == '32':
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env.Append(CCFLAGS=['-m32'])
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env.Append(LINKFLAGS=['-m32'])
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elif env['platform'] == 'osx':
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# Use Clang on macOS by default
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env['CXX'] = 'clang++'
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