feat: erased accidentally added engine files
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12525 changed files with 0 additions and 6255369 deletions
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@ -1,115 +0,0 @@
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#!/usr/bin/env python
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from misc.utility.scons_hints import *
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import subprocess
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import sys
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from methods import print_warning
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Import("env")
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android_files = [
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"os_android.cpp",
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"android_input_handler.cpp",
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"file_access_android.cpp",
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"file_access_filesystem_jandroid.cpp",
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"audio_driver_opensl.cpp",
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"dir_access_jandroid.cpp",
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"tts_android.cpp",
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"thread_jandroid.cpp",
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"net_socket_android.cpp",
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"java_godot_lib_jni.cpp",
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"java_class_wrapper.cpp",
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"java_godot_wrapper.cpp",
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"java_godot_view_wrapper.cpp",
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"java_godot_io_wrapper.cpp",
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"jni_utils.cpp",
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"android_keys_utils.cpp",
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"display_server_android.cpp",
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"plugin/godot_plugin_jni.cpp",
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"rendering_context_driver_vulkan_android.cpp",
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"variant/callable_jni.cpp",
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"dialog_utils_jni.cpp",
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"game_menu_utils_jni.cpp",
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]
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env_android = env.Clone()
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android_objects = []
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for x in android_files:
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android_objects.append(env_android.SharedObject(x))
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env_thirdparty = env_android.Clone()
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env_thirdparty.disable_warnings()
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thirdparty_obj = env_thirdparty.SharedObject("#thirdparty/misc/ifaddrs-android.cc")
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android_objects.append(thirdparty_obj)
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# FIXME: Hardcoded to bin to ensure the directory exists if not redirecting build objects.
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lib = env_android.add_shared_library("#bin/libgodot", android_objects, redirect_build_objects=False)
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# Needed to force rebuilding the platform files when the thirdparty code is updated.
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env.Depends(lib, thirdparty_obj)
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lib_arch_dir = ""
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if env["arch"] == "arm32":
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lib_arch_dir = "armeabi-v7a"
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elif env["arch"] == "arm64":
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lib_arch_dir = "arm64-v8a"
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elif env["arch"] == "x86_32":
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lib_arch_dir = "x86"
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elif env["arch"] == "x86_64":
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lib_arch_dir = "x86_64"
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else:
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print_warning("Architecture not suitable for embedding into APK; keeping .so at \\bin")
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if lib_arch_dir != "":
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if env.dev_build:
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lib_type_dir = "dev"
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elif env.debug_features:
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if env.editor_build and env["store_release"]:
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lib_type_dir = "release"
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else:
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lib_type_dir = "debug"
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else: # Release
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lib_type_dir = "release"
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if env.editor_build:
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lib_tools_dir = "tools/"
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else:
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lib_tools_dir = ""
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out_dir = "#platform/android/java/lib/libs/" + lib_tools_dir + lib_type_dir + "/" + lib_arch_dir
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env_android.CommandNoCache(out_dir + "/libgodot_android.so", lib, Move("$TARGET", "$SOURCE"))
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stl_lib_path = (
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str(env["ANDROID_NDK_ROOT"]) + "/sources/cxx-stl/llvm-libc++/libs/" + lib_arch_dir + "/libc++_shared.so"
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)
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env_android.CommandNoCache(out_dir + "/libc++_shared.so", stl_lib_path, Copy("$TARGET", "$SOURCE"))
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def generate_apk(target, source, env):
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gradle_process = []
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if sys.platform.startswith("win"):
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gradle_process = [
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"cmd",
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"/c",
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"gradlew.bat",
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]
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else:
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gradle_process = ["./gradlew"]
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gradle_process += [
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"generateGodotEditor" if env["target"] == "editor" else "generateGodotTemplates",
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"--quiet",
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]
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if env["debug_symbols"]:
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gradle_process += ["-PdoNotStrip=true"]
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subprocess.run(
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gradle_process,
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cwd="platform/android/java",
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)
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if env["generate_apk"]:
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env_android.AlwaysBuild(env_android.CommandNoCache("generate_apk", lib, env.Run(generate_apk)))
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