virtualx-engine/platform/android/java/editor/build.gradle

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// Gradle build config for Godot Engine's Android port.
plugins {
id 'com.android.application'
id 'org.jetbrains.kotlin.android'
}
dependencies {
implementation libraries.kotlinStdLib
implementation libraries.androidxFragment
implementation project(":lib")
implementation "androidx.window:window:1.0.0"
}
android {
compileSdkVersion versions.compileSdk
buildToolsVersion versions.buildTools
ndkVersion versions.ndkVersion
defaultConfig {
// The 'applicationId' suffix allows to install Godot 3.x(v3) and 4.x(v4) on the same device
applicationId "org.godotengine.editor.v4"
versionCode getGodotLibraryVersionCode()
versionName getGodotLibraryVersionName()
minSdkVersion versions.minSdk
targetSdkVersion versions.targetSdk
missingDimensionStrategy 'products', 'editor'
}
compileOptions {
sourceCompatibility versions.javaVersion
targetCompatibility versions.javaVersion
}
kotlinOptions {
jvmTarget = versions.javaVersion
}
buildTypes {
dev {
initWith debug
applicationIdSuffix ".dev"
}
debug {
initWith release
// Need to swap with the release signing config when this is ready for public release.
signingConfig signingConfigs.debug
}
release {
// This buildtype is disabled below.
// The editor can't be used with target=release only, as debugging tools are then not
// included, and it would crash on errors instead of reporting them.
}
}
packagingOptions {
// 'doNotStrip' is enabled for development within Android Studio
if (shouldNotStrip()) {
doNotStrip '**/*.so'
}
}
// Disable 'release' buildtype.
// The editor can't be used with target=release only, as debugging tools are then not
// included, and it would crash on errors instead of reporting them.
variantFilter { variant ->
if (variant.buildType.name == "release") {
setIgnore(true)
}
}
applicationVariants.all { variant ->
variant.outputs.all { output ->
def suffix = variant.name == "dev" ? "_dev" : ""
output.outputFileName = "android_editor${suffix}.apk"
}
}
}