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

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// Gradle build config for Godot Engine's Android port.
//
// Do not remove/modify comments ending with BEGIN/END, they are used to inject
// addon-specific configuration.
apply from: 'config.gradle'
buildscript {
apply from: 'config.gradle'
repositories {
google()
jcenter()
//CHUNK_BUILDSCRIPT_REPOSITORIES_BEGIN
//CHUNK_BUILDSCRIPT_REPOSITORIES_END
}
dependencies {
classpath libraries.androidGradlePlugin
//CHUNK_BUILDSCRIPT_DEPENDENCIES_BEGIN
//CHUNK_BUILDSCRIPT_DEPENDENCIES_END
}
}
apply plugin: 'com.android.application'
allprojects {
repositories {
mavenCentral()
google()
jcenter()
//CHUNK_ALLPROJECTS_REPOSITORIES_BEGIN
//CHUNK_ALLPROJECTS_REPOSITORIES_END
}
}
dependencies {
if (rootProject.findProject(":lib")) {
implementation project(":lib")
} else {
// Custom build mode. In this scenario this project is the only one around and the Godot
// library is available through the pre-generated godot-lib.*.aar android archive files.
debugImplementation fileTree(dir: 'libs/debug', include: ['*.jar', '*.aar'])
releaseImplementation fileTree(dir: 'libs/release', include: ['*.jar', '*.aar'])
}
//CHUNK_DEPENDENCIES_BEGIN
//CHUNK_DEPENDENCIES_END
}
android {
compileSdkVersion versions.compileSdk
buildToolsVersion versions.buildTools
defaultConfig {
// Feel free to modify the application id to your own.
applicationId "com.godot.game"
minSdkVersion versions.minSdk
targetSdkVersion versions.targetSdk
//CHUNK_ANDROID_DEFAULTCONFIG_BEGIN
//CHUNK_ANDROID_DEFAULTCONFIG_END
}
lintOptions {
abortOnError false
disable 'MissingTranslation', 'UnusedResources'
}
packagingOptions {
exclude 'META-INF/LICENSE'
exclude 'META-INF/NOTICE'
}
// Both signing and zip-aligning will be done at export time
buildTypes.all { buildType ->
buildType.zipAlignEnabled false
buildType.signingConfig null
}
sourceSets {
main {
manifest.srcFile 'AndroidManifest.xml'
java.srcDirs = [
'src'
//DIR_SRC_BEGIN
//DIR_SRC_END
]
res.srcDirs = [
'res'
//DIR_RES_BEGIN
//DIR_RES_END
]
aidl.srcDirs = [
'aidl'
//DIR_AIDL_BEGIN
//DIR_AIDL_END
]
assets.srcDirs = [
'assets'
//DIR_ASSETS_BEGIN
//DIR_ASSETS_END
]
}
debug.jniLibs.srcDirs = [
'libs/debug'
//DIR_JNI_DEBUG_BEGIN
//DIR_JNI_DEBUG_END
]
release.jniLibs.srcDirs = [
'libs/release'
//DIR_JNI_RELEASE_BEGIN
//DIR_JNI_RELEASE_END
]
}
applicationVariants.all { variant ->
variant.outputs.all { output ->
output.outputFileName = "android_${variant.name}.apk"
}
}
}
//CHUNK_GLOBAL_BEGIN
//CHUNK_GLOBAL_END