apply plugin: 'com.android.application'

// Paths written by build-image/prepare-android-project.sh (called by
// build-apk.sh, or standalone with --host-paths to prep for a native
// build in Android Studio - see README) since they're only known at
// prep/build time, not something a checked-in build.gradle can hardcode.
// engineDir is the scratch, patched copy of engine/; gl4esDir is the
// scratch, patched copy of android/gl4es-src/ (built from source as a
// CMake subdirectory of engine/'s own native build below, not prebuilt);
// prebuiltDir is the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr
// prebuilts - all point into this container's own paths for
// build-apk.sh's own gradlew call, or host-resolvable paths (plus a
// host-side export of prebuiltDir, since /opt/prebuilt/android only
// exists in the image) when prepared with --host-paths for Android
// Studio.
def engineProps = new Properties()
file("${projectDir}/../engine.properties").withInputStream { engineProps.load(it) }
def engineDir = engineProps.getProperty('engineDir')
if (engineDir == null) {
    throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
}
def gl4esDir = engineProps.getProperty('gl4esDir')
if (gl4esDir == null) {
    throw new GradleException("android/engine.properties is missing 'gl4esDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
}
def prebuiltDir = engineProps.getProperty('prebuiltDir')
if (prebuiltDir == null) {
    throw new GradleException("android/engine.properties is missing 'prebuiltDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly")
}

// Set by build-apk.sh (see build-image/version.sh, shared with the
// desktop tarball's versioning) via -PquestshockVersionName/Code. Default
// here only covers a direct, unsupported `gradlew` invocation.
def questshockVersionName = project.hasProperty('questshockVersionName') ? project.property('questshockVersionName') : '0.0.0-dev'
def questshockVersionCode = project.hasProperty('questshockVersionCode') ? project.property('questshockVersionCode').toInteger() : 1

// Auto-refreshes the staged, patched engine/ and gl4es-src/ copies and
// prebuilt libraries (see build-image/prepare-android-project.sh
// --host-paths, and the engineDir/gl4esDir/prebuiltDir properties read
// above) so a plain Android Studio build/run can never silently compile
// against a stale scratch copy after engine/, android/engine-patches/,
// android/gl4es-src/, or android/gl4es-patches/ change - previously a
// manual, easy to forget re-run. inputs/outputs are declared so Gradle
// skips the (Docker-invoking, not free) step entirely when nothing
// relevant actually changed, keeping pure-Java edit/run cycles fast.
//
// This step only re-stages whatever is already baked into the build-image
// (it re-runs prepare-android-project.sh inside the existing image, which
// is fast - no compilation happens here) - engine/ and gl4es-src/ are both
// then compiled from these scratch copies by the externalNativeBuild CMake
// configure below (see android/engine-patches/02-android-opengl-es.patch's
// add_subdirectory of gl4esDir), so Gradle's own incremental CMake/Ninja
// build only recompiles what actually changed, same as any other native
// source edit. This task does NOT rebuild the image itself: if you changed
// build-image/Dockerfile (a real toolchain/dependency change, not
// engine-patches/ or gl4es-patches/, which this task re-stages on its own),
// you still need to run ./build-image.sh yourself first (a slow, deliberate
// step - see the memory on build-image versioning) so the image actually
// contains your changes before this task re-stages them.
def repoRoot = file("${projectDir}/../..")
def stageEngineTask = tasks.register("stageEngine", Exec) {
    group = "build setup"
    description = "Refreshes the patched engine/ scratch copy and prebuilt libraries for a native Android Studio build (build-image/prepare-android-project.sh --host-paths)."
    workingDir repoRoot
    commandLine "./run-image.sh", "bash", "build-image/prepare-android-project.sh", "--host-paths"

    // /opt/prebuilt/android only ever exists inside the build-image
    // container itself (baked in at image-build time, never on the host -
    // see build-image/Dockerfile). Its presence means this build is
    // build-apk.sh's own gradlew call, running INSIDE that container, which
    // already staged everything itself in container mode before invoking
    // gradlew - re-running this task there would try to `docker run` from
    // inside a container with no docker socket, breaking make apk/CI. Only
    // a genuine host-side Android Studio build (where this path is absent)
    // needs this task.
    onlyIf { !file('/opt/prebuilt/android').isDirectory() }

    inputs.dir("${repoRoot}/engine")
    inputs.dir("${projectDir}/../engine-patches")
    inputs.dir("${projectDir}/../gl4es-src")
    inputs.dir("${projectDir}/../gl4es-patches")
    inputs.file("${repoRoot}/build-image/Dockerfile")
    outputs.dir("${repoRoot}/build/android-engine")
    outputs.dir("${repoRoot}/build/android-gl4es")
    outputs.dir("${repoRoot}/build/android-prebuilt")
    outputs.file("${projectDir}/../engine.properties")
}

// preBuild is what every variant's compile/native-build tasks already
// transitively depend on, regardless of AGP version's exact CMake task
// naming - the simplest reliable hook to run before any of them.
afterEvaluate {
    tasks.named("preBuild").configure {
        dependsOn stageEngineTask
    }
}

android {
    namespace "de.ladkau.questshock"
    // compileSdk/buildToolsVersion/ndkVersion must all match what
    // build-image/Dockerfile actually installs - otherwise AGP defaults to
    // whatever version it itself prefers and tries to download it into the
    // SDK dir at build time, which isn't writable.
    compileSdk 34
    buildToolsVersion "34.0.0"
    ndkVersion "26.1.10909125"

    defaultConfig {
        applicationId "de.ladkau.questshock"
        // 29, not compileSdk's 34, is deliberate - see build-image/Dockerfile's
        // comment on ANDROID_PLATFORM_VERSION: paired with
        // requestLegacyExternalStorage in the manifest, this keeps
        // /sdcard/questshock/ a plain, unrestricted shared folder instead of
        // Android 11+ scoped storage, on the Quest 2/3/3S/Pro headsets this
        // targets - not just whatever's the current API level today.
        minSdkVersion 24
        targetSdkVersion 29
        versionCode questshockVersionCode
        versionName questshockVersionName

        externalNativeBuild {
            cmake {
                // engine/CMakeLists.txt's own dependency-selection options
                // (see engine/CMakeLists.txt near the top): SDL2 via
                // find_package (our Android SDL2 build installs a real CMake
                // config, unlike the desktop build's older bundled copy);
                // SDL2_mixer and FluidSynth via the same build_ext/ BUNDLED
                // convention the desktop build already uses (populated in the
                // scratch engine copy by prepare-android-project.sh from
                // prebuiltDir). ANDROID_GL4ES_DIR is read by
                // android/engine-patches/02-android-opengl-es.patch, which
                // add_subdirectory()'s it to compile gl4es from source as
                // part of this same CMake configure, instead of linking a
                // prebuilt .so - so gl4es-patches/ changes just need a normal
                // rebuild here, not a build-image rebuild.
                // The CMAKE_FIND_ROOT_PATH* overrides below are needed
                // because the NDK toolchain file restricts find_package/
                // find_path/find_library to its own sysroot by default,
                // which would otherwise miss our custom-installed SDL2 (see
                // build-image/Dockerfile's SDL2_mixer build, which hit the
                // exact same thing).
                // -Wl,-z,max-page-size=16384: NDK 26 doesn't 16 KB-align ELF
                // LOAD segments by default (only automatic in NDK 28+) - see
                // build-image/Dockerfile's ANDROID_16KB_LDFLAGS, which does
                // the same for the prebuilt SDL2/SDL2_mixer/fluidsynth-lite
                // .so's this links against (gl4es is compiled here with the
                // same flag passed straight through, see its add_subdirectory
                // above).
                // ANDROID_EXTRA_SOURCES is a semicolon-separated CMake list,
                // not shell-split - AGP passes each "arguments" string
                // straight through as one argv element to cmake, so the
                // ';' below survives intact. ANDROID_EXTRA_INCLUDE_DIRS lets
                // engine/'s own OpenGL.cc find "xr_session.h" (see
                // android/engine-patches/10-android-openxr-cmake.patch,
                // which adds it to include_directories()).
                // USE_ANDROID_LOG/STATICLIB used to be passed to gl4es's own,
                // separate cmake invocation in build-image/Dockerfile - now
                // that it's add_subdirectory()'d into this same configure,
                // they need to be set here instead, or gl4es silently falls
                // back to stdio logging, which never reaches logcat. ANDROID
                // itself doesn't need setting here - the NDK toolchain file
                // already defines it before any CMakeLists.txt runs.
                arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \
                    "-DANDROID_PREBUILT_DIR=${prebuiltDir}", \
                    "-DANDROID_GL4ES_DIR=${gl4esDir}", \
                    "-DUSE_ANDROID_LOG=ON", "-DSTATICLIB=OFF", \
                    "-DANDROID_EXTRA_INCLUDE_DIRS=${projectDir}/src/main/cpp", \
                    "-DCMAKE_PREFIX_PATH=${prebuiltDir}/sdl2", \
                    "-DCMAKE_FIND_ROOT_PATH=${prebuiltDir}/sdl2", \
                    "-DCMAKE_FIND_ROOT_PATH_MODE_PACKAGE=BOTH", \
                    "-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
                    "-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
                    "-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
                    "-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_menu.c"
                abiFilters 'arm64-v8a'
            }
        }
    }

    externalNativeBuild {
        cmake {
            path file("${engineDir}/CMakeLists.txt")
        }
    }

    buildTypes {
        release {
            minifyEnabled false
        }
    }

    lint {
        abortOnError false
    }
}

dependencies {
    // ActivityCompat.checkSelfPermission/requestPermissions in
    // QuestShockActivity - the plain android.app.Activity APIs work the
    // same way without androidx, but ActivityCompat is the standard,
    // documented way to request runtime permissions safely.
    implementation 'androidx.core:core:1.12.0'
}
