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/; prebuiltDir is the // Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts - both 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("${projectDir}/../engine.properties").withInputStream { engineProps.load(it) } def engineDir = engineProps.getProperty('engineDir') if (engineDir == null) { throw new GradleException("android/engine.properties is missing 'engineDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly") } def prebuiltDir = engineProps.getProperty('prebuiltDir') if (prebuiltDir == null) { throw new GradleException("android/engine.properties is missing 'prebuiltDir' - run via build-apk.sh or prepare-android-project.sh, not gradlew directly") } // Set by build-apk.sh (see build-image/version.sh, shared with the // desktop tarball's versioning) via -PquestshockVersionName/Code. Default // here only covers a direct, unsupported `gradlew` invocation. def questshockVersionName = project.hasProperty('questshockVersionName') ? project.property('questshockVersionName') : '0.0.0-dev' def questshockVersionCode = project.hasProperty('questshockVersionCode') ? project.property('questshockVersionCode').toInteger() : 1 // Auto-refreshes the staged, patched engine/ copy and prebuilt libraries // (see build-image/prepare-android-project.sh --host-paths, and the // engineDir/prebuiltDir properties read above) so a plain Android Studio // build/run can never silently compile against a stale scratch copy after // engine/ or android/engine-patches/ change - previously a manual, easy to // forget re-run. inputs/outputs are declared so Gradle skips the (Docker- // invoking, not free) step entirely when nothing relevant actually changed, // keeping pure-Java edit/run cycles fast. def repoRoot = file("${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.file("${repoRoot}/build-image/Dockerfile") outputs.dir("${repoRoot}/build/android-engine") 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_PREBUILT_DIR is also read directly by // android/engine-patches/02-android-opengl-es.patch, for gl4es. // 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/ // gl4es .so's this links against. // 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/11-android-openxr-cmake.patch, // which adds it to include_directories()). arguments "-DENABLE_SDL2=ON", "-DENABLE_SOUND=BUNDLED", "-DENABLE_FLUIDSYNTH=BUNDLED", \ "-DANDROID_PREBUILT_DIR=${prebuiltDir}", \ "-DANDROID_EXTRA_INCLUDE_DIRS=${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" 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' }