#!/usr/bin/env bash # Prepares android/ to be built: a scratch, patched copy of engine/ (see # android/engine-patches/ - engine/ itself is never modified), the # Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es prebuilts staged into # jniLibs, bundled assets, and android/engine.properties (engineDir/ # prebuiltDir, read by android/app/build.gradle). Always run inside this # image (via ../run-image.sh, or directly if already inside it) - it # reads from /opt/prebuilt/android/*, which only exists there. # # Two modes: # (no args) - for build-apk.sh's own gradlew, invoked in this same # container - engine.properties points at this # container's own paths (e.g. /workspace/build/...). # --host-paths - for building android/ natively in Android Studio on # the HOST afterwards, instead of via build-apk.sh. # Needs HOST_REPO_ROOT (set by run-image.sh) to know # this container's bind-mounted repo root's path on # the host, since a plain container-internal path # like /workspace/... doesn't resolve there. Also # exports /opt/prebuilt/android (host-invisible, # image-only) to build/android-prebuilt so a host-side # CMake configure can actually find it. set -euo pipefail HOST_PATHS=0 if [ "${1:-}" = "--host-paths" ]; then HOST_PATHS=1 fi REPO_ROOT="$(pwd)" ANDROID_DIR="$REPO_ROOT/android" SCRATCH_ENGINE="$REPO_ROOT/build/android-engine" PREBUILT_EXPORT_DIR="$REPO_ROOT/build/android-prebuilt" echo "== Preparing a scratch, patched copy of engine/ ==" rm -rf "$SCRATCH_ENGINE" mkdir -p "$(dirname "$SCRATCH_ENGINE")" cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE" for p in "$ANDROID_DIR"/engine-patches/*.patch; do patch -p1 -d "$SCRATCH_ENGINE" < "$p" done echo "== Wiring up prebuilt Android SDL2_mixer/fluidsynth-lite (BUNDLED mode, like the desktop build) ==" mkdir -p "$SCRATCH_ENGINE/build_ext/built_sdl_mixer" "$SCRATCH_ENGINE/build_ext/fluidsynth-lite" cp -a /opt/prebuilt/android/sdl2_mixer/. "$SCRATCH_ENGINE/build_ext/built_sdl_mixer/" mkdir -p "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src" cp -a /opt/prebuilt/android/fluidsynth-lite/lib/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/src/" cp -a /opt/prebuilt/android/fluidsynth-lite/include/. "$SCRATCH_ENGINE/build_ext/fluidsynth-lite/include/" if [ "$HOST_PATHS" -eq 1 ]; then : "${HOST_REPO_ROOT:?--host-paths needs HOST_REPO_ROOT set - run via ./run-image.sh, not directly}" echo "== Exporting prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es for host-side use ==" rm -rf "$PREBUILT_EXPORT_DIR" cp -a /opt/prebuilt/android "$PREBUILT_EXPORT_DIR" ENGINE_DIR_PROP="$HOST_REPO_ROOT/build/android-engine" PREBUILT_DIR_PROP="$HOST_REPO_ROOT/build/android-prebuilt" else ENGINE_DIR_PROP="$SCRATCH_ENGINE" PREBUILT_DIR_PROP="/opt/prebuilt/android" fi { echo "engineDir=$ENGINE_DIR_PROP" echo "prebuiltDir=$PREBUILT_DIR_PROP" } > "$ANDROID_DIR/engine.properties" echo "== Staging bundled assets (shaders, soundfont, get-assets text) ==" ASSETS_DIR="$ANDROID_DIR/app/src/main/assets" rm -rf "$ASSETS_DIR" mkdir -p "$ASSETS_DIR/shaders" "$ASSETS_DIR/res" # GLES ports of engine/shaders/ (see android/gles-shaders/ and # android/engine-patches/04-android-opengl-es-render.patch) - not # engine/shaders/ itself, which is desktop-only GLSL. cp -a "$ANDROID_DIR/gles-shaders/." "$ASSETS_DIR/shaders/" cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2" cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt" echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/gl4es .so's into jniLibs ==" JNI_LIBS_DIR="$ANDROID_DIR/app/src/main/jniLibs/arm64-v8a" rm -rf "$ANDROID_DIR/app/src/main/jniLibs" mkdir -p "$JNI_LIBS_DIR" find /opt/prebuilt/android/sdl2/lib /opt/prebuilt/android/sdl2_mixer/lib /opt/prebuilt/android/fluidsynth-lite/lib \ /opt/prebuilt/android/gl4es/lib \ -name '*.so' -exec cp -a {} "$JNI_LIBS_DIR/" \; echo "== Done ==" echo "engineDir=$ENGINE_DIR_PROP" echo "prebuiltDir=$PREBUILT_DIR_PROP" if [ "$HOST_PATHS" -eq 1 ]; then echo "android/ is ready to open and build natively in Android Studio on the host." fi