d2dc58391b
build / build (push) Successful in 2m26s
- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a menu-toggle button) plus ray/quad hit-testing, and a visible laser-pointer line drawn from the controller toward the hit point. - xr_menu.c/h + MenuOverlay.java: a second composition-layer quad, toggled by a controller button, showing an off-screen, never-attached Android View tree (one "Keyboard" button so far) driven by synthetic touch events computed from the laser ray's hit UV. - Migrate gl4es from a prebuilt binary baked into the Docker build-image to a vendored source snapshot (android/gl4es-src/) compiled from source at APK build time via CMake add_subdirectory(), patched through a new android/gl4es-patches/ (mirrors the existing engine-patches/ pattern). This was needed to track down and fix a bug hit while building the menu: gl4es's fixed-pipeline emulation (fpe.c) was unconditionally substituting its own shader onto the menu's draw call (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so its fpe_IsEmpty() check could never see the state as empty), making the menu quad show the game's own rendering instead of its own content. Fixed by routing the menu's blit through a real glBlitFramebuffer() call instead of a shader-based draw, which gl4es's fpe.c has nothing to intercept - documented in README.md's new "Debugging notes" section. - Renumber android/engine-patches/ to close the gap left by removing an unrelated diagnostic-only patch, and strip investigation-journal comments and dead diagnostic code (temporary tracing, env-var probes) left over from finding the bug above. - Restructure README.md into numbered sections, document every engine/gl4es patch, add Android Studio dev/testing-cycle instructions, and generalize Quest-specific wording to any OpenXR headset. Update NOTICE.txt to match (gl4es is now vendored/patched source, not a prebuilt binary; add the OpenXR-SDK loader).
41 lines
1.7 KiB
Bash
Executable File
41 lines
1.7 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Builds the Quest APK - see build-image/prepare-android-project.sh (which
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# this calls) for how android/ gets scratch, patched copies of engine/ and
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# gl4es-src/, the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts,
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# and bundled assets staged in. Run via ../run-image.sh (or directly, if
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# already inside this image - see the Makefile's `apk` target).
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#
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# Unlike build-engine.sh, this step needs network access: Gradle/AGP's
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# own dependency resolution isn't prebuilt into the image (see
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# build-image/Dockerfile's comment on that trade-off).
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set -euo pipefail
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REPO_ROOT="$(pwd)"
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ANDROID_DIR="$REPO_ROOT/android"
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bash "$REPO_ROOT/build-image/prepare-android-project.sh"
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echo "== Determining version (shared with 'make package', see build-image/version.sh) =="
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git config --global --add safe.directory "$REPO_ROOT" 2>/dev/null || true
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VERSION="$("$REPO_ROOT/build-image/version.sh")"
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# versionName (VERSION, above) can be anything, but Android's versionCode
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# must be a positive, monotonically-increasing integer - the commit count
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# is a simple, deterministic stand-in for that.
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VERSION_CODE="$(git -C "$REPO_ROOT" rev-list --count HEAD)"
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echo "Version: $VERSION (versionCode $VERSION_CODE)"
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echo "== Building the APK (gradlew assembleDebug) =="
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cd "$ANDROID_DIR"
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./gradlew --no-daemon assembleDebug \
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"-PquestshockVersionName=$VERSION" "-PquestshockVersionCode=$VERSION_CODE"
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APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
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[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after assembleDebug" >&2; exit 1; }
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mkdir -p "$REPO_ROOT/dist"
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PKG_NAME="questshock-$VERSION-android-arm64.apk"
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cp "$APK" "$REPO_ROOT/dist/$PKG_NAME"
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echo "== Done =="
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echo "APK: $REPO_ROOT/dist/$PKG_NAME"
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