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Actual best ways to compile for Android and IOS |
GullRaDriel
Member #3,861
September 2003
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Hi there, I have a set of .c and .h files that can be compiled as separated files or as a library, and classic programs using the set along with a Makefile. Actually I support 3 OS targets, detected in the Makefile (Solaris, Linux, Windows). I'm asking myself how to port the whole thing to Android, and what are the way to do it. if possible, I would have loved to make it whole from command lines, and a configurable support for allegro5. For IOS I never targeted that OS, and I don't even know if it supports C. Any guide/help/hint/tuto would be welcome. "Code is like shit - it only smells if it is not yours" |
Elias
Member #358
May 2000
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I have an "android" folder with the standard Android-Studio layout. And a symbolic link to the actual sources. Basically: my_game/src/main.c my_game/android/app/src/main/cpp -> my_game/src Then just "gradle buildDebug" and it builds the APK. Things like the Android keyboard or Android ads I do in my normal sources, just guarded with #ifdef. That means I don't even include the "android" folder in git as it's just the empty Allegro Android project. -- |
GullRaDriel
Member #3,861
September 2003
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Can I have that folder please ? I would be happy to adapt it. Looks like it fits my need.
"Code is like shit - it only smells if it is not yours" |
Elias
Member #358
May 2000
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http://allegro5.org/empty_allegro_game.zip unzip empty_allegro_game.zip cd empty_allegro_game/android ./gradlew installDebug As long as you had an Android device with USB debugging plugged in while doing that it should now have an app called "Empty Allegro Test". The NDK uses cmake to compile any native code - the key file to adapt for the Android build is android/app/src/main/cpp/CMakeLists.txt. -- |
GullRaDriel
Member #3,861
September 2003
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Okay, thanks for the infos/scripts. I'm going to peek into it and see how it works ! "Code is like shit - it only smells if it is not yours" |
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