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We can use github issues for it. |
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res | ||
Android.mk | ||
AndroidManifest.xml | ||
build.gradle | ||
build.xml | ||
generate_assets.sh | ||
make.sh | ||
README.ANDROID |
================================================================================ SUPERTUXKART ================================================================================ -------------------------------------------------------------------------------- SYSTEM REQUIREMENTS -------------------------------------------------------------------------------- To run SuperTuxKart on Android, you need a device that meets following requirements: - Android 4.4 or later - Processor compatible with armv7 or x86 - GPU that supports OpenGL ES 3.0 - 1 GB RAM (STK uses ~150 MB in minimal configuration) - 300 MB of free space on internal storage - Touch screen or external keyboard -------------------------------------------------------------------------------- COMPILATION -------------------------------------------------------------------------------- The build scripts are designed to run under linux. They may work under cygwin after some tweaks, but atm. only linux is supported. Dependencies list (may be incomplete): autoconf, automake, make, python, gradle, ant, imagemagick, cmake, vorbis-tools Additionally some dependencies for optimize_data script: advancecomp, libjpeg-progs, optipng Before compilation you must download the package with dependencies from: https://github.com/supertuxkart/dependencies and extract it to stk-code/lib. It contains sources of libraries that are used in STK, but are not availiable in stk-code repository (curl, freetype, openal). You need also Android SDK for android-19 platform (the API for Android 4.4) and Android NDK. Note that NDK >= r15b is atm. not supported. Version r12b is strongly recommended, because it's known that it works without issues. You need to create proper "android-sdk" and "android-ndk" symlinks in the directory with Android project, so that the compilation script will have access to the SDK and NDK. These paths can be also set in SDK_PATH and NDK_PATH environmental variables. Before running the compilation, run the generate_assets script, so that selected assets will be copied to "assets" directory, and then included in the apk file. You can select different karts and tracks by setting KARTS and TRACKS variables in the generate_assets.sh script at the beginning of file. When you are creating the assets directory manually, note that the directories.txt file is urgently needed and it is used by the application for extracting assets. If the assets directory is already prepared, you can run "./make.sh" command to build the project and create an apk file. Note that all arguments are passed to the make command, so that you can run "./make.sh -j5" for multi-threaded build. If you want to prepare a package for particular architecture, you can choose it by setting the COMPILE_ARCH environmental variable. At this stage, supported architectures are "armv7", "x86" and "aarch64". The default is "armv7". You can choose build type by setting BUILD_TYPE environment variable to "debug" or "release". The default is debug build. Note that if you choose release build, you have to manually sign the apk with your key and run zipalign. Additionally you can choose the build tool by setting BUILD_TOOL environment variable to "gradle" or "ant". Note that ant has been already removed from Android SDK, so you have to use SDK <= 25.2.5 for building with ant. By default the BUILD_TOOL is set to "gradle". You can override the SDK build-tools version by setting the BUILD_TOOLS_VER environment variable. Basically if all dependencies are installed in the system, it should be enough to just run: export SDK_PATH=/path/to/your/android/sdk export NDK_PATH=/path/to/your/android/ndk ./generate_assets.sh ./make.sh -j5 -------------------------------------------------------------------------------- RELEASE BUILD -------------------------------------------------------------------------------- Making a release build is similar to typical compilation, but there are few additional things to do. You have to change version numbers. This is important, because assets manager in STK checks these numbers and detects if already extracted data files are up to date. So that when you will install new STK version, this will force new data extraction automatically. So that you have to: 1. Change "data/supertuxkart.git" to "data/supertuxkart.VERSION_NUMBER" 2. Open "src/utils/constants.cpp" and change: const char STK_VERSION[] = "git"; to const char STK_VERSION[] = "VERSION_NUMBER"; where "VERSION_NUMBER" is for example "0.9.3" or "git20170409" or whatever. 3. You can also update these lines in "android/AndroidManifest.xml": android:versionCode="1" android:versionName="1.0" Before compilation you have to set: export BUILD_TYPE=release and then you make standard compilation with: ./generate_assets.sh ./make.sh -j5 The compiled apk is unsigned, so you have to sign it with your key. To sign it, you have to run: jarsigner -verbose -sigalg SHA1withRSA -digestalg SHA1 -keystore \ my-release-key.keystore SuperTuxKart-release-unsigned.apk alias_name and then: zipalign -v 4 SuperTuxKart-release-unsigned.apk SuperTuxKart-release.apk