3f08e4cbf4
Run directly it fails with: `./make.sh: 203: Syntax error: "(" unexpected` A scan on https://www.shellcheck.net/ shows too many issues, this needs to be redesigned a lot to be clean of bashisms |
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gradle/wrapper | ||
src/main/java | ||
Android.mk | ||
AndroidManifest.xml | ||
banner.png | ||
build.gradle | ||
generate_assets.sh | ||
gradlew | ||
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icon-dbg.png | ||
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make_deps.sh | ||
make.sh | ||
README.ANDROID |
================================================================================ SUPERTUXKART ================================================================================ -------------------------------------------------------------------------------- SYSTEM REQUIREMENTS -------------------------------------------------------------------------------- To run SuperTuxKart on Android, you need a device that meets following requirements: - Android 4.1 or later - Processor compatible with armv7 or x86 - GPU that supports OpenGL ES 2.0 - 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, imagemagick, cmake, vorbis-tools, pngquant Additionally some dependencies for optimize_data script: advancecomp, libjpeg-progs, optipng Before compilation you must download dependencies-android-src.tar.xz from: https://github.com/supertuxkart/dependencies/releases Choose the corresponding STK version you are compiling, use "preview" for git. It contains sources of libraries that are used in STK, but are not available in stk-code repository (curl, freetype, openal...). These libraries are compiled and then statically linked with STK by the Android build script. You need to extract that packed file to stk-code/lib directory, so that the directory will have following structure: > stk-code > build > data > lib > angelscript > bullet > curl > enet > freetype > ... > src > ... You also need Android SDK for android-26 platform or later (SDL2 requirement) and Android NDK. Version r23 is recommended, because it's known that it works without issues. r24 or later is not compatible because it removes Android 4.1 support (https://github.com/android/ndk/wiki/Changelog-r23#announcements) 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. 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. 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 # Optional for STK_MIN_ANDROID_SDK, STK_TARGET_ANDROID_SDK and STK_NDK_VERSION # If unset it will use the below values export STK_MIN_ANDROID_SDK=16 export STK_TARGET_ANDROID_SDK=30 export STK_NDK_VERSION=23.1.7779620 ./generate_assets.sh ./make_deps.sh ./make.sh You may need to add org.gradle.jvmargs=-XX:MaxHeapSize=2048m -Xmx2048m to .gradle/gradle.properties if you see java.lang.OutOfMemoryError / Java heap space execption error. -------------------------------------------------------------------------------- ENVIRONMENT VARIABLES -------------------------------------------------------------------------------- COMPILE_ARCH - Allows one to choose CPU architecture for which the package will be compiled. Possible values: all, armv7, aarch64, x86, x86_64. Default is: all. BUILD_TYPE - Allows one to set build type. Possible values: debug, release, beta. Default is: debug. BUILD_TOOLS_VER - Allows to override the SDK build-tools version. SDK_PATH - Path to SDK directory NDK_PATH - Path to NDK directory, it should include a list of installed NDK version folders PROJECT_VERSION - Set Supertuxkart version number, for example "0.9.3" or "git20170409" or whatever. The version must match with file assets/data/supertuxkart.$PROJECT_VERSION and that file must exist, because it is used for extracting and loading game data. Default is: git. PROJECT_CODE - Set Supertuxkart version code that is used in the manifest file. Default is: 1. -------------------------------------------------------------------------------- RELEASE BUILD -------------------------------------------------------------------------------- Making a release build is similar to typical compilation, but there are few additional things to do. You have to set PROJECT_VERSION variable. This is important, because assets manager in STK checks that value 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. The PROJECT_CODE variable typically should be set to a value higher than for previous release, so that users will receive the upgrade. Before compilation you have to set: export BUILD_TYPE=release It's also needed to set STK_STOREPASS, STK_KEYSTORE and STK_ALIAS environment variables, so that the apk files can be signed. and then you make standard compilation with: ./generate_assets.sh ./make_deps.sh ./make.sh