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wmelite:building 2014/04/17 09:48 | wmelite:building 2014/12/07 11:17 current | ||
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===== Android ===== | ===== Android ===== | ||
* Note: ARM and X86 are the currently supported platforms. There are no BASS libraries (yet) for MIPS. | * Note: ARM and X86 are the currently supported platforms. There are no BASS libraries (yet) for MIPS. | ||
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* Place your game files into the wmelite/android/assets/raw folder and rename them from ".dcp" to ".png". If you are going to distribute your game via the Google Play store, your game must not be bigger than 50 MB in total. | * Place your game files into the wmelite/android/assets/raw folder and rename them from ".dcp" to ".png". If you are going to distribute your game via the Google Play store, your game must not be bigger than 50 MB in total. | ||
* Change the package and class name of org/example/yourapppackagename/YourGameName.java located at wmelite/android/src/ into something meaningful for your game. | * Change the package and class name of org/example/yourapppackagename/YourGameName.java located at wmelite/android/src/ into something meaningful for your game. | ||
- | * You need to change the AndroidManifest.xml as well, which is located at wmelite/android/, to reflect your changes. Edit ''package="org.libsdl.app"'' and ''android:name="SDLActivity"'' to match your changes. | + | * You need to change the AndroidManifest.xml as well, which is located at wmelite/android/, to reflect your changes. Edit ''package="org.libsdl.app"'' and ''android:name="SDLActivity"'' to match your changes. Example: You changed org/example/yourapppackagename/YourGameName.java to com/mycompany/mygametype/MyGameName.java. Thus you need to fill in ''package="com.mycompany.mygametype"'' and ''android:name="MyGameName"''. |
* Edit res/values/strings.xml located at wmelite/android/ to fill in the name of your app. | * Edit res/values/strings.xml located at wmelite/android/ to fill in the name of your app. | ||
* Modify the game package and file path to point at the asset directory. Edit org/deadcode/wmelite/WMELiteFunctions.java located at wmelite/android/ and change the return values of the ''getGamePackagePath()'' and ''getGameFilePath()'' from "/mnt/sdcard" to "asset://raw". | * Modify the game package and file path to point at the asset directory. Edit org/deadcode/wmelite/WMELiteFunctions.java located at wmelite/android/ and change the return values of the ''getGamePackagePath()'' and ''getGameFilePath()'' from "/mnt/sdcard" to "asset://raw". | ||
* If you use bitmap fonts with a different locale than "US-ASCII", fill in the proper locale in the functions ''getEncodedString()'' and ''getUTFString()''. | * If you use bitmap fonts with a different locale than "US-ASCII", fill in the proper locale in the functions ''getEncodedString()'' and ''getUTFString()''. | ||
* Build the Android app. | * Build the Android app. | ||
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==== Building dependencies from source ==== | ==== Building dependencies from source ==== | ||
* Make sure you have the Android NDK installed properly. Windows users will need to install Cygwin. The command ''ndk-build'' should be in your path. | * Make sure you have the Android NDK installed properly. Windows users will need to install Cygwin. The command ''ndk-build'' should be in your path. | ||
- | * Obtain sources for the dependencies from Mercurial repository: https://bitbucket.org/hardcoredaniel/wmelite-dependencies-for-linux-and-android | + | * Obtain sources for the dependencies from Mercurial repository: https://bitbucket.org/hcdaniel/wmelite-dependencies-for-linux-and-android |
* In the dependencies/ directory, sequentially enter the directories "FreeImage3154", "libfreetype-android" and "SDL". In each of them, call the ''build.sh'' script. | * In the dependencies/ directory, sequentially enter the directories "FreeImage3154", "libfreetype-android" and "SDL". In each of them, call the ''build.sh'' script. | ||
* Go to the prebuilt/ directory and call the ''copy_android_prebuilt_libs.sh'' script. | * Go to the prebuilt/ directory and call the ''copy_android_prebuilt_libs.sh'' script. |