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Android.mk
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Android.mk
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# Basic Android.mk for libnative
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := libnative
LOCAL_ARM_MODE := arm
LOCAL_SRC_FILES :=\
android/native_audio.cpp \
audio/wav_read.cpp \
audio/mixer.cpp.arm \
base/buffer.cpp \
base/display.cpp \
base/timeutil.cpp \
base/colorutil.cpp \
base/error_context.cpp \
base/stringutil.cpp \
ext/cityhash/city.cpp \
ext/sha1/sha1.cpp \
ext/stb_image/stb_image.c \
ext/stb_vorbis/stb_vorbis.c.arm \
ext/vjson/json.cpp \
ext/vjson/block_allocator.cpp \
file/dialog.cpp \
file/fd_util.cpp \
file/easy_file.cpp \
file/chunk_file.cpp \
file/file_util.cpp \
file/zip_read.cpp \
json/json_writer.cpp \
math/curves.cpp \
math/lin/aabb.cpp.arm \
math/lin/plane.cpp.arm \
math/lin/quat.cpp.arm \
math/lin/vec3.cpp.arm \
math/lin/matrix4x4.cpp.arm \
midi/midi_input.cpp \
net/http_client.cpp \
net/resolve.cpp \
profiler/profiler.cpp \
gfx_es2/glsl_program.cpp \
gfx_es2/gl_state.cpp \
gfx_es2/draw_buffer.cpp.arm \
gfx_es2/vertex_format.cpp \
gfx_es2/fbo.cpp \
gfx/gl_debug_log.cpp \
gfx/gl_lost_manager.cpp \
gfx/texture.cpp \
gfx/texture_atlas.cpp \
gfx/texture_gen.cpp \
image/zim_load.cpp \
image/png_load.cpp \
ui/ui.cpp \
ui/ui_context.cpp \
ui/screen.cpp \
ui/virtual_input.cpp \
util/random/perlin.cpp \
util/text/utf8.cpp
LOCAL_CFLAGS := -O2 -DGL_GLEXT_PROTOTYPES -DARM -DUSING_GLES2 -fsigned-char -fno-strict-aliasing
LOCAL_CPPFLAGS := -fno-exceptions -fno-rtti -std=gnu++0x
LOCAL_LDLIBS := -lz
LOCAL_C_INCLUDES := $(LOCAL_PATH)/ext/libzip
#Portable native and separate code on android in future is easy you needs add files
#by ($(target_arch_ABI),arquitecture (armeabi-v7a , armeabi , x86 , MIPS)
ifeq ($(TARGET_ARCH_ABI), armeabi-v7a)
LOCAL_SRC_FILES += math/math_util.cpp
else ifeq ($(TARGET_ARCH_ABI),armeabi)
LOCAL_SRC_FILES += math/math_utilarmv6.cpp
endif
include $(BUILD_STATIC_LIBRARY)