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Improve docs on compiling for Android for 2.1

Based on @KelinciFX's work in #214.
Rémi Verschelde 9 years ago
parent
commit
abd37b7b83
1 changed files with 80 additions and 105 deletions
  1. 80 105
      reference/compiling_for_android.rst

+ 80 - 105
reference/compiling_for_android.rst

@@ -21,16 +21,17 @@ Requirements
 
 
 For compiling under Windows, Linux or OSX, the following is required:
 For compiling under Windows, Linux or OSX, the following is required:
 
 
--  Python 2.7+ (3.0 is untested as of now).
--  SCons build system.
+-  Python 2.7+ (3.0 is untested as of now)
+-  SCons build system
+-  [Windows only] PyWin32 (optional, for parallel compilation)
 -  Android SDK version 19 [Note: Please install all Tools and Extras of sdk manager]
 -  Android SDK version 19 [Note: Please install all Tools and Extras of sdk manager]
 -  Android build tools version 19.1
 -  Android build tools version 19.1
--  Android NDK
--  Gradle
--  OpenJDK 6 or later (or Oracle JDK 6 or later)
+-  Android NDK r10e or later
+-  Gradle (will be downloaded and installed automatically if missing)
+-  JDK 6 or later (either OpenJDK or Oracle JDK) - JDK 9 is untested as of now
 
 
-Setting up SCons
-----------------
+Setting up the buildsystem
+--------------------------
 
 
 Set the environment variable ANDROID_HOME to point to the Android
 Set the environment variable ANDROID_HOME to point to the Android
 SDK.
 SDK.
@@ -43,66 +44,12 @@ To set those environment variables on Windows, press Windows+R, type
 pane, then click on **Environment variables** on the window that
 pane, then click on **Environment variables** on the window that
 appears.
 appears.
 
 
-To set those environment variables on Linux, use
+To set those environment variables on Unix (e.g. Linux, Mac OSX), use
 ``export ANDROID_HOME=/path/to/android-sdk`` and
 ``export ANDROID_HOME=/path/to/android-sdk`` and
 ``export ANDROID_NDK_ROOT=/path/to/android-ndk``.
 ``export ANDROID_NDK_ROOT=/path/to/android-ndk``.
 
 
-Compiling
----------
-
-Go to the root dir of the engine source code and type:
-
-::
-
-    C:\godot> scons platform=android
-
-This should result in a regular .so in ``\bin`` folder as if it was
-compiled with flags: ``tools=no target=debug``. The resulting file will
-be huge because it will contain all debug symbols, so for next builds,
-using ``target=release_debug`` or ``target=release`` is recommended.
-
-Copy the .so to the ``libs/armeabi`` Android folder (or symlink if you are
-in Linux or OSX). Note: Git does not support empty directories so you
-will have to create it if it does not exist:
-
-::
-
-    C:\godot> mkdir platform/android/java/libs
-    C:\godot> mkdir platform/android/java/libs/armeabi
-
-Then copy:
-
-::
-
-    C:\godot> copy bin/libgodot.android.<version>.so platform/android/java/libs/armeabi/libgodot_android.so
-
-Or alternatively, if you are under a Unix system you can symlink:
-
-::
-
-    user@host:~/godot$ ln -s bin/libgodot.android.<version>.so platform/android/java/libs/armeabi/libgodot_android.so
-
-Remember that only *one* of libgodot_android.so must exist for each
-platform, for each build type (release, debug, etc), it must be
-replaced.
-
-**Note**: The file inside ``libs/armeabi`` must be renamed to
-**"libgodot_android.so"**, or else unsatisfied link error will happen
-at runtime.
-
-If you also want to include support for x86 Android, add the following
-compile flag: ``android_arch=x86``, then copy/symlink the resulting binary to
-the ``x86`` folder:
-
-::
-
-    C:\godot> copy bin/libgodot.android.<version>.x86.so platform/android/java/libs/x86/libgodot_android.so
-
-This will create a fat binary that works in both platforms, but will add
-about 6 megabytes to the APK.
-
 Toolchain
 Toolchain
----------
+~~~~~~~~~
 
 
 We usually try to keep the Godot Android build code up to date, but
 We usually try to keep the Godot Android build code up to date, but
 Google changes their toolchain versions very often, so if compilation
 Google changes their toolchain versions very often, so if compilation
@@ -113,74 +60,99 @@ the current number, then set the following environment variable:
 
 
     NDK_TARGET (by default set to "arm-linux-androideabi-4.9")
     NDK_TARGET (by default set to "arm-linux-androideabi-4.9")
 
 
-Building the APK
-----------------
-
-To compile the APK, go to the Java folder and run ``gradlew.bat build``
-(or ``./gradlew build`` on Unix):
-
-::
+Building the export templates
+-----------------------------
 
 
-    C:\godot\platform\android\java> gradlew.bat build
+Godot needs two export templates for Android: the optimized "release"
+template (`android_release.apk`) and the debug version (`android_debug.apk`).
+Compiling the standard export templates is done by calling scons with
+the following arguments:
 
 
+-  Release template (used when exporting with "Debugging Enabled" OFF)
 
 
-In the ``java/bin`` subfolder, the resulting apk can be used as export
-template.
+::
 
 
-**Note:** If you reaaaally feel oldschool, you can copy your entire game
-(or symlink) to the assets/ folder of the Java project (make sure
-engine.cfg is in assets/) and it will work, but you lose all the
-benefits of the export system (scripts are not byte-compiled, textures
-not converted to Android compression, etc. so it's not a good idea).
+    C:\godot> scons platform=android target=release
+    C:\godot> cd platform/android/java
+    C:\godot\platform\android\java> gradlew build
 
 
-Compiling export templates
---------------------------
+The resulting APK is in:
 
 
-Godot needs the freshly compiled APK as export templates. It opens the
-APK, changes a few things inside, adds your file and spits it back. It's
-really handy! (and required some reverse engineering of the format).
+::
 
 
-Compiling the standard export templates is done by calling scons with
-the following arguments:
+    bin\android_release.apk
 
 
--  (debug)
+-  Debug template (used when exporting with "Debugging Enabled" ON)
 
 
 ::
 ::
 
 
     C:\godot> scons platform=android target=release_debug
     C:\godot> scons platform=android target=release_debug
-    C:\godot> cp bin/libgodot_android.opt.debug.so platform/android/java/libs/armeabi/libgodot_android.so
     C:\godot> cd platform/android/java
     C:\godot> cd platform/android/java
-    C:\godot\platform\android\java> gradlew.bat build
+    C:\godot\platform\android\java> gradlew build
 
 
-Resulting APK is in:
+The resulting APK is in:
 
 
 ::
 ::
 
 
-    platform/android/java/build/outputs/apk/java-release-unsigned.apk
+    bin\android_debug.apk
 
 
--  (release)
+Faster compilation
+~~~~~~~~~~~~~~~~~~
+
+If you are on Unix or installed PyWin32 on Windows and have multiple CPU
+cores available, you can speed up the compilation by adding the ``-jX``
+argument to the SCons command, where ``X`` is the number of cores that you
+want to allocate to the compilation, e.g. ``scons -j4``.
+
+
+Adding support for x86 devices
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+If you also want to include support for x86 devices, run the scons command
+a second time with the ``android_arch=x86`` argument before building the APK
+with Gradle. For example for the release template:
 
 
 ::
 ::
 
 
     C:\godot> scons platform=android target=release
     C:\godot> scons platform=android target=release
-    C:\godot> cp bin/libgodot_android.opt.so platform/android/java/libs/armeabi/libgodot_android.so
+    C:\godot> scons platform=android target=release android_arch=x86
     C:\godot> cd platform/android/java
     C:\godot> cd platform/android/java
-    C:\godot\platform\android\java> gradlew.bat build
+    C:\godot\platform\android\java> gradlew build
 
 
-Resulting APK is in:
+This will create a fat binary that works in both platforms, but will add
+about 6 megabytes to the APK.
 
 
-::
+Troubleshooting
+~~~~~~~~~~~~~~~
 
 
-    platform/android/java/build/outputs/apk/java-release-unsigned.apk
+It might be necessary to clean the build cache between two APK compilations,
+as some users have reported issues when building the two export templates
+one after the other.
 
 
-(same as before)
+Using the export templates
+--------------------------
 
 
-They must be copied to your templates folder with the following names:
+As export templates for Android, Godot needs release and debug APKs that
+were compiled against the same version/commit as the editor. If you are
+using official binaries for the editor, make sure to install the matching
+export templates, or to build your own from the same version.
 
 
-::
+When exporting your game, Godot opens the APK, changes a few things inside,
+adds your file and spits it back. It's really handy! (and required some
+reverse engineering of the format).
+
+Installing the templates
+~~~~~~~~~~~~~~~~~~~~~~~~
+
+The newly-compiled templates (android_debug.apk and android_release.apk)
+must be copied to Godot's templates folder with their respective names.
+The templates folder can be located in:
+
+-  Windows: ``C:\Users\[username]\AppData\Roaming\Godot\templates``
+-  Linux: ``/home/[username]/.godot/templates``
+-  Mac OSX: ``/users/[username]/.godot/templates``
 
 
-    android_debug.apk
-    android_release.apk
+.. TODO: Move these paths to a common reference page
 
 
 However, if you are writing your custom modules or custom C++ code, you
 However, if you are writing your custom modules or custom C++ code, you
 might instead want to configure your APKs as custom export templates
 might instead want to configure your APKs as custom export templates
@@ -189,8 +161,9 @@ here:
 .. image:: /img/andtemplates.png
 .. image:: /img/andtemplates.png
 
 
 You don't even need to copy them, you can just reference the resulting
 You don't even need to copy them, you can just reference the resulting
-file in the ``bin\`` directory of your Godot source folder, so the next
-time you build you automatically have the custom templates referenced.
+file in the ``bin\`` directory of your Godot source folder, so that the
+next time you build you will automatically have the custom templates
+referenced.
 
 
 Troubleshooting
 Troubleshooting
 ---------------
 ---------------
@@ -202,7 +175,7 @@ Android might complain the application is not correctly installed. If
 so, check the following:
 so, check the following:
 
 
 -  Check that the debug keystore is properly generated.
 -  Check that the debug keystore is properly generated.
--  Check that jarsigner is from JDK6.
+-  Check that jarsigner is from JDK 6, 7 or 8.
 
 
 If it still fails, open a command line and run logcat:
 If it still fails, open a command line and run logcat:
 
 
@@ -221,7 +194,9 @@ Application exits immediately
 If the application runs but exits immediately, there might be one of the
 If the application runs but exits immediately, there might be one of the
 following reasons:
 following reasons:
 
 
--  libgodot_android.so is not in ``libs/armeabi``
+-  Make sure to use export templates that match your editor version; if
+   you use a new Godot version, you *have* to update the templates too.
+-  libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``
 -  Device does not support armv7 (try compiling yourself for armv6)
 -  Device does not support armv7 (try compiling yourself for armv6)
 -  Device is Intel, and apk is compiled for ARM.
 -  Device is Intel, and apk is compiled for ARM.