80 lines
3.1 KiB
Bash
Executable File
80 lines
3.1 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Build the Android APK end to end: native GDExtension .so -> Godot export -> (opt) install.
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#
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# ./export-android.sh [Debug|Release] [--install]
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#
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# Prereqs (one-time), see docs/PLATFORMS.md:
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# - Android SDK at ~/Library/Android/sdk with an NDK under ndk/<ver>
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# (sdkmanager "ndk;27.2.12479018" "platforms;android-35" "build-tools;35.0.0")
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# - JDK 17+ (brew install openjdk@21)
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# - Godot 4.7.1 export templates installed
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# - ./gen-debug-keystore.sh (once)
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# - editor_settings-4.7.tres: export/android/{android_sdk_path,java_sdk_path,debug_keystore}
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set -euo pipefail
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cd "$(dirname "$0")"
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CONFIG="${1:-Debug}"
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INSTALL=0
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[ "${2:-}" = "--install" ] && INSTALL=1
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SDK="${ANDROID_HOME:-${ANDROID_SDK_ROOT:-$HOME/Library/Android/sdk}}"
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export ANDROID_NDK_ROOT="${ANDROID_NDK_ROOT:-$SDK/ndk/$(ls -1 "$SDK/ndk" 2>/dev/null | sort -V | tail -1)}"
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export JAVA_HOME="${JAVA_HOME:-/opt/homebrew/opt/openjdk@21/libexec/openjdk.jdk/Contents/Home}"
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[ -d "$JAVA_HOME" ] || export JAVA_HOME=/opt/homebrew/opt/openjdk/libexec/openjdk.jdk/Contents/Home
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GODOT="${GODOT:-godot}"
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ADB="${ADB:-$SDK/platform-tools/adb}"
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case "$CONFIG" in
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Release)
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MODE="--export-release"
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OUT="build/export/mtgodot-poc-release.apk"
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;;
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*)
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MODE="--export-debug"
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OUT="build/export/mtgodot-poc.apk"
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;;
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esac
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echo ">> NDK: $ANDROID_NDK_ROOT"
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echo ">> JDK: $JAVA_HOME"
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# 1. native GDExtension
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./build-android.sh "$CONFIG"
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# 2. bake the AssetResolver index (PCK can't std::filesystem-scan on device).
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# Regenerate whenever assets/ changes. Harmless if assets are missing.
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"$GODOT" --headless --path project --script bake_asset_index.gd || \
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echo ">> (asset_index bake skipped — no assets on this machine)"
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# 3. Godot export
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mkdir -p build/export
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"$GODOT" --headless --path project "$MODE" "Android" "$(pwd)/$OUT"
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echo
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echo ">> APK: $OUT (index: $([ -f assets/asset_index.txt ] && echo baked || echo MISSING))"
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unzip -l "$OUT" | grep -E "lib/arm64-v8a/.*\.so" || true
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# 3. optional install (+ push the asset zip if it exists)
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if [ "$INSTALL" = 1 ]; then
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"$ADB" devices -l
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"$ADB" install -r "$OUT"
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if [ -f build/export/assets.zip ]; then
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DEST="/sdcard/Android/data/org.internal.mtgodotpoc/files/assets.zip"
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echo ">> pushing assets.zip ($(du -h build/export/assets.zip | cut -f1)) -> $DEST"
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"$ADB" shell mkdir -p /sdcard/Android/data/org.internal.mtgodotpoc/files/ || true
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"$ADB" push build/export/assets.zip "$DEST"
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if [ "$CONFIG" != "Release" ]; then
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echo ">> copying assets.zip into the Debug app user:// directory"
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# Android 14/15 may deny run-as reading /sdcard even for the app's own
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# external files directory. Stream through adb instead.
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"$ADB" shell "run-as org.internal.mtgodotpoc sh -c 'cat > files/assets.zip'" \
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< build/export/assets.zip
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fi
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else
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echo ">> NOTE: no build/export/assets.zip — run ./pack-assets.sh; the world won't render without it"
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fi
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"$ADB" shell am start -W -n org.internal.mtgodotpoc/com.godot.game.GodotAppLauncher \
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-a android.intent.action.MAIN -c android.intent.category.LAUNCHER
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echo ">> logcat: $ADB logcat -s godot GodotError Godot"
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fi
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