* configure script to build libprojectM with NDK
Allows to cross compile libprojectM library using
Android's toolchain for an arm target.
Tested on Ubuntu.
* Android-NDK: Build .so as well as .a
* Adjust CPPFLAGS to make the .so actually usable
* WIP: crashes in trying to link egl
* Add libEGL to linking flags, so that libprojectM.so depends on libEGL.so
* configure-ndk: set install paths
By setting prefix, libdir and datarootdir it's possible to simply do
$ ./autogen.sh
$ ./configure-ndk
$ make -j`nproc` && make install-strip
to build the library, copy it and headers to the right place, and install
all presets as Android assets for inclusion in the apk.
* Let gradle include libc++_shared.so
No need to include this manually, better to let gradle pull in the
version from the NDK toolchain in use.
* Load jniwrapper
Get boring UnsatisfiedLinkError otherwise.
* Extract and use embedded preset assets
Now ProjectM will cycle through all available presets
based on default settings.
* Add precompiled preset assets
* Don't leak existing instance when creating new one
* A few minor Android build changes: use GLESv3 instead, do not try to build SDL under NDK
* Mark GLESv3 as required.
On some rockchip devices I tested on - only v2 is supported.
projectM fails on glGetSampler calls, since those are not implemented.
* Make Activity full screen
* Android:
- hook up basic audio
- start on a random preset
- switch presets on touch
* Android package rename
* Android: do not story a copy of all presets inside android app
After building the android app's dependecies using NDK,
`make install-strip` copies over the prebuilt libraries
as well as all the presets. Since they are stored in this
git repo, no need to store a copy.
I leave a few test presests in the app, in case someone
wants to try building the app without rebuilding the dependencies.