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* Update Android java code (#7820)Maksim2018-12-02
| | | | | | | | | | | | | | | Targets SDK 26 as required by the playstore. Fixes screen auto-rotation closing game. Hides on-screen navigation bar if present. Update gradlew. Fix display aspect on 18+/:9 displays (like a Samsung Galaxy S9). Remove small app icons, not required. Fix xml in unpacking activity. Support Android permission: On Android 6.0+ you need to manually give write permission (as required by google). Background during unpacking (just a demo for now). Material Design: no more Android 2 interface. Immersive mode (Android 4.4+ - hide NavBar for fullscreen mode).
* Upgrade Android build to Gradle build systemShadowNinja2016-04-28
The old Ant build system has been deprecated for a while and new development is focused on Gradle. I also removed a hardcoded string that lint caught and moved the patch files to a subdirectory. I left the JNI files in the root directory.
m">This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef L_SETTINGS_H_ #define L_SETTINGS_H_ #include "lua_api/l_base.h" class Settings; class LuaSettings : public ModApiBase { private: static const char className[]; static const luaL_reg methods[]; // garbage collector static int gc_object(lua_State* L); // get(self, key) -> value static int l_get(lua_State* L); // get_bool(self, key) -> boolean static int l_get_bool(lua_State* L); // set(self, key, value) static int l_set(lua_State* L); // remove(self, key) -> success static int l_remove(lua_State* L); // get_names(self) -> {key1, ...} static int l_get_names(lua_State* L); // write(self) -> success static int l_write(lua_State* L); // to_table(self) -> {[key1]=value1,...} static int l_to_table(lua_State* L); Settings* m_settings; std::string m_filename; public: LuaSettings(const char* filename); ~LuaSettings(); // LuaSettings(filename) // Creates an LuaSettings and leaves it on top of stack static int create_object(lua_State* L); static LuaSettings* checkobject(lua_State* L, int narg); static void Register(lua_State* L); }; #endif