uqm-hd: updated build script and Android patch
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@@ -46,12 +46,16 @@ NeedDepthBuffer=n
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# Enable OpenGL stencil buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
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NeedStencilBuffer=n
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# Try to use GLES 2.x context - will revert to GLES 1.X if unsupported by device
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# Use GLES 2.x context
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# you need this option only if you're developing 3-d app (y) or (n)
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NeedGles2=n
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# Use glshim library for provide OpenGL 1.x functionality to OpenGL ES accelerated cards (y) or (n)
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UseGlshim=
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# Use GLES 3.x context
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# you need this option only if you're developing 3-d app (y) or (n)
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NeedGles3=n
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# Use gl4es library for provide OpenGL 1.x functionality to OpenGL ES accelerated cards (y) or (n)
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UseGl4es=
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# Application uses software video buffer - you're calling SDL_SetVideoMode() without SDL_HWSURFACE and without SDL_OPENGL,
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# this will allow small speed optimization. Enable this even when you're using SDL_HWSURFACE. (y) or (n)
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@@ -173,7 +177,7 @@ AppUsesMultitouch=n
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# This option will add additional permission to Android manifest (y)/(n)
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AppRecordsAudio=n
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# Application needs to access SD card. If your data files are bigger than 5 Mb, enable it. (y) / (n)
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# Application needs to access SD card. Always disable it, unless you want to access user photos and downloads. (y) / (n)
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AccessSdCard=
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# Application needs Internet access. If you disable it, you'll have to bundle all your data files inside .apk (y) / (n)
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@@ -182,6 +186,9 @@ AccessInternet=
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# Immersive mode - Android will hide on-screen Home/Back keys. Looks bad if you invoke Android keyboard. (y) / (n)
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ImmersiveMode=
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# Hide Android system mouse cursor image when USB mouse is attached (y) or (n) - the app must draw it's own mouse cursor
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HideSystemMousePointer=
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# Application implements Android-specific routines to put to background, and will not draw anything to screen
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# between SDL_ACTIVEEVENT lost / gained notifications - you should check for them
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# rigth after SDL_Flip(), if (n) then SDL_Flip() will block till app in background (y) or (n)
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@@ -237,12 +244,18 @@ FirstStartMenuOptions=''
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# Minimum amount of RAM application requires, in Mb, SDL will print warning to user if it's lower
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AppMinimumRAM=0
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# GCC version, 4.6 (default) or 4.8, CLANG is not supported yet
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# GCC version, or 'clang' for CLANG
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NDK_TOOLCHAIN_VERSION=
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# Android platform version.
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# android-9 = Android 2.3, the earliest supported version.
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# android-18 = Android 4.3, the first version supporting GLES3.
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# android-21 = Android 5.1, the first version with SO_REUSEPORT defined.
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APP_PLATFORM=
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# Specify architectures to compile, 'all' or 'y' to compile for all architectures.
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# Available architectures: armeabi armeabi-v7a armeabi-v7a-hard x86 mips
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MultiABI='armeabi-v7a x86'
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# Available architectures: armeabi armeabi-v7a x86 mips arm64-v8a
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MultiABI='armeabi-v7a x86 arm64-v8a'
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# Optional shared libraries to compile - removing some of them will save space
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# MP3 support by libMAD is encumbered by patents and libMAD is GPL-ed
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@@ -255,6 +268,9 @@ CustomBuildScript=n
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# Aditional CFLAGS for application
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AppCflags='-O3 -DGFXMODULE_SDL -DNETPLAY=NETPLAY_FULL -DHAVE_JOYSTICK -DHAVE_ZIP=1 -DTHREADLIB_SDL -DUSE_INTERNAL_MIKMOD'
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# Aditional C++-specific compiler flags for application, added after AppCflags
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AppCppflags=''
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# Additional LDFLAGS for application
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AppLdflags=''
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@@ -286,3 +302,6 @@ AdmobBannerSize=
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# Google Play Game Services application ID, required for cloud saves to work
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GooglePlayGameServicesId=
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# The app will open files with following extension, file path will be added to commandline params
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AppOpenFileExtension=''
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