# The application settings for Android libSDL port # Specify application name (e.x. My Application) AppName="GLES2 SDL test" # Specify reversed site name of application (e.x. com.mysite.myapp) AppFullName=gles2.sdl.test # Application version code (integer) AppVersionCode=1 # Application user-visible version name (string) AppVersionName="1" # Specify path to download application data in zip archive in the form 'Description|URL|MirrorURL^Description2|URL2|MirrorURL2^...' # If you'll start Description with '!' symbol it will be enabled by default, other downloads should be selected by user from startup config menu # If the URL in in the form ':dir/file.dat:http://URL/' it will be downloaded as binary BLOB to the application dir and not unzipped # If the URL does not contain 'http://' it is treated as file from 'project/jni/application/src/AndroidData' dir - # these files are put inside .apk package by build system # You can specify Google Play expansion files in the form 'obb:main.12345' or 'obb:patch.12345' where 12345 is the app version, first associated with the file AppDataDownloadUrl="!!Data|data.zip" # Reset SDL config when updating application to the new version (y) / (n) ResetSdlConfigForThisVersion=n # Delete application data files when upgrading (specify file/dir paths separated by spaces) DeleteFilesOnUpgrade="%" # Here you may type readme text, which will be shown during startup. Format is: # Text in English, use \\\\n to separate lines (that's four backslashes)^de:Text in Deutsch^ru:Text in Russian^button:Button that will open some URL:http://url-to-open/ ReadmeText='^text' # libSDL version to use (1.2/1.3/2.0) LibSdlVersion=1.2 # Specify screen orientation: (v)ertical/(p)ortrait or (h)orizontal/(l)andscape ScreenOrientation=h # Video color depth - 16 BPP is the fastest and supported for all modes, 24 bpp is supported only # with SwVideoMode=y, SDL_OPENGL mode supports everything. (16)/(24)/(32) VideoDepthBpp=24 # Enable OpenGL depth buffer (needed only for 3-d applications, small speed decrease) (y) or (n) NeedDepthBuffer=n # Enable OpenGL stencil buffer (needed only for 3-d applications, small speed decrease) (y) or (n) NeedStencilBuffer=n # Use GLES 2.x context # you need this option only if you're developing 3-d app (y) or (n) NeedGles2=y # Use GLES 3.x context # you need this option only if you're developing 3-d app (y) or (n) NeedGles3=n # Use glshim library for provide OpenGL 1.x functionality to OpenGL ES accelerated cards (y) or (n) UseGlshim=n # Application uses software video buffer - you're calling SDL_SetVideoMode() without SDL_HWSURFACE and without SDL_OPENGL, # this will allow small speed optimization. Enable this even when you're using SDL_HWSURFACE. (y) or (n) SwVideoMode=n # Application video output will be resized to fit into native device screen (y)/(n) SdlVideoResize=n # Application resizing will keep 4:3 aspect ratio, with black bars at sides (y)/(n) SdlVideoResizeKeepAspect=n # Do not allow device to sleep when the application is in foreground, set this for video players or apps which use accelerometer InhibitSuspend=y # Create Android service, so the app is less likely to be killed while in background CreateService=n # Application does not call SDL_Flip() or SDL_UpdateRects() appropriately, or draws from non-main thread - # enabling the compatibility mode will force screen update every 100 milliseconds, which is laggy and inefficient (y) or (n) CompatibilityHacksForceScreenUpdate=n # Application does not call SDL_Flip() or SDL_UpdateRects() after mouse click (ScummVM and all Amiga emulators do that) - # force screen update by moving mouse cursor a little after each click (y) or (n) CompatibilityHacksForceScreenUpdateMouseClick=n # Application initializes SDL audio/video inside static constructors (which is bad, you won't be able to run ndk-gdb) (y)/(n) CompatibilityHacksStaticInit=n # On-screen Android soft text input emulates hardware keyboard, this will only work with Hackers Keyboard app (y)/(n) CompatibilityHacksTextInputEmulatesHwKeyboard=n # Built-in text input keyboards with custom layouts for emulators, requires CompatibilityHacksTextInputEmulatesHwKeyboard=y # 0 or empty - standard Android keyboard # 1 - Simple QWERTY keyboard, no function keys, no arrow keys # 2 - Commodore 64 keyboard # 3 - Amiga keyboard # 4 - Atari800 keyboard TextInputKeyboard=0 # Hack for broken devices: prevent audio chopping, by sleeping a bit after pushing each audio chunk (y)/(n) CompatibilityHacksPreventAudioChopping=n # Hack for broken apps: application ignores audio buffer size returned by SDL (y)/(n) CompatibilityHacksAppIgnoresAudioBufferSize=n # Hack for VCMI: preload additional shared libraries before aplication start CompatibilityHacksAdditionalPreloadedSharedLibraries="" # Hack for Free Heroes 2, which redraws the screen inside SDL_PumpEvents(): slow and compatible SDL event queue - # do not use it with accelerometer/gyroscope, or your app may freeze at random (y)/(n) CompatibilityHacksSlowCompatibleEventQueue=n # Save and restore OpenGL state when drawing on-screen keyboard for apps that use SDL_OPENGL CompatibilityHacksTouchscreenKeyboardSaveRestoreOpenGLState=n # Application uses SDL_UpdateRects() properly, and does not draw in any region outside those rects. # This improves drawing speed, but I know only one application that does that, and it's written by me (y)/(n) CompatibilityHacksProperUsageOfSDL_UpdateRects= # Application uses mouse (y) or (n), this will show mouse emulation dialog to the user AppUsesMouse=y # Application needs two-button mouse, will also enable advanced point-and-click features (y) or (n) AppNeedsTwoButtonMouse=n # Right mouse button can do long-press/drag&drop action, necessary for some games (y) or (n) # If you disable it, swiping with two fingers will send mouse wheel events RightMouseButtonLongPress= # Show SDL mouse cursor, for applications that do not draw cursor at all (y) or (n) ShowMouseCursor=n # Screen follows mouse cursor, when it's covered by soft keyboard, this works only in software video mode (y) or (n) ScreenFollowsMouse= # Generate more touch events, by default SDL generates one event per one video frame, this is useful for drawing apps (y) or (n) GenerateSubframeTouchEvents= # Force relative (laptop) mouse movement mode, useful when both on-screen keyboard and mouse are needed (y) or (n) ForceRelativeMouseMode=n # Show on-screen dpad/joystick, that will act as arrow keys (y) or (n) AppNeedsArrowKeys=n # On-screen dpad/joystick will appear under finger when it touches the screen (y) or (n) # Joystick always follows finger, so moving mouse requires touching the screen with other finger FloatingScreenJoystick= # Application needs text input (y) or (n), enables button for text input on screen AppNeedsTextInput=y # Application uses joystick (y) or (n), the on-screen DPAD will be used as joystick 0 axes 0-1 # This will disable AppNeedsArrowKeys option AppUsesJoystick=n # Application uses second on-screen joystick, as SDL joystick 0 axes 2-3 (y)/(n) AppUsesSecondJoystick=n # Application uses third on-screen joystick, as SDL joystick 0 axes 20-21 (y)/(n) AppUsesThirdJoystick= # Application uses accelerometer (y) or (n), the accelerometer will be used as joystick 1 axes 0-1 and 5-7 AppUsesAccelerometer=n # Application uses gyroscope (y) or (n), the gyroscope will be used as joystick 1 axes 2-4 AppUsesGyroscope=n # Application uses orientation sensor (y) or (n), reported as joystick 1 axes 8-10 AppUsesOrientationSensor= # Use gyroscope to move mouse cursor (y) or (n), it eats battery, and can be disabled in settings, do not use with AppUsesGyroscope setting MoveMouseWithGyroscope= # Application uses multitouch (y) or (n), multitouch events are passed as SDL_JOYBALLMOTION events for the joystick 0 AppUsesMultitouch=n # Application records audio (it will use any available source, such a s microphone) # API is defined in file SDL_android.h: int SDL_ANDROID_OpenAudioRecording(SDL_AudioSpec *spec); void SDL_ANDROID_CloseAudioRecording(void); # This option will add additional permission to Android manifest (y)/(n) AppRecordsAudio=n # Application needs to access SD card. Always disable it, unless you want to access user photos and downloads. (y) / (n) AccessSdCard= # Application needs Internet access. If you disable it, you'll have to bundle all your data files inside .apk (y) / (n) AccessInternet= # Immersive mode - Android will hide on-screen Home/Back keys. Looks bad if you invoke Android keyboard. (y) / (n) ImmersiveMode= # Application implements Android-specific routines to put to background, and will not draw anything to screen # between SDL_ACTIVEEVENT lost / gained notifications - you should check for them # rigth after SDL_Flip(), if (n) then SDL_Flip() will block till app in background (y) or (n) # This option is reported to be buggy, sometimes failing to restore video state NonBlockingSwapBuffers=n # Redefine common hardware keys to SDL keysyms # BACK hardware key is available on all devices, MENU is available on pre-ICS devices, other keys may be absent # SEARCH and CALL by default return same keycode as DPAD_CENTER - one of those keys is available on most devices # Use word NO_REMAP if you want to preserve native functionality for certain key (volume keys are 3-rd and 4-th) # Keys: TOUCHSCREEN (works only when AppUsesMouse=n), DPAD_CENTER/SEARCH, VOLUMEUP, VOLUMEDOWN, MENU, BACK, CAMERA RedefinedKeys="RETURN" # Number of virtual keyboard keys (currently 6 is maximum) AppTouchscreenKeyboardKeysAmount=0 # Redefine on-screen keyboard keys to SDL keysyms - 6 keyboard keys + 4 multitouch gestures (zoom in/out and rotate left/right) RedefinedKeysScreenKb="RETURN" # Names for on-screen keyboard keys, such as Fire, Jump, Run etc, separated by spaces, they are used in SDL config menu RedefinedKeysScreenKbNames="RETURN" # On-screen keys theme # 0 = Ultimate Droid by Sean Stieber (green, with cross joystick) # 1 = Simple Theme by Beholder (white, with cross joystick) # 2 = Sun by Sirea (yellow, with round joystick) # 3 = Keen by Gerstrong (multicolor, with round joystick) # 4 = Retro by Santiago Radeff (red/white, with cross joystick) # 5 = GameBoy from RetroArch # 6 = PlayStation from RetroArch # 7 = SuperNintendo from RetroArch # 8 = DualShock from RetroArch # 9 = Nintendo64 from RetroArch TouchscreenKeysTheme=2 # Redefine gamepad keys to SDL keysyms, button order is: # A B X Y L1 R1 L2 R2 LThumb RThumb RedefinedKeysGamepad="RETURN" # How long to show startup menu button, in msec, 0 to disable startup menu StartupMenuButtonTimeout=0 # Menu items to hide from startup menu, available menu items: # SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.CommandlineConfig SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout SettingsMenuKeyboard.ScreenKeyboardAdvanced HiddenMenuOptions='' # Menu items to show at startup - this is Java code snippet, leave empty for default # new SettingsMenuMisc.ShowReadme(), (AppUsesMouse \&\& \! ForceRelativeMouseMode \? new SettingsMenuMouse.DisplaySizeConfig(true) : new SettingsMenu.DummyMenu()), new SettingsMenuMisc.OptionalDownloadConfig(true), new SettingsMenuMisc.GyroscopeCalibration() # Available menu items: # SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.CommandlineConfig SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout SettingsMenuKeyboard.ScreenKeyboardAdvanced FirstStartMenuOptions='' # Minimum amount of RAM application requires, in Mb, SDL will print warning to user if it's lower AppMinimumRAM=0 # GCC version, or 'clang' for CLANG NDK_TOOLCHAIN_VERSION= # Specify architectures to compile, 'all' or 'y' to compile for all architectures. # Available architectures: armeabi armeabi-v7a x86 mips arm64-v8a MultiABI='armeabi-v7a' # Optional shared libraries to compile - removing some of them will save space # MP3 support by libMAD is encumbered by patents and libMAD is GPL-ed # Available libraries: mad (GPL-ed!) sdl_mixer sdl_image sdl_ttf sdl_net sdl_blitpool sdl_gfx sdl_sound intl xml2 lua jpeg png ogg flac tremor vorbis freetype xerces curl theora fluidsynth lzma lzo2 mikmod openal timidity zzip bzip2 yaml-cpp python boost_date_time boost_filesystem boost_iostreams boost_program_options boost_regex boost_signals boost_system boost_thread glu avcodec avdevice avfilter avformat avresample avutil swscale swresample bzip2 CompiledLibraries="sdl_image" # Application uses custom build script AndroidBuild.sh instead of Android.mk (y) or (n) CustomBuildScript=n # Aditional CFLAGS for application AppCflags='-O2' # Aditional C++-specific compiler flags for application, added after AppCflags AppCppflags='' # Additional LDFLAGS for application AppLdflags='' # If application has headers with the same name as system headers, this option tries to fix compiler flags to make it compilable AppOverlapsSystemHeaders= # Build only following subdirs (empty will build all dirs, ignored with custom script) AppSubdirsBuild='' # Exclude these files from build AppBuildExclude='' # Application command line parameters, including app name as 0-th param AppCmdline='' # Screen size is used by Google Play to prevent an app to be installed on devices with smaller screens # Minimum screen size that application supports: (s)mall / (m)edium / (l)arge MinimumScreenSize=s # Your AdMob Publisher ID, (n) if you don't want advertisements AdmobPublisherId=n # Your AdMob test device ID, to receive a test ad AdmobTestDeviceId= # Your AdMob banner size (BANNER/FULL_BANNER/LEADERBOARD/MEDIUM_RECTANGLE/SMART_BANNER/WIDE_SKYSCRAPER/FULL_WIDTH:Height/Width:AUTO_HEIGHT/Width:Height) AdmobBannerSize= # Google Play Game Services application ID, required for cloud saves to work GooglePlayGameServicesId=