# The application settings for Android libSDL port # Specify application name (e.x. My Application) AppName="Ur-Quan Masters" # Specify reversed site name of application (e.x. com.mysite.myapp) AppFullName=com.sourceforge.sc2 # Application version code (integer) AppVersionCode=07024 # Application user-visible version name (string) AppVersionName="0.7.0.24" # 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="!!Game data (15 Mb)|http://sourceforge.net/projects/libsdl-android/files/Ur-Quan%20Masters/sc2-data-6.zip/download^!UQM music remix pack (240 Mb)|:addons/uqm-remix.uqm:http://sourceforge.net/projects/libsdl-android/files/Ur-Quan%20Masters/uqm-remix.uqm/download^!Voice pack (120 Mb)|:addons/uqm-0.7.0-voice.uqm:http://sourceforge.net/projects/sc2/files/UQM/0.7/uqm-0.7.0-voice.uqm/download^3DO music (20 Mb)|:addons/uqm-0.7.0-3domusic.uqm:http://sourceforge.net/projects/sc2/files/UQM/0.7/uqm-0.7.0-3domusic.uqm/download^Russian translation|:addons/lang/shadow-content/lang.zip:http://sourceforge.net/projects/libsdl-android/files/Ur-Quan%20Masters/translations/2/russian.zip/download^Deutsch translation|:addons/lang/shadow-content/lang.zip:http://sourceforge.net/projects/libsdl-android/files/Ur-Quan%20Masters/translations/2/deutsch.zip/download^Spanish translation|:addons/lang/shadow-content/lang.zip:http://sourceforge.net/projects/libsdl-android/files/Ur-Quan%20Masters/translations/2/spanish.zip/download^Slovak translation|:addons/lang/shadow-content/lang.zip:http://sourceforge.net/projects/libsdl-android/files/Ur-Quan%20Masters/translations/2/slovak.zip/download^Finnish translation|:addons/lang/shadow-content/lang.zip:http://sourceforge.net/projects/libsdl-android/files/Ur-Quan%20Masters/translations/2/finnish.zip/download" # Reset SDL config when updating application to the new version (y) / (n) ResetSdlConfigForThisVersion=y # Delete application data files when upgrading (specify file/dir paths separated by spaces) DeleteFilesOnUpgrade="addons packages menu.key uqm.key uqm.rmp version config/uqm.cfg config/flight.cfg libsdl-DownloadFinished-4.flag libsdl-DownloadFinished-5.flag libsdl-DownloadFinished-6.flag libsdl-DownloadFinished-7.flag libsdl-DownloadFinished-8.flag" # 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='UQM HD mod now available, with delicious 720p graphics.\\\\nDo not select multiple translations, only one will work.\\\\nTap joystick to turn off engines and rotate ship, tap once more to enable engines.^button:UQM HD mod:https://play.google.com/store/apps/details?id=com.googlecode.uqm.hd' # 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=16 # 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 # Try to use GLES 2.x context - will revert to GLES 1.X if unsupported by device # you need this option only if you're developing 3-d app (y) or (n) NeedGles2=n # Use glshim library for provide OpenGL 1.x functionality to OpenGL ES accelerated cards (y) or (n) UseGlshim= # 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=y # Application video output will be resized to fit into native device screen (y)/(n) SdlVideoResize=y # 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=n # Create Android service, so the app is less likely to be killed while in background CreateService= # 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=y # 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= # 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= # 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=n # 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=y # Application uses second on-screen joystick, as SDL joystick 0 axes 2-3 (y)/(n) AppUsesSecondJoystick=y # 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. If your data files are bigger than 5 Mb, enable it. (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 RSHIFT NO_REMAP NO_REMAP RCTRL F10" # Number of virtual keyboard keys (currently 6 is maximum) AppTouchscreenKeyboardKeysAmount=6 # Redefine on-screen keyboard keys to SDL keysyms - 6 keyboard keys + 4 multitouch gestures (zoom in/out and rotate left/right) RedefinedKeysScreenKb="RCTRL RSHIFT END PAGEUP PAGEDOWN W UNKNOWN UNKNOWN UNKNOWN UNKNOWN" # Names for on-screen keyboard keys, such as Fire, Jump, Run etc, separated by spaces, they are used in SDL config menu RedefinedKeysScreenKbNames="Fire Secondary_weapon Thrust Player_2_fire Player_2_secondary_weapon Player_2_thrust" # 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="RCTRL RSHIFT END ESCAPE RCTRL PAGEUP RSHIFT PAGEDOWN END W" # How long to show startup menu button, in msec, 0 to disable startup menu StartupMenuButtonTimeout=3000 # 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, 4.6 (default) or 4.8, CLANG is not supported yet NDK_TOOLCHAIN_VERSION= # Specify architectures to compile, 'all' or 'y' to compile for all architectures. # Available architectures: armeabi armeabi-v7a armeabi-v7a-hard x86 mips MultiABI='armeabi-v7a x86' # 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 tremor ogg" # Application uses custom build script AndroidBuild.sh instead of Android.mk (y) or (n) CustomBuildScript=n # Aditional CFLAGS for application AppCflags='-O3 -DGFXMODULE_SDL -DOVCODEC_TREMOR -DNETPLAY=NETPLAY_FULL -DHAVE_JOYSTICK -DHAVE_ZIP=1 -DTHREADLIB_SDL -DUSE_INTERNAL_MIKMOD' # 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=y # Build only following subdirs (empty will build all dirs, ignored with custom script) AppSubdirsBuild='src src/libs/* src/uqm/*' # Exclude these files from build AppBuildExclude='src/libs/uio/hashtable.c src/libs/uio/memdebug.c src/libs/network/socket/socket_win.c src/libs/network/network_win.c src/libs/network/netmanager/netmanager_win.c src/libs/cdp/cdpapi.c src/libs/cdp/cdp.c src/libs/cdp/windl.c' # Application command line parameters, including app name as 0-th param AppCmdline='uqm --addon lang' # 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=m # 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=