[quote=“sovereign313”]Why not just build the APK on the command line? Then it will have everything you need in the apk, without having to worry about the specific libs.
I suppose you could build the APK on the command line, and then extract it in a new folder to see what it ships with, if you really need to know.[/quote]
I’m using another language which can compile to different native cpp code, e.g. windows, linux, android, iOS.
I can include header files and libs and can specify the directories.
And then I can call the native methods from my IDE (for haxe) through extern classes.
@:include("Urho3D/Engine/Application.h")
@:native("Urho3D::Application")
@:structAccess
@:unreflective
extern class UrhoApplication
{
public var engine_:Pointer<Engine>;
public function Run():Int;
public function Setup():Void;
public function Start():Void;
public function Stop():Void;
}
It will then be linked and compiled and packaged to apk all together through the haxe compiler.
With the windows build it was no problem, I just included the files that where included in Visual Studio too.
Urho3D.lib
winmm.lib
imm32.lib
opengl32.lib
kernel32.lib
version.lib
ws2_32.lib
user32.lib
gdi32.lib
winspool.lib
shell32.lib
ole32.lib
oleaut32.lib
uuid.lib
comdlg32.lib
advapi32.lib
But for android I dont know which libraries I have to include, just two of them.
libUrho3D.a
libGLESv2.so
I guess I need libSDL.a and some others to.
But I don’t know which ones and where they are.