lbry-android-sdk/p4a/pythonforandroid/recipes/kivy/__init__.py

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from pythonforandroid.recipe import CythonRecipe
from pythonforandroid.toolchain import current_directory, shprint
from os.path import exists, join, basename
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import sh
import glob
class KivyRecipe(CythonRecipe):
# post kivy==1.10.1, `fixes SDL2 image loading (jpg)`
version = 'c4d6894'
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url = 'https://github.com/kivy/kivy/archive/{version}.zip'
name = 'kivy'
depends = [('sdl2', 'pygame'), 'pyjnius']
def cythonize_build(self, env, build_dir='.'):
super(KivyRecipe, self).cythonize_build(env, build_dir=build_dir)
if not exists(join(build_dir, 'kivy', 'include')):
return
# If kivy is new enough to use the include dir, copy it
# manually to the right location as we bypass this stage of
# the build
with current_directory(build_dir):
build_libs_dirs = glob.glob(join('build', 'lib.*'))
for dirn in build_libs_dirs:
shprint(sh.cp, '-r', join('kivy', 'include'),
join(dirn, 'kivy'))
def cythonize_file(self, env, build_dir, filename):
# We can ignore a few files that aren't important to the
# android build, and may not work on Android anyway
do_not_cythonize = ['window_x11.pyx', ]
if basename(filename) in do_not_cythonize:
return
super(KivyRecipe, self).cythonize_file(env, build_dir, filename)
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def get_recipe_env(self, arch):
env = super(KivyRecipe, self).get_recipe_env(arch)
if 'sdl2' in self.ctx.recipe_build_order:
env['USE_SDL2'] = '1'
env['KIVY_SPLIT_EXAMPLES'] = '1'
env['KIVY_SDL2_PATH'] = ':'.join([
join(self.ctx.bootstrap.build_dir, 'jni', 'SDL', 'include'),
join(self.ctx.bootstrap.build_dir, 'jni', 'SDL2_image'),
join(self.ctx.bootstrap.build_dir, 'jni', 'SDL2_mixer'),
join(self.ctx.bootstrap.build_dir, 'jni', 'SDL2_ttf'),
])
return env
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recipe = KivyRecipe()