lbry-fdroid/p4a/doc/source/old_toolchain/usage.rst

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2017-08-13 03:24:00 +02:00
Usage
-----
Step 1: compile the toolchain
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you want to compile the toolchain with only the kivy module::
./distribute.sh -m "kivy"
.. warning::
Do not run the above command from `within a virtual enviroment <../faq/#too-many-levels-of-symbolic-links>`_.
After a long time, you'll get a "dist/default" directory containing
all the compiled libraries and a build.py script to package your
application using thoses libraries.
You can include other modules (or "recipes") to compile using `-m`::
./distribute.sh -m "openssl kivy"
./distribute.sh -m "pil ffmpeg kivy"
.. note::
Recipes are instructions for compiling Python modules that require C extensions.
The list of recipes we currently have is at:
https://github.com/kivy/python-for-android/tree/master/recipes
You can also specify a specific version for each package. Please note
that the compilation might **break** if you don't use the default
version. Most recipes have patches to fix Android issues, and might
not apply if you specify a version. We also recommend to clean build
before changing version.::
./distribute.sh -m "openssl kivy==master"
Python modules that don't need C extensions don't need a recipe and
can be included this way. From python-for-android 1.1 on, you can now
specify pure-python package into the distribution. It will use
virtualenv and pip to install pure-python modules into the
distribution. Please note that the compiler is deactivated, and will
break any module which tries to compile something. If compilation is
needed, write a recipe::
./distribute.sh -m "requests pygments kivy"
.. note::
Recipes download a defined version of their needed package from the
internet, and build from it. If you know what you are doing, and
want to override that, you can export the env variable
`P4A_recipe_name_DIR` and this directory will be copied and used
instead.
Available options to `distribute.sh`::
-d directory Name of the distribution directory
-h Show this help
-l Show a list of available modules
-m 'mod1 mod2' Modules to include
-f Restart from scratch (remove the current build)
-u 'mod1 mod2' Modules to update (if already compiled)
Step 2: package your application
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go to your custom Python distribution::
cd dist/default
Use the build.py for creating the APK::
./build.py --package org.test.touchtracer --name touchtracer \
--version 1.0 --dir ~/code/kivy/examples/demo/touchtracer debug
Then, the Android package (APK) will be generated at:
bin/touchtracer-1.0-debug.apk
.. warning::
Some files and modules for python are blacklisted by default to
save a few megabytes on the final APK file. In case your
applications doesn't find a standard python module, check the
src/blacklist.txt file, remove the module you need from the list,
and try again.
Available options to `build.py`::
-h, --help show this help message and exit
--package PACKAGE The name of the java package the project will be
packaged under.
--name NAME The human-readable name of the project.
--version VERSION The version number of the project. This should consist
of numbers and dots, and should have the same number
of groups of numbers as previous versions.
--numeric-version NUMERIC_VERSION
The numeric version number of the project. If not
given, this is automatically computed from the
version.
--dir DIR The directory containing public files for the project.
--private PRIVATE The directory containing additional private files for
the project.
--launcher Provide this argument to build a multi-app launcher,
rather than a single app.
--icon-name ICON_NAME
The name of the project's launcher icon.
--orientation ORIENTATION
The orientation that the game will display in. Usually
one of "landscape", "portrait" or "sensor".
--permission PERMISSIONS
The permissions to give this app.
--ignore-path IGNORE_PATH
Ignore path when building the app
--icon ICON A png file to use as the icon for the application.
--presplash PRESPLASH
A jpeg file to use as a screen while the application
is loading.
--install-location INSTALL_LOCATION
The default install location. Should be "auto",
"preferExternal" or "internalOnly".
--compile-pyo Compile all .py files to .pyo, and only distribute the
compiled bytecode.
--intent-filters INTENT_FILTERS
Add intent-filters xml rules to AndroidManifest.xml
--blacklist BLACKLIST
Use a blacklist file to match unwanted file in the
final APK
--sdk SDK_VERSION Android SDK version to use. Default to 8
--minsdk MIN_SDK_VERSION
Minimum Android SDK version to use. Default to 8
--window Indicate if the application will be windowed
Meta-data
---------
.. versionadded:: 1.3
You can extend the `AndroidManifest.xml` with application meta-data. If you are
using external toolkits like Google Maps, you might want to set your API key in
the meta-data. You could do it like this::
./build.py ... --meta-data com.google.android.maps.v2.API_KEY=YOURAPIKEY
Some meta-data can be used to interact with the behavior of our internal
component.
.. list-table::
:widths: 100 500
:header-rows: 1
* - Token
- Description
* - `surface.transparent`
- If set to 1, the created surface will be transparent (can be used
to add background Android widget in the background, or use accelerated
widgets)
* - `surface.depth`
- Size of the depth component, default to 0. 0 means automatic, but you
can force it to a specific value. Be warned, some old phone might not
support the depth you want.
* - `surface.stencil`
- Size of the stencil component, default to 8.
* - `android.background_color`
- Color (32bits RGBA color), used for the background window. Usually, the
background is covered by the OpenGL Background, unless
`surface.transparent` is set.