feat(app): Android build target — first working APK at 54 MB
Wires the workspace through `cargo apk build`. After this commit `cargo apk build -p solitaire_app --target x86_64-linux-android` produces a debug-signed APK at `target/debug/apk/solitaire-quest.apk` containing all assets and `lib/x86_64/libsolitaire_app.so` — runnable on the AVD or a physical x86_64 device. The five gating points discovered by iterating compile cycles: 1. solitaire_app split into bin + lib. cargo-apk needs a `cdylib` to bundle as `libmain.so`; pure-bin crates panic with "Bin is not compatible with Cdylib". `src/lib.rs` carries the ECS bootstrap as `pub fn run`; `src/main.rs` is a 3-line shim that delegates for the desktop `cargo run` path. 2. `[package.metadata.android]` pins target SDK 34 / min SDK 26 so cargo-apk doesn't probe for whatever default it ships (which on this machine was an uninstalled API 30). `assets = "../assets"` lets the same asset directory feed both desktop and APK. 3. Workspace `bevy` features add `android-native-activity` (the Bevy-side glue that pairs with cargo-apk's NativeActivity wrapper). The feature is target-gated inside bevy_internal so desktop builds compile it out. 4. `arboard` (clipboard, used by Stats's "Copy share link") has no Android backend — `cargo apk build` fails with E0433 on `platform::Clipboard` if unconditional. Target-gated to `cfg(not(target_os = "android"))`; the system surfaces an informational toast on Android until JNI ClipboardManager is wired in the Phase-Android round. 5. `keyring` + `keyring-core` cannot compile for android — the transitive `rpassword` uses `libc::__errno_location` which bionic doesn't expose. Both crates target-gated; `auth_tokens` ships a stub on Android that returns `KeychainUnavailable` for every call, matching how callers already handle a Linux box without Secret Service. Cosmetic post-pass panic: cargo-apk panics AFTER the APK is signed when it tries to also wrap the bin target. The APK on disk is unaffected. Working around this with `cargo apk build --lib` is the next small step. What's verified: - Desktop `cargo build`, `cargo clippy --workspace --all-targets`, and `cargo test --workspace` all clean. - `cargo apk build -p solitaire_app --target x86_64-linux-android` produces 54 MB debug APK with libsolitaire_app.so + assets. What's NOT yet verified: - Whether the APK actually launches on the AVD / a phone (next step: `adb install` + `adb logcat` against the bevy_test AVD). - Whether `dirs::data_dir()` on Android returns a usable path (sync / persistence will surface this if not). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -54,7 +54,7 @@ bevy = { version = "0.18", default-features = false, features = [
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"bevy_window",
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"custom_cursor",
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"reflect_auto_register",
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# default_platform (desktop subset; no android/webgl/gilrs/sysinfo)
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# default_platform (desktop subset)
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"std",
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"bevy_winit",
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"default_font",
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@@ -65,6 +65,13 @@ bevy = { version = "0.18", default-features = false, features = [
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# the game in an X11 frame inside the Wayland compositor.
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"wayland",
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"x11",
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# Android: NativeActivity glue. The feature is target-gated inside
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# bevy_internal — desktop builds compile it out, so leaving it on
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# the always-on list is harmless on Linux/macOS/Windows. Pairs with
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# cargo-apk's NativeActivity wrapper (cargo-apk 0.10+ uses this by
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# default). Switch to `android-game-activity` later if we want
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# AndroidX GameActivity for Google Play Games integration.
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"android-native-activity",
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# common_api
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"bevy_color",
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"bevy_image",
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