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>
This commit is contained in:
funman300
2026-05-07 19:34:48 +00:00
parent 690e1d2ad6
commit fb8b2ac684
8 changed files with 454 additions and 267 deletions
+8 -1
View File
@@ -54,7 +54,7 @@ bevy = { version = "0.18", default-features = false, features = [
"bevy_window",
"custom_cursor",
"reflect_auto_register",
# default_platform (desktop subset; no android/webgl/gilrs/sysinfo)
# default_platform (desktop subset)
"std",
"bevy_winit",
"default_font",
@@ -65,6 +65,13 @@ bevy = { version = "0.18", default-features = false, features = [
# the game in an X11 frame inside the Wayland compositor.
"wayland",
"x11",
# Android: NativeActivity glue. The feature is target-gated inside
# bevy_internal — desktop builds compile it out, so leaving it on
# the always-on list is harmless on Linux/macOS/Windows. Pairs with
# cargo-apk's NativeActivity wrapper (cargo-apk 0.10+ uses this by
# default). Switch to `android-game-activity` later if we want
# AndroidX GameActivity for Google Play Games integration.
"android-native-activity",
# common_api
"bevy_color",
"bevy_image",