I have done everything that has been instructed in the template guide.txt. But cant made it compilable. Can someone find what the issue is?
m A...Y a...!!!@mAYa-PC ~
$ cd /cygdrive/C/Android/AGK/IDE/templates/template_android
m A...Y a...!!!@mAYa-PC /cygdrive/C/Android/AGK/IDE/templates/template_android
$ ls -l
total 11
-rwxrwxrwx 1 m A...Y a...!!! None 4383 Nov 27 17:07 AndroidManifest.xml
drwxrwxrwx+ 1 m A...Y a...!!! None 0 Feb 13 2013 assets
drwxrwxrwx+ 1 m A...Y a...!!! None 0 Feb 13 2013 bin
-rwxrwxrwx 1 m A...Y a...!!! None 364 Nov 16 2011 default.properties
drwxrwxrwx+ 1 m A...Y a...!!! None 0 Feb 12 2013 gen
-rwxrwxrwx 1 m A...Y a...!!! None 239 Nov 6 06:53 HardCodedCompileScript.bat
drwxrwxrwx+ 1 m A...Y a...!!! None 0 Feb 13 2013 jni
drwxrwxrwx+ 1 m A...Y a...!!! None 0 Feb 13 2013 libs
drwxrwxrwx+ 1 m A...Y a...!!! None 0 Feb 12 2013 obj
-rwxrwxrwx 1 m A...Y a...!!! None 401 Dec 4 00:36 project.properties
drwxrwxrwx+ 1 m A...Y a...!!! None 0 Feb 13 2013 res
drwxrwxrwx+ 1 m A...Y a...!!! None 0 Feb 12 2013 src
m A...Y a...!!!@mAYa-PC /cygdrive/C/Android/AGK/IDE/templates/template_android
$ /cygdrive/C/Android/android-ndk-r6b/ndk-build clean
Clean: AGKAndroid [armeabi]
Clean: android_native_app_glue [armeabi]
Clean: android_player [armeabi]
Clean: gnustl_static [armeabi]
Clean: AGKAndroid [armeabi-v7a]
Clean: android_native_app_glue [armeabi-v7a]
Clean: android_player [armeabi-v7a]
Clean: gnustl_static [armeabi-v7a]
m A...Y a...!!!@mAYa-PC /cygdrive/C/Android/AGK/IDE/templates/template_android
$ /cygdrive/C/Android/android-ndk-r6b/ndk-build clean
Clean: AGKAndroid [armeabi]
Clean: android_native_app_glue [armeabi]
Clean: android_player [armeabi]
Clean: gnustl_static [armeabi]
Clean: AGKAndroid [armeabi-v7a]
Clean: android_native_app_glue [armeabi-v7a]
Clean: android_player [armeabi-v7a]
Clean: gnustl_static [armeabi-v7a]
m A...Y a...!!!@mAYa-PC /cygdrive/C/Android/AGK/IDE/templates/template_android
$ /cygdrive/C/Android/android-ndk-r6b/ndk-build 2> log.txt
Compile arm : android_player <= main.c
Compile++ arm : android_player <= Core.cpp
/cygdrive/C/Android/android-ndk-r6b/build/core/build-binary.mk:220: recipe for target `/cygdrive/C/Android/AGK/IDE/templates/template_android/obj/local/armeabi/objs/android_player/Core.o' failed
m A...Y a...!!!@mAYa-PC /cygdrive/C/Android/AGK/IDE/templates/template_android
$
This is the cygwin problem. And I have done those instruction properly.
Template Guide
==============
In order to create a blank project from which to build your own T2 apps, you will need to copy the approriate
project from the apps folder as a starting point:
interpreter - Windows
interpreter_mac - Mac
interpreter_ios - iOS
interpreter_android - Android
You should rename the new project folder copied to something appropriate such as your app title.
Inside the new project folder, you will find all the files that support the compiling of the AGK Player.
Depending on the platform, you will have to make numerous changes to the files in order to rename the project from
'interpreter' to the name of your app. Alternatively, you may choose to leave the project name as is, and simply
rename the front-facing text seen by the end user.
Before you compile the new project for the first time it is highly recommended you change the path of the
destination binary to a local path so you do not overwrite the installed AGK Player.
It is recommended you periodically compile and run the project after several rounds of renaming to ensure you do
not break the compile process. Here is a general list of items to be renamed and removed from the original
interpreter project, if found:
* Delete all files that begin with "AGKCommands"
* Delete the scraper folder
* Delete "interpreter.png"
* Delete the above files from the project files list as well
* Replace "interpreter.ico" with your own ICO file
The "interpreter.h" file should be reduced to minimal content, such as:
#ifndef _H_APP
#define _H_APP
// Link to GDK libraries
#include "agk.h"
// Global values for the app
class app
{
public:
// constructor
app() { memset ( this, 0, sizeof(app)); }
// main app functions
void Begin( void );
void Loop( void );
void End( void );
};
extern app App;
#endif
// Allow us to use the LoadImage function name
#ifdef LoadImage
#undef LoadImage
#endif
The "interpreter.cpp" file should be reduced to minimal content, such as:
// Includes, namespace and prototypes
#include "interpreter.h"
using namespace AGK;
app App;
// Begin app, called once at the start
void app::Begin( void )
{
}
// Main loop, called every frame
void app::Loop ( void )
{
}
// End app, called once at the end
void app::End ( void )
{
}
The "CoreForApp.h" file should be reduced to minimal content, such as:
#ifndef _H_COREFORAPP
#define _H_COREFORAPP
// interpreter header
#include "interpreter.h"
// interpreter init code
int AppInitCode ( void )
{
// success
return 1;
}
void RuntimError ( const char* pErrorString )
{
}
// app can gather data about the window app
void AppGatherData ( DWORD dwhWnd, char* lpCmdLine )
{
}
// interpreter soft and hard quit functions
void AppQuitNow ( void )
{
}
void AppForceExit ( void )
{
PostQuitMessage(0);
}
#endif // _H_COREFORAPP
The platform specific "Core.cpp" (or equiviant) should be traversed to remove any dependencies on any of the above
files including reliance on such members as windowtitle, devicewidth, deviceheight, fullscreen and resolution
mode.
If you follow the above general procedure you will have a new template project specific to your platform that
matches the latest version of the AGK Player and Engine.
I have set the permission with the same user name and group.
By the way, template_android is the duplicate copy of interpreter_android. I have done it with the interpreter_android also where interpreter_android was inside the apps folder. The terminal text are shown when I put the interpreter_android folder into templates folder renaming it to template_android. Is it necessary to run cygwin with 1088??
Please help me. I am already trying this over 3days.
Subbir Rahman