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configuration.json
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{
"configuration_format_version": 2,
"default_target": {"project": "jPeople", "project_config": "Release", "target": "jPeople"},
// Dictionary of global configuration parameters.
// These parameters are not taken from the xcode project,
// so they need to be supplied by the user.
"config": {
// A short name to identify the application.
// Used to decide the APK filename, but not shown
// anywhere in the app.
// "APPLICATION_NAME": "",
// The name of the application to display in the launcher
// "APPLICATION_FULL_NAME": "",
// The unique identifier for the application.
// Normally this is in reverse DNS notation, e.g.,
// "com.apportable.Spin"
// "APPLICATION_IDENTIFIER": "",
// Short version name for the app, e.g., "1.0"
// "SHORT_VERSION": "",
// A list of features needed on the target platform.
// Common features include:
// "accelerometer"
// "access_network_state"
// "access_wifi_state"
// "atc_slow_surface"
// "billing"
// "c2dm_receive"
// "check_license"
// "get_accounts"
// "large_heap"
// "large_heap"
// "live_wallpaper"
// "multitouch"
// "multitouch_distinct"
// "multitouch_jazzhand"
// "NFC"
// "no_internet"
// "notifications"
// "opengles2"
// "portrait"
// "prefer_external_storage"
// "read_phone_state"
// "stencil_buffer"
// "touch_filter_move"
// "touchscreen"
// "true_color"
// "vibrate"
// "wake_lock"
// "write_external_storage"
// "write_settings"
// "xperia"
"FEATURES": ["opengles2","portrait"],
// Preferred way of handling URLs in the code.
// Leave it null for most cases.
//"URL_SCHEME": null,
// Key to receive remote notifications on the device.
//"REMOTE_NOTIFICATION_KEY": "",
// The method for adjusting the splash screen (Default.png)
// to fit the native device resolution. Options are:
// "aspect_fill"
// "aspect_fit"
// "letterbox" (the default)
// "native"
// "stretch"
//"SPLASH_SCREEN_TYPE": "letterbox",
// Path to the image to use for the app's icon.
// Usually something like "./Icon.png".
// "ICON": "",
// A regular expression to determine which assets
// should be compressed when building the final app.
// By default, text assets are not compressed. Use
// this to compress certain text assets. For example,
// ".*.plist$" will cause all files ending in ".plist"
// to be compressed.
//"COMPRESSED_ASSETS_PATTERN": "",
//"UNCOMPRESSED_ASSETS_PATTERN": "",
// Automatically convert audio to oggs. Defaults to true.
// Can be configured per file with add params and "convert"
// field or with the "CONVERTABLE_AUDIO_EXTENSIONS" flag.
//"CONVERT_AUDIO": false,
// Comma-separated list of file extensions that are safe to convert to OGGs
//"CONVERTABLE_AUDIO_EXTENSIONS": ".mp3,.wav,.caf,.m4a",
// Compress PNGs with pngcrush. Defaults to true.
//"COMPRESS_PNGS": false,
// This will cache all converted assets (pngs, oggs, etc)
// into the approj directory. This is useful if you want to
// persist the changes across builds or check them in source
// control so they are uses by Linux based builders. Note that
// if you disable this, your final build params file will contain
// absolute paths and should not be checked in.
// Defaults to true.
//"STORE_ASSESTS_IN_APPROJ": false,
// Advanced Options
//"NOTIFICATION_ICON":"",
//"MANIFEST_EXTRAS":"",
//"ACTIVITY_MANIFEST_EXTRAS":"",
//"APPLICATION_MANIFEST_EXTRAS":"",
//"TEMPLATE_VALUES":{},
//"OGGENC_OPTIONS":"",
//"AFCONVERT_OPTIONS":"",
//"PNGCRUSH_OPTIONS":"",
//"MIN_SDK": 8,
//"C2DM_SENDER": "",
//"HARDWARE_ACCELERATED": "",
//"NFC_SCHEME": "",
//"MPMETRICS_API_KEY": "",
//"RENAME_TARGET": true,
},
// Sometimes header include path ordering matters. If so, put the ordering constraints into this
// array. For example, if "./foo" has to come before "./bar", you would put:
// ["./foo", "./bar"]
// Note that "./some_other_include_path" doesn't appear in the list, since its order doesn't matter.
// You can also specify "*", which matches everything not already constrained. This lets you put
// particular paths at the beginning or end of the list. For example, ["./foo", "*", "./bar"].
"header_ordering_constraints": [],
// Edit this section to add and replace files and parameters to the generated settings for this project.
// If the generated settings for a particular file are incorrect, simply add it here with the settings
// you need and the final build parameters will only included the version specified here.
"add_params": {
// A list of pch files to -include.
// PCH files can be either a string, e.g., "./MyApp-Prefix.pch",
// or a dictionary specifying the pch and the environment where
// it should be used, e.g.,
// {"pch": "./prefix-android.pch", "env": {"TARGET_OS": "android"}}
"pchs": [],
// A list of header search paths
// e.g. "./External/facebook-sdk/include"
"header_paths": [],
// A list of global compile flags for the project.
// Flags can be either a string, e.g. "-Werror-shadow",
// or a dictionary specifying the flag and the environment
// that it should be used in, e.g.,
// {"flag": "-fstack-protector", "env": {"TARGET_OS": "android"}}
"flags": [],
// A dictionary of global compiler definitions for the project.
// Defines can be a simple key-value pair, e.g., "DEBUG": 1,
// or the value can be a dictionary specifying the value and the
// environment that it should be used in, e.g.,
// "SOME_DEFINE": {"value": "\"yep its building on android\"", "env": {"TARGET_OS": "android"}}
"defines": {},
// A list of dependencies. Typically these correspond to
// frameworks in the xcode project.
"deps": [],
// A list of source files (e.g. .m, .mm, .c, .cc, and .cpp) files to build.
// Source files can be a string, e.g. "./main.c", or a dictionary specifying
// the file, any special flags, any defines, and the environment
// where it should be compiled, e.g.,
// {"source": "./PngImageLoader.m", "flags": ["-fstack-protector"], "defines": {"PNG": 1}, "env": {"TARGET_TEXTURE_FMT": "png"}}
"sources": [],
// A list of glob inclusion filters for additional files.
// This can also be used to replace flags on multiple files.
// e.g. {"source":"./Server/Level_[0-9].m","flags": ["-fno-objc-arc"], "defines": {"NDEBUG": 1}}
"sources_glob":[],
// A list of assets to package with the application.
// Assets can be either a string, e.g., "./Info.plist",
// or a dictionary specifying the asset and the target path it should be written to
// in the app, and the environment it should be included with, e.g.,
// {"asset": "./Resources/cube_texture.pvr.ccz", "target": "Bundled Resources/", "env": {"TARGET_TEXTURE_FMT": "pvr"}}
// or a dictionary like above, but instead specifying the full target file name
// for the asset, e.g.,
// {"asset": "./Resources/cube_texture.pvr.ccz", "target": "Bundled Resources/cube_texture.pvr.gz", "env": {"TARGET_TEXTURE_FMT": "pvr"}}
"assets": [],
// A list of Info.plist files. The first one in the list will be the one we consider the main Info.plist.
"infoplists": [],
//A list of specific java sources file to compile
"java_sources": [],
//A list of the java root source directories
"java_sourcepaths": [],
//A list of java Librarys (jars)
"java_libs": [],
//A list of java resource directories
"java_res_dirs": [],
//A list of libs to include with the APK
"libs":[],
//Additional linker (ld) flags.
"link_flags":[],
//Sub projects
"modules": [],
},
// Edit this section to remove files and parameters from the generated #{$build_params_file} for this project.
// For this section, only specify the file name as a string in the cases where you could normally
// also specify an array or a dictionary. To override the generated settings for a particular
// file, simply add it to the "add_params" list above with the settings you want.
"remove_params": {
// A list of pch files to remove from -include.
// PCH files can be either a string, e.g., "./MyApp-Prefix.pch",
// or a dictionary specifying the pch and the environment where
// it should be used, e.g.,
// {"pch": "./prefix-android.pch", "env": {"TARGET_OS": "android"}}
"pchs": [],
// A list of header search paths.
// e.g. "./External/facebook-sdk/include"
"header_paths": [],
// A list of global compile flags for the project.
// Flags can be either a string, e.g. "-Werror-shadow",
// or a dictionary specifying the flag and the environment
// that it should be used in, e.g.,
// {"flag": "-fstack-protector", "env": {"TARGET_OS": "android"}}
"flags": [],
// A dictionary of global compiler definitions for the project.
// Defines can be a simple key-value pair, e.g., "DEBUG": 1,
// or the value can be a dictionary specifying the value and the
// environment that it should be used in, e.g.,
// "SOME_DEFINE": {"value": "\"yep its building on android\"", "env": {"TARGET_OS": "android"}}
"defines": {},
// A list of dependencies. Typically these correspond to
// frameworks in the xcode project.
"deps": [],
// A list of source files (e.g. .m, .mm, .c, .cc, and .cpp) files to remove from the build.
// e.g. "./External/Reachabilty/Reachability.m"
"sources": [],
// A list of glob removal filters to filter out source files.
// e.g. "./Server/Level_[0-9].m"
"sources_glob":[],
// A list of assets to package with the application.
// Assets can be either a string, e.g., "./Info.plist",
// a dictionary specifying the asset, the target path it should be written to
// in the app, and the environment it should be included with, e.g.,
// {"asset": "./Resources/cube_texture.pvr.ccz", "target_path": "Bundled Resources/", "env": {"TARGET_TEXTURE_FMT": "pvr"}}
// or a dictionary like above, but instead specifying the full target file name
// for the asset, e.g.,
// {"asset": "./Resources/cube_texture.pvr.ccz", "target_file": "Bundled Resources/cube_texture.pvr.gz", "env": {"TARGET_TEXTURE_FMT": "pvr"}}
"assets": [],
// A list of Info.plist files. The first one in the list will be the one we consider the main Info.plist.
"infoplists": [],
//A list of specific java sources file to compile
"java_sources": [],
//A list of the java root source directories
"java_sourcepaths": [],
//A list of java Librarys (jars)
"java_libs": [],
//A list of java resource directories
"java_res_dirs": [],
//A list of libs to include with the APK
"libs":[],
//Additional linker (ld) flags.
"link_flags":[],
//Sub projects
"modules": [],
}
}