android-mobile nowadays hardcoded in CMakeLists.txt, so workaround it
here.
Signed-off-by: Anton Lundin <glance@acc.umu.se>
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
This one's weird. We actually don't access the Photo Library. But
maybe it's the access to the local files (in order to store the
dive data) that causes this?
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
This still isn't quite straight forward, but at least now the README matches
the process that I use again.
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
We don't use ssh-based git in Subsurface-mobile, so there's no reason to
link against it.
This should hopefully fix the current issues with the Android APK on some
devices.
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
It appears that instead of statically linking against ssl/crypto/ssh2, you
instead have to dynamically link against it and then bundle the library in
the APK. The documentation is not 100% clear and I don't have an Android
Nougat device to test this with, so for now this is an attempt.
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
Just link it directly into Subsurface-mobile. That's what we already do
with the qmake file for iOS, now the cmake based builds do the same. This
should remove a lot of issues.
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
Run all scripts with -e so they exit as soon as something breaks. That
way the build stops at the first error, not some other error.
Signed-off-by: Anton Lundin <glance@acc.umu.se>
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
Build kirkigami plugin out of source and make sure that we use the same QT
version for the plugin and the app.
Signed-off-by: Joakim Bygdell <j.bygdell@gmail.com>
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
Instead of building a library that we link against, let's just use the .pri
file and include Kirigami in the primary build.
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
Now kirigami needs to be built with a C++ plugin.
In cases of mobile operating systems such as iOS (and in a lesser measuse,
Android) having a proper plugin loaded at runtime may be difficult, so
statically link it together with all of its qml files compiled as a
qresource inside the static library.
Signed-off-by: Marco Martin <notmart@gmail.com>
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
This creates the possibility to pass configuration, where the ndk and
sdk is installed, to the build.sh script via environment variables.
Signed-off-by: Anton Lundin <glance@acc.umu.se>
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
Since c78e4f we build the mobile and desktop versions with different
package id's.
Signed-off-by: Anton Lundin <glance@acc.umu.se>
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
With Qt 5.7, they started to require c++11 support, and in 5.6.1 some
nullptr's showed up in QtAndroidExtras/qandroidfunctions.h, so now we
need to compile our c++ code with c++11 support in our compiler.
As Thiago pointed out, this effectively "downgrades" GCC 6 from c++14
support to c++11.
Signed-off-by: Anton Lundin <glance@acc.umu.se>
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
Simply have the Qt link in packagin/ios point to whatever Qt version
you want to build against and the script picks the right one.
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
The iOS build process is rather stupid - it scans all .qml files
in the root directory of the project to determine which QML dependencies
are required.
This is why we had the weird leftover fake QML project in our sources.
Signed-off-by: Dirk Hohndel <dirk@hohndel.org>