Add android support, Update README.md
Compiles and runs fine on Android platform
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23
README.md
23
README.md
@@ -76,8 +76,16 @@ $ cd godot-cpp
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$ scons platform=<your platform> generate_bindings=yes
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$ cd ..
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```
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For android:
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Download latest Android NDK from official website and set NDK path.
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```
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$ export PATH="$PATH:/PATH-TO-ANDROID-NDK/toolchains/llvm/prebuilt/linux-x86_64/bin/"
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$ scons platform=android generate_bindings=yes
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```
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you can also specify architecture by enabling bits=64 (or 32) default is 64
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> Replace `<your platform>` with either `windows`, `linux` or `osx`.
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> Replace `<your platform>` with either `windows`, `linux`, `osx` or `android`.
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> Include `use_llvm=yes` for using clang++
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@@ -189,6 +197,19 @@ $ link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj
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*macOS*
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For OSX you need to find out what compiler flags need to be used.
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*Android*
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```
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$ cd SimpleLibrary
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$ aarch64-linux-android29-clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot_headers
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$ aarch64-linux-android29-clang -o bin/libtest.so -shared src/init.os -Lgodot-cpp/bin -l<name of the godot-cpp>
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```
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> use `armv7a-linux-androideabi29-clang` for 32 bit armeabi-v7a library
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> This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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> You will need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library)
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### Creating `.gdnlib` and `.gdns` files
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follow [godot_header/README.md](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor) to create the `.gdns`
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