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Sergii Pylypenko
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Test for notifications
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# The application settings for Android libSDL port
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# Specify application name (e.x. My Application)
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AppName="test-notification"
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# Specify reversed site name of application (e.x. com.mysite.myapp)
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AppFullName=net.olofson.ballfield.notification
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# Application version code (integer)
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AppVersionCode=105
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# Application user-visible version name (string)
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AppVersionName="1.05"
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# Specify path to download application data in zip archive in the form "Description|URL|MirrorURL^Description2|URL2|MirrorURL2^...'
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# If you'll start Description with '!' symbol it will be enabled by default, '!!' will also hide the entry from the menu, so it cannot be disabled
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# If the URL in in the form ':dir/file.dat:http://URL/' it will be downloaded as binary BLOB to the application dir and not unzipped
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# If the URL does not contain 'http://' or 'https://', it is treated as file from 'project/jni/application/src/AndroidData' dir -
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# these files are put inside .apk package by the build system
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# You can specify Google Play expansion files in the form 'obb:main.12345' or 'obb:patch.12345' where 12345 is the app version for the obb file
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# You can mount expansion files created with jobb tool if you put 'mnt:main.12345' or 'mnt:patch.12345'
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# The mount directory will be returned by calling getenv("ANDROID_OBB_MOUNT_DIR")
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# You can use .zip.xz archives for better compression, but you need to add 'lzma' to CompiledLibraries
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# Generate .zip.xz files like this: zip -0 -r data.zip your-data/* ; xz -8 data.zip
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AppDataDownloadUrl="!!Game data is 1 Mb|ballfield3.zip"
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# Reset SDL config when updating application to the new version (y) / (n)
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ResetSdlConfigForThisVersion=n
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# Delete application data files when upgrading (specify file/dir paths separated by spaces)
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DeleteFilesOnUpgrade="%"
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# Here you may type readme text, which will be shown during startup. Format is:
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# Text in English, use \\\\n to separate lines (that's four backslashes)^de:Text in Deutsch^ru:Text in Russian^button:Button that will open some URL:http://url-to-open/
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ReadmeText=''
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# libSDL version to use (1.2/2)
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LibSdlVersion=1.2
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# Specify screen orientation: (v)ertical/(p)ortrait or (h)orizontal/(l)andscape
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ScreenOrientation=h
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# Video color depth - 16 BPP is the fastest and supported for all modes, 24 bpp is supported only
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# with SwVideoMode=y, SDL_OPENGL mode supports everything. (16)/(24)/(32)
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VideoDepthBpp=16
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# Enable OpenGL depth buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
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NeedDepthBuffer=n
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# Enable OpenGL stencil buffer (needed only for 3-d applications, small speed decrease) (y) or (n)
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NeedStencilBuffer=n
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# Use GLES 2.x context
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# you need this option only if you're developing 3-d app (y) or (n)
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NeedGles2=n
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# Use GLES 3.x context
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# you need this option only if you're developing 3-d app (y) or (n)
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NeedGles3=n
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# Use gl4es library for provide OpenGL 1.x functionality to OpenGL ES accelerated cards (y) or (n)
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UseGl4es=
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# Application uses software video buffer - you're calling SDL_SetVideoMode() without SDL_HWSURFACE and without SDL_OPENGL,
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# this will allow small speed optimization. Enable this even when you're using SDL_HWSURFACE. (y) or (n)
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SwVideoMode=y
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# Application video output will be resized to fit into native device screen (y)/(n)
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SdlVideoResize=y
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# Application resizing will keep 4:3 aspect ratio, with black bars at sides (y)/(n)
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SdlVideoResizeKeepAspect=n
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# Do not allow device to sleep when the application is in foreground, set this for video players or apps which use accelerometer
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InhibitSuspend=y
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# Create Android service, so the app is less likely to be killed while in background
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CreateService=y
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# Application does not call SDL_Flip() or SDL_UpdateRects() appropriately, or draws from non-main thread -
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# enabling the compatibility mode will force screen update every 100 milliseconds, which is laggy and inefficient (y) or (n)
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CompatibilityHacksForceScreenUpdate=n
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# Application does not call SDL_Flip() or SDL_UpdateRects() after mouse click (ScummVM and all Amiga emulators do that) -
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# force screen update by moving mouse cursor a little after each click (y) or (n)
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CompatibilityHacksForceScreenUpdateMouseClick=n
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# Application initializes SDL audio/video inside static constructors (which is bad, you won't be able to run ndk-gdb) (y)/(n)
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CompatibilityHacksStaticInit=n
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# On-screen Android soft text input emulates hardware keyboard, this will only work with Hackers Keyboard app (y)/(n)
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CompatibilityHacksTextInputEmulatesHwKeyboard=n
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# Built-in text input keyboards with custom layouts for emulators, requires CompatibilityHacksTextInputEmulatesHwKeyboard=y
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# 0 or empty - standard Android keyboard
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# 1 - Simple QWERTY keyboard, no function keys, no arrow keys
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# 2 - Commodore 64 keyboard
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# 3 - Amiga keyboard
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# 4 - Atari800 keyboard
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TextInputKeyboard=3
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# Hack for broken devices: prevent audio chopping, by sleeping a bit after pushing each audio chunk (y)/(n)
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CompatibilityHacksPreventAudioChopping=n
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# Hack for broken apps: application ignores audio buffer size returned by SDL (y)/(n)
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CompatibilityHacksAppIgnoresAudioBufferSize=n
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# Hack for VCMI: preload additional shared libraries before aplication start
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CompatibilityHacksAdditionalPreloadedSharedLibraries=""
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# Hack for Free Heroes 2, which redraws the screen inside SDL_PumpEvents(): slow and compatible SDL event queue -
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# do not use it with accelerometer/gyroscope, or your app may freeze at random (y)/(n)
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CompatibilityHacksSlowCompatibleEventQueue=n
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# Save and restore OpenGL state when drawing on-screen keyboard for apps that use SDL_OPENGL
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CompatibilityHacksTouchscreenKeyboardSaveRestoreOpenGLState=
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# Application uses SDL_UpdateRects() properly, and does not draw in any region outside those rects.
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# This improves drawing speed, but I know only one application that does that, and it's written by me (y)/(n)
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CompatibilityHacksProperUsageOfSDL_UpdateRects=n
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# Application uses mouse (y) or (n), this will show mouse emulation dialog to the user
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AppUsesMouse=y
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# Application needs two-button mouse, will also enable advanced point-and-click features (y) or (n)
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AppNeedsTwoButtonMouse=y
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# Right mouse button can do long-press/drag&drop action, necessary for some games (y) or (n)
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# If you disable it, swiping with two fingers will send mouse wheel events
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RightMouseButtonLongPress=n
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# Show SDL mouse cursor, for applications that do not draw cursor at all (y) or (n)
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ShowMouseCursor=n
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# Screen follows mouse cursor, when it's covered by soft keyboard, this works only in software video mode (y) or (n)
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ScreenFollowsMouse=n
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# Generate more touch events, by default SDL generates one event per one video frame, this is useful for drawing apps (y) or (n)
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GenerateSubframeTouchEvents=n
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# Force relative (laptop) mouse movement mode, useful when both on-screen keyboard and mouse are needed (y) or (n)
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ForceRelativeMouseMode=y
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# Show on-screen dpad/joystick, that will act as arrow keys (y) or (n)
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AppNeedsArrowKeys=y
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# On-screen dpad/joystick will appear under finger when it touches the screen (y) or (n)
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# Joystick always follows finger, so moving mouse requires touching the screen with other finger
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FloatingScreenJoystick=n
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# Application needs text input (y) or (n), enables button for text input on screen
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AppNeedsTextInput=y
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# Application uses joystick (y) or (n), the on-screen DPAD will be used as joystick 0 axes 0-1
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# This will disable AppNeedsArrowKeys option
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AppUsesJoystick=y
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# Application uses second on-screen joystick, as SDL joystick 0 axes 2-3 (y)/(n)
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AppUsesSecondJoystick=n
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# Application uses third on-screen joystick, as SDL joystick 0 axes 20-21 (y)/(n)
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AppUsesThirdJoystick=n
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# Application uses accelerometer (y) or (n), the accelerometer will be used as joystick 1 axes 0-1 and 5-7
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AppUsesAccelerometer=y
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# Application uses gyroscope (y) or (n), the gyroscope will be used as joystick 1 axes 2-4
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AppUsesGyroscope=y
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# Application uses orientation sensor (y) or (n), reported as joystick 1 axes 8-10
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AppUsesOrientationSensor=
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# Use gyroscope to move mouse cursor (y) or (n), it eats battery, and can be disabled in settings, do not use with AppUsesGyroscope setting
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MoveMouseWithGyroscope=n
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# Application uses multitouch (y) or (n), multitouch events are passed as SDL_JOYBALLMOTION events for the joystick 0
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AppUsesMultitouch=y
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# Application records audio (it will use any available source, such a s microphone)
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# API is defined in file SDL_android.h: int SDL_ANDROID_OpenAudioRecording(SDL_AudioSpec *spec); void SDL_ANDROID_CloseAudioRecording(void);
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# This option will add additional permission to Android manifest (y)/(n)
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AppRecordsAudio=n
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# Application needs read/write access SD card. Always disable it, unless you want to access user photos and downloads. (y) / (n)
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AccessSdCard=n
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# Application needs to read it's own OBB file. Enable this if you are using Play Store expansion files. (y) / (n)
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ReadObbFile=
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# Application needs Internet access. If you disable it, you'll have to bundle all your data files inside .apk (y) / (n)
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AccessInternet=
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# Immersive mode - Android will hide on-screen Home/Back keys. Looks bad if you invoke Android keyboard. (y) / (n)
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ImmersiveMode=y
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# Draw in the display cutout area. (y) / (n)
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DrawInDisplayCutout=
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# Hide Android system mouse cursor image when USB mouse is attached (y) or (n) - the app must draw it's own mouse cursor
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HideSystemMousePointer=
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# Application implements Android-specific routines to put to background, and will not draw anything to screen
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# between SDL_ACTIVEEVENT lost / gained notifications - you should check for them
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# rigth after SDL_Flip(), if (n) then SDL_Flip() will block till app in background (y) or (n)
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# This option is reported to be buggy, sometimes failing to restore video state
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NonBlockingSwapBuffers=n
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# Redefine common hardware keys to SDL keysyms
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# BACK hardware key is available on all devices, MENU is available on pre-ICS devices, other keys may be absent
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# SEARCH and CALL by default return same keycode as DPAD_CENTER - one of those keys is available on most devices
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# Use word NO_REMAP if you want to preserve native functionality for certain key (volume keys are 3-rd and 4-th)
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# Keys: TOUCHSCREEN (works only when AppUsesMouse=n), DPAD_CENTER/SEARCH, VOLUMEUP, VOLUMEDOWN, MENU, BACK, CAMERA
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RedefinedKeys="SPACE RETURN NO_REMAP NO_REMAP SPACE ESCAPE"
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# Number of virtual keyboard keys - currently 12 keys is the maximum
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AppTouchscreenKeyboardKeysAmount=6
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# Define SDL keysyms for multitouch gestures - pinch-zoom in, pinch-zoom out, rotate left, rotate right
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RedefinedKeysScreenGestures="6 7 8 9 "
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# Redefine on-screen keyboard keys to SDL keysyms - currently 12 keys is the maximum
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RedefinedKeysScreenKb="0 1 2 3 4 5 "
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# Names for on-screen keyboard keys, such as Fire, Jump, Run etc, separated by spaces, they are used in SDL config menu
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RedefinedKeysScreenKbNames="0 1 2 3 4 5 6 7 8 9"
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# On-screen keys theme
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# 0 = Ultimate Droid by Sean Stieber (green, with cross joystick)
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# 1 = Simple Theme by Beholder (white, with cross joystick)
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# 2 = Sun by Sirea (yellow, with round joystick)
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# 3 = Keen by Gerstrong (multicolor, with round joystick)
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# 4 = Retro by Santiago Radeff (red/white, with cross joystick)
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# 5 = GameBoy from RetroArch
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# 6 = PlayStation from RetroArch
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# 7 = SuperNintendo from RetroArch
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# 8 = DualShock from RetroArch
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# 9 = Nintendo64 from RetroArch
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TouchscreenKeysTheme=1
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# Redefine gamepad keys to SDL keysyms, button order is:
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# A B X Y L1 R1 L2 R2 LThumb RThumb Start Select Up Down Left Right LThumbUp LThumbDown LThumbLeft LThumbRight RThumbUp RThumbDown RThumbLeft RThumbRight
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RedefinedKeysGamepad="0 1 2 3 4 5 6 7 8 9 j k UP DOWN LEFT RIGHT PAGEUP PAGEDOWN HOME END PLUS MINUS LEFTBRACKET RIGHTBRACKET"
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# Redefine keys for the second gamepad, same as the first gamepad if not set:
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RedefinedKeysSecondGamepad="q w e r t y u i o p a s d f g h z x c v b n m COMMA"
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# Redefine keys for the third gamepad, same as the first gamepad if not set:
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RedefinedKeysThirdGamepad="F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 F13 F14 F15 PRINT"
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# Redefine keys for the fourth gamepad, same as the first gamepad if not set:
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RedefinedKeysFourthGamepad="KP0 KP1 KP2 KP3 KP4 KP5 KP6 KP7 KP8 KP9 KP_PERIOD KP_DIVIDE KP_MULTIPLY KP_MINUS KP_PLUS KP_ENTER"
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# How long to show startup menu button, in msec, 0 to disable startup menu
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StartupMenuButtonTimeout=1000
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# Menu items to hide from startup menu, available menu items (SDL 1.2 only):
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# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.StorageAccessConfig SettingsMenuMisc.CommandlineConfig SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout SettingsMenuKeyboard.ScreenKeyboardAdvanced
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HiddenMenuOptions=''
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# Menu items to show at startup - this is Java code snippet, leave empty for default
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# new SettingsMenuMisc.ShowReadme(), (AppUsesMouse \&\& \! ForceRelativeMouseMode \? new SettingsMenuMouse.DisplaySizeConfig(true) : new SettingsMenu.DummyMenu()), new SettingsMenuMisc.OptionalDownloadConfig(true), new SettingsMenuMisc.GyroscopeCalibration()
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# Available menu items:
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# SettingsMenu.OkButton SettingsMenu.DummyMenu SettingsMenu.MainMenu SettingsMenuMisc.DownloadConfig SettingsMenuMisc.OptionalDownloadConfig SettingsMenuMisc.AudioConfig SettingsMenuMisc.VideoSettingsConfig SettingsMenuMisc.ShowReadme SettingsMenuMisc.GyroscopeCalibration SettingsMenuMisc.StorageAccessConfig SettingsMenuMisc.CommandlineConfig SettingsMenuMisc.ResetToDefaultsConfig SettingsMenuMouse.MouseConfigMainMenu SettingsMenuMouse.DisplaySizeConfig SettingsMenuMouse.LeftClickConfig SettingsMenuMouse.RightClickConfig SettingsMenuMouse.AdditionalMouseConfig SettingsMenuMouse.JoystickMouseConfig SettingsMenuMouse.TouchPressureMeasurementTool SettingsMenuMouse.CalibrateTouchscreenMenu SettingsMenuKeyboard.KeyboardConfigMainMenu SettingsMenuKeyboard.ScreenKeyboardSizeConfig SettingsMenuKeyboard.ScreenKeyboardDrawSizeConfig SettingsMenuKeyboard.ScreenKeyboardThemeConfig SettingsMenuKeyboard.ScreenKeyboardTransparencyConfig SettingsMenuKeyboard.RemapHwKeysConfig SettingsMenuKeyboard.RemapScreenKbConfig SettingsMenuKeyboard.ScreenGesturesConfig SettingsMenuKeyboard.CustomizeScreenKbLayout SettingsMenuKeyboard.ScreenKeyboardAdvanced
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FirstStartMenuOptions=''
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# Minimum amount of RAM application requires, in Mb, SDL will print warning to user if it's lower
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AppMinimumRAM=0
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# GCC version, or 'clang' for CLANG
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NDK_TOOLCHAIN_VERSION=clang
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# Android platform version.
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# android-16 = Android 4.1, the earliest supported version in NDK r18.
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# android-18 = Android 4.3, the first version supporting GLES3.
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# android-21 = Android 5.1, the first version with SO_REUSEPORT defined.
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APP_PLATFORM=
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# Specify architectures to compile, 'all' or 'y' to compile for all architectures.
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# Available architectures: armeabi-v7a arm64-v8a x86 x86_64
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MultiABI='arm64-v8a'
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# Optional shared libraries to compile - removing some of them will save space
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# MP3 patents are expired, but libmad license is GPL, not LGPL
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# Available libraries: mad (GPL-ed!) sdl_mixer sdl_image sdl_ttf sdl_net sdl_blitpool sdl_gfx sdl_sound intl xml2 lua jpeg png ogg flac tremor vorbis freetype xerces curl theora fluidsynth lzma lzo2 mikmod openal timidity zzip bzip2 yaml-cpp python boost_date_time boost_filesystem boost_iostreams boost_program_options boost_regex boost_signals boost_system boost_thread glu avcodec avdevice avfilter avformat avresample avutil swscale swresample bzip2
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# rep 'Available' project/jni/SettingsTemplate.mk
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CompiledLibraries="sdl_image"
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# Application uses custom build script AndroidBuild.sh instead of Android.mk (y) or (n)
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CustomBuildScript=n
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# Aditional CFLAGS for application
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AppCflags=''
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# Aditional C++-specific compiler flags for application, added after AppCflags
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AppCppflags=''
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# Additional LDFLAGS for application
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AppLdflags=''
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# If application has headers with the same name as system headers, this option tries to fix compiler flags to make it compilable
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AppOverlapsSystemHeaders=
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# Build only following subdirs (empty will build all dirs, ignored with custom script)
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AppSubdirsBuild=''
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# Exclude these files from build
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AppBuildExclude=''
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# Application command line parameters, including app name as 0-th param
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AppCmdline='ballfield'
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# Screen size is used by Google Play to prevent an app to be installed on devices with smaller screens
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# Minimum screen size that application supports: (s)mall / (m)edium / (l)arge
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MinimumScreenSize=s
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# Your AdMob Publisher ID, (n) if you don't want advertisements
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AdmobPublisherId=n
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# Your AdMob test device ID, to receive a test ad
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AdmobTestDeviceId=
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# Your AdMob banner size (BANNER/FULL_BANNER/LEADERBOARD/MEDIUM_RECTANGLE/SMART_BANNER/WIDE_SKYSCRAPER/FULL_WIDTH:Height/Width:AUTO_HEIGHT/Width:Height)
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AdmobBannerSize=
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# Google Play Game Services application ID, required for cloud saves to work
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GooglePlayGameServicesId=
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# The app will open files with following extension, file path will be added to commandline params
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AppOpenFileExtension='png PNG jpg JPG jpeg JPEG gif GIF'
Binary file not shown.

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