├── .gitignore
├── AndroidStudio
└── SimpleNativeLibrary
│ ├── .gitignore
│ ├── .idea
│ ├── gradle.xml
│ ├── misc.xml
│ ├── modules.xml
│ └── runConfigurations.xml
│ ├── app
│ ├── .gitignore
│ ├── CMakeLists.txt
│ ├── build.gradle
│ ├── proguard-rules.pro
│ └── src
│ │ ├── androidTest
│ │ └── java
│ │ │ └── com
│ │ │ └── example
│ │ │ └── meach
│ │ │ └── simplenativelibrary
│ │ │ └── ExampleInstrumentedTest.java
│ │ ├── main
│ │ ├── AndroidManifest.xml
│ │ ├── cpp
│ │ │ └── native-lib.cpp
│ │ └── res
│ │ │ ├── drawable-v24
│ │ │ └── ic_launcher_foreground.xml
│ │ │ ├── drawable
│ │ │ └── ic_launcher_background.xml
│ │ │ ├── mipmap-anydpi-v26
│ │ │ ├── ic_launcher.xml
│ │ │ └── ic_launcher_round.xml
│ │ │ ├── mipmap-hdpi
│ │ │ ├── ic_launcher.png
│ │ │ └── ic_launcher_round.png
│ │ │ ├── mipmap-mdpi
│ │ │ ├── ic_launcher.png
│ │ │ └── ic_launcher_round.png
│ │ │ ├── mipmap-xhdpi
│ │ │ ├── ic_launcher.png
│ │ │ └── ic_launcher_round.png
│ │ │ ├── mipmap-xxhdpi
│ │ │ ├── ic_launcher.png
│ │ │ └── ic_launcher_round.png
│ │ │ ├── mipmap-xxxhdpi
│ │ │ ├── ic_launcher.png
│ │ │ └── ic_launcher_round.png
│ │ │ └── values
│ │ │ ├── colors.xml
│ │ │ ├── strings.xml
│ │ │ └── styles.xml
│ │ └── test
│ │ └── java
│ │ └── com
│ │ └── example
│ │ └── meach
│ │ └── simplenativelibrary
│ │ └── ExampleUnitTest.java
│ ├── build.gradle
│ ├── gradle.properties
│ ├── gradle
│ └── wrapper
│ │ ├── gradle-wrapper.jar
│ │ └── gradle-wrapper.properties
│ ├── gradlew
│ ├── gradlew.bat
│ └── settings.gradle
├── README.md
├── Unity
└── SimpleNativeLibrary
│ ├── Assets
│ ├── Plugins.meta
│ ├── Scene.meta
│ ├── Scene
│ │ ├── scene.unity
│ │ └── scene.unity.meta
│ ├── UseNativeLibrary.cs
│ └── UseNativeLibrary.cs.meta
│ ├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ └── UnityConnectSettings.asset
│ ├── SimpleNativeLibrary.csproj
│ ├── SimpleNativeLibrary.sln
│ └── UnityPackageManager
│ └── manifest.json
└── VisualStudio
└── SimpleNativeLibrary
├── SimpleNativeLibrary.sln
└── SimpleNativeLibrary
├── ReadMe.txt
├── SimpleNativeLibrary.cpp
├── SimpleNativeLibrary.vcxproj
└── SimpleNativeLibrary.vcxproj.filters
/.gitignore:
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1 | *.apk
2 | Unity/SimpleNativeLibrary/.vs/
3 | Unity/SimpleNativeLibrary/Assets/Plugins/
4 | Unity/SimpleNativeLibrary/Library/
5 | Unity/SimpleNativeLibrary/Temp/
6 | VisualStudio/SimpleNativeLibrary/.vs/
7 | *.db
8 | VisualStudio/SimpleNativeLibrary/SimpleNativeLibrary/x64/
9 | VisualStudio/SimpleNativeLibrary/x64/
10 | VisualStudio/SimpleNativeLibrary/ipch/
11 |
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/AndroidStudio/SimpleNativeLibrary/.gitignore:
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1 | *.iml
2 | .gradle
3 | /local.properties
4 | /.idea/workspace.xml
5 | /.idea/libraries
6 | .DS_Store
7 | /build
8 | /captures
9 | .externalNativeBuild
10 |
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/AndroidStudio/SimpleNativeLibrary/app/.gitignore:
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1 | /build
2 |
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/AndroidStudio/SimpleNativeLibrary/app/CMakeLists.txt:
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1 | # For more information about using CMake with Android Studio, read the
2 | # documentation: https://d.android.com/studio/projects/add-native-code.html
3 |
4 | # Sets the minimum version of CMake required to build the native library.
5 |
6 | cmake_minimum_required(VERSION 3.4.1)
7 |
8 | # Creates and names a library, sets it as either STATIC
9 | # or SHARED, and provides the relative paths to its source code.
10 | # You can define multiple libraries, and CMake builds them for you.
11 | # Gradle automatically packages shared libraries with your APK.
12 |
13 | add_library( # Sets the name of the library.
14 | SimpleNativeLibrary
15 |
16 | # Sets the library as a shared library.
17 | SHARED
18 |
19 | # Provides a relative path to your source file(s).
20 | src/main/cpp/native-lib.cpp )
21 |
22 | # Searches for a specified prebuilt library and stores the path as a
23 | # variable. Because CMake includes system libraries in the search path by
24 | # default, you only need to specify the name of the public NDK library
25 | # you want to add. CMake verifies that the library exists before
26 | # completing its build.
27 |
28 | find_library( # Sets the name of the path variable.
29 | log-lib
30 |
31 | # Specifies the name of the NDK library that
32 | # you want CMake to locate.
33 | log )
34 |
35 | # Specifies libraries CMake should link to your target library. You
36 | # can link multiple libraries, such as libraries you define in this
37 | # build script, prebuilt third-party libraries, or system libraries.
38 |
39 | target_link_libraries( # Specifies the target library.
40 | SimpleNativeLibrary
41 |
42 | # Links the target library to the log library
43 | # included in the NDK.
44 | ${log-lib} )
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/AndroidStudio/SimpleNativeLibrary/app/build.gradle:
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1 | apply plugin: 'com.android.application'
2 |
3 | android {
4 | compileSdkVersion 26
5 | defaultConfig {
6 | applicationId "com.example.meach.simplenativelibrary"
7 | minSdkVersion 15
8 | targetSdkVersion 26
9 | versionCode 1
10 | versionName "1.0"
11 | testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner"
12 | externalNativeBuild {
13 | cmake {
14 | cppFlags ""
15 | }
16 | }
17 | }
18 | buildTypes {
19 | release {
20 | minifyEnabled false
21 | proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
22 | }
23 | }
24 | externalNativeBuild {
25 | cmake {
26 | path "CMakeLists.txt"
27 | }
28 | }
29 | }
30 |
31 | dependencies {
32 | implementation fileTree(dir: 'libs', include: ['*.jar'])
33 | implementation 'com.android.support:appcompat-v7:26.1.0'
34 | testImplementation 'junit:junit:4.12'
35 | androidTestImplementation 'com.android.support.test:runner:1.0.1'
36 | androidTestImplementation 'com.android.support.test.espresso:espresso-core:3.0.1'
37 | }
38 |
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/AndroidStudio/SimpleNativeLibrary/app/proguard-rules.pro:
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1 | # Add project specific ProGuard rules here.
2 | # You can control the set of applied configuration files using the
3 | # proguardFiles setting in build.gradle.
4 | #
5 | # For more details, see
6 | # http://developer.android.com/guide/developing/tools/proguard.html
7 |
8 | # If your project uses WebView with JS, uncomment the following
9 | # and specify the fully qualified class name to the JavaScript interface
10 | # class:
11 | #-keepclassmembers class fqcn.of.javascript.interface.for.webview {
12 | # public *;
13 | #}
14 |
15 | # Uncomment this to preserve the line number information for
16 | # debugging stack traces.
17 | #-keepattributes SourceFile,LineNumberTable
18 |
19 | # If you keep the line number information, uncomment this to
20 | # hide the original source file name.
21 | #-renamesourcefileattribute SourceFile
22 |
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/AndroidStudio/SimpleNativeLibrary/app/src/androidTest/java/com/example/meach/simplenativelibrary/ExampleInstrumentedTest.java:
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1 | package com.example.meach.simplenativelibrary;
2 |
3 | import android.content.Context;
4 | import android.support.test.InstrumentationRegistry;
5 | import android.support.test.runner.AndroidJUnit4;
6 |
7 | import org.junit.Test;
8 | import org.junit.runner.RunWith;
9 |
10 | import static org.junit.Assert.*;
11 |
12 | /**
13 | * Instrumented test, which will execute on an Android device.
14 | *
15 | * @see Testing documentation
16 | */
17 | @RunWith(AndroidJUnit4.class)
18 | public class ExampleInstrumentedTest {
19 | @Test
20 | public void useAppContext() throws Exception {
21 | // Context of the app under test.
22 | Context appContext = InstrumentationRegistry.getTargetContext();
23 |
24 | assertEquals("com.example.meach.simplenativelibrary", appContext.getPackageName());
25 | }
26 | }
27 |
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/AndroidStudio/SimpleNativeLibrary/app/src/main/cpp/native-lib.cpp:
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1 | #include
2 | #include
3 |
4 | // Link following functions C-style (required for plugins)
5 | extern "C"
6 | {
7 | // The functions we will call from Unity.
8 |
9 | const char* PrintHello() {
10 | return "Hello";
11 | }
12 |
13 | int PrintANumber() {
14 | return 5;
15 | }
16 |
17 | int AddTwoIntegers(int a, int b) {
18 | return a + b;
19 | }
20 |
21 | float AddTwoFloats(float a, float b) {
22 | return a + b;
23 | }
24 |
25 | } // end of export C block
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/AndroidStudio/SimpleNativeLibrary/app/src/main/res/values/colors.xml:
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3 | #3F51B5
4 | #303F9F
5 | #FF4081
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2 | SimpleNativeLibrary
3 |
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/AndroidStudio/SimpleNativeLibrary/app/src/test/java/com/example/meach/simplenativelibrary/ExampleUnitTest.java:
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1 | package com.example.meach.simplenativelibrary;
2 |
3 | import org.junit.Test;
4 |
5 | import static org.junit.Assert.*;
6 |
7 | /**
8 | * Example local unit test, which will execute on the development machine (host).
9 | *
10 | * @see Testing documentation
11 | */
12 | public class ExampleUnitTest {
13 | @Test
14 | public void addition_isCorrect() throws Exception {
15 | assertEquals(4, 2 + 2);
16 | }
17 | }
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/AndroidStudio/SimpleNativeLibrary/build.gradle:
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1 | // Top-level build file where you can add configuration options common to all sub-projects/modules.
2 |
3 | buildscript {
4 |
5 | repositories {
6 | google()
7 | jcenter()
8 | }
9 | dependencies {
10 | classpath 'com.android.tools.build:gradle:3.0.0'
11 |
12 |
13 | // NOTE: Do not place your application dependencies here; they belong
14 | // in the individual module build.gradle files
15 | }
16 | }
17 |
18 | allprojects {
19 | repositories {
20 | google()
21 | jcenter()
22 | }
23 | }
24 |
25 | task clean(type: Delete) {
26 | delete rootProject.buildDir
27 | }
28 |
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/AndroidStudio/SimpleNativeLibrary/gradle.properties:
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1 | # Project-wide Gradle settings.
2 |
3 | # IDE (e.g. Android Studio) users:
4 | # Gradle settings configured through the IDE *will override*
5 | # any settings specified in this file.
6 |
7 | # For more details on how to configure your build environment visit
8 | # http://www.gradle.org/docs/current/userguide/build_environment.html
9 |
10 | # Specifies the JVM arguments used for the daemon process.
11 | # The setting is particularly useful for tweaking memory settings.
12 | org.gradle.jvmargs=-Xmx1536m
13 |
14 | # When configured, Gradle will run in incubating parallel mode.
15 | # This option should only be used with decoupled projects. More details, visit
16 | # http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
17 | # org.gradle.parallel=true
18 |
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/AndroidStudio/SimpleNativeLibrary/gradle/wrapper/gradle-wrapper.properties:
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1 | #Fri Nov 03 10:50:33 EET 2017
2 | distributionBase=GRADLE_USER_HOME
3 | distributionPath=wrapper/dists
4 | zipStoreBase=GRADLE_USER_HOME
5 | zipStorePath=wrapper/dists
6 | distributionUrl=https\://services.gradle.org/distributions/gradle-4.1-all.zip
7 |
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/AndroidStudio/SimpleNativeLibrary/gradlew:
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1 | #!/usr/bin/env bash
2 |
3 | ##############################################################################
4 | ##
5 | ## Gradle start up script for UN*X
6 | ##
7 | ##############################################################################
8 |
9 | # Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
10 | DEFAULT_JVM_OPTS=""
11 |
12 | APP_NAME="Gradle"
13 | APP_BASE_NAME=`basename "$0"`
14 |
15 | # Use the maximum available, or set MAX_FD != -1 to use that value.
16 | MAX_FD="maximum"
17 |
18 | warn ( ) {
19 | echo "$*"
20 | }
21 |
22 | die ( ) {
23 | echo
24 | echo "$*"
25 | echo
26 | exit 1
27 | }
28 |
29 | # OS specific support (must be 'true' or 'false').
30 | cygwin=false
31 | msys=false
32 | darwin=false
33 | case "`uname`" in
34 | CYGWIN* )
35 | cygwin=true
36 | ;;
37 | Darwin* )
38 | darwin=true
39 | ;;
40 | MINGW* )
41 | msys=true
42 | ;;
43 | esac
44 |
45 | # Attempt to set APP_HOME
46 | # Resolve links: $0 may be a link
47 | PRG="$0"
48 | # Need this for relative symlinks.
49 | while [ -h "$PRG" ] ; do
50 | ls=`ls -ld "$PRG"`
51 | link=`expr "$ls" : '.*-> \(.*\)$'`
52 | if expr "$link" : '/.*' > /dev/null; then
53 | PRG="$link"
54 | else
55 | PRG=`dirname "$PRG"`"/$link"
56 | fi
57 | done
58 | SAVED="`pwd`"
59 | cd "`dirname \"$PRG\"`/" >/dev/null
60 | APP_HOME="`pwd -P`"
61 | cd "$SAVED" >/dev/null
62 |
63 | CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
64 |
65 | # Determine the Java command to use to start the JVM.
66 | if [ -n "$JAVA_HOME" ] ; then
67 | if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
68 | # IBM's JDK on AIX uses strange locations for the executables
69 | JAVACMD="$JAVA_HOME/jre/sh/java"
70 | else
71 | JAVACMD="$JAVA_HOME/bin/java"
72 | fi
73 | if [ ! -x "$JAVACMD" ] ; then
74 | die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
75 |
76 | Please set the JAVA_HOME variable in your environment to match the
77 | location of your Java installation."
78 | fi
79 | else
80 | JAVACMD="java"
81 | which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
82 |
83 | Please set the JAVA_HOME variable in your environment to match the
84 | location of your Java installation."
85 | fi
86 |
87 | # Increase the maximum file descriptors if we can.
88 | if [ "$cygwin" = "false" -a "$darwin" = "false" ] ; then
89 | MAX_FD_LIMIT=`ulimit -H -n`
90 | if [ $? -eq 0 ] ; then
91 | if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
92 | MAX_FD="$MAX_FD_LIMIT"
93 | fi
94 | ulimit -n $MAX_FD
95 | if [ $? -ne 0 ] ; then
96 | warn "Could not set maximum file descriptor limit: $MAX_FD"
97 | fi
98 | else
99 | warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
100 | fi
101 | fi
102 |
103 | # For Darwin, add options to specify how the application appears in the dock
104 | if $darwin; then
105 | GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
106 | fi
107 |
108 | # For Cygwin, switch paths to Windows format before running java
109 | if $cygwin ; then
110 | APP_HOME=`cygpath --path --mixed "$APP_HOME"`
111 | CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
112 | JAVACMD=`cygpath --unix "$JAVACMD"`
113 |
114 | # We build the pattern for arguments to be converted via cygpath
115 | ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
116 | SEP=""
117 | for dir in $ROOTDIRSRAW ; do
118 | ROOTDIRS="$ROOTDIRS$SEP$dir"
119 | SEP="|"
120 | done
121 | OURCYGPATTERN="(^($ROOTDIRS))"
122 | # Add a user-defined pattern to the cygpath arguments
123 | if [ "$GRADLE_CYGPATTERN" != "" ] ; then
124 | OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
125 | fi
126 | # Now convert the arguments - kludge to limit ourselves to /bin/sh
127 | i=0
128 | for arg in "$@" ; do
129 | CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
130 | CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
131 |
132 | if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
133 | eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
134 | else
135 | eval `echo args$i`="\"$arg\""
136 | fi
137 | i=$((i+1))
138 | done
139 | case $i in
140 | (0) set -- ;;
141 | (1) set -- "$args0" ;;
142 | (2) set -- "$args0" "$args1" ;;
143 | (3) set -- "$args0" "$args1" "$args2" ;;
144 | (4) set -- "$args0" "$args1" "$args2" "$args3" ;;
145 | (5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
146 | (6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
147 | (7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
148 | (8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
149 | (9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
150 | esac
151 | fi
152 |
153 | # Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules
154 | function splitJvmOpts() {
155 | JVM_OPTS=("$@")
156 | }
157 | eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS
158 | JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME"
159 |
160 | exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@"
161 |
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/AndroidStudio/SimpleNativeLibrary/gradlew.bat:
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1 | @if "%DEBUG%" == "" @echo off
2 | @rem ##########################################################################
3 | @rem
4 | @rem Gradle startup script for Windows
5 | @rem
6 | @rem ##########################################################################
7 |
8 | @rem Set local scope for the variables with windows NT shell
9 | if "%OS%"=="Windows_NT" setlocal
10 |
11 | @rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
12 | set DEFAULT_JVM_OPTS=
13 |
14 | set DIRNAME=%~dp0
15 | if "%DIRNAME%" == "" set DIRNAME=.
16 | set APP_BASE_NAME=%~n0
17 | set APP_HOME=%DIRNAME%
18 |
19 | @rem Find java.exe
20 | if defined JAVA_HOME goto findJavaFromJavaHome
21 |
22 | set JAVA_EXE=java.exe
23 | %JAVA_EXE% -version >NUL 2>&1
24 | if "%ERRORLEVEL%" == "0" goto init
25 |
26 | echo.
27 | echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
28 | echo.
29 | echo Please set the JAVA_HOME variable in your environment to match the
30 | echo location of your Java installation.
31 |
32 | goto fail
33 |
34 | :findJavaFromJavaHome
35 | set JAVA_HOME=%JAVA_HOME:"=%
36 | set JAVA_EXE=%JAVA_HOME%/bin/java.exe
37 |
38 | if exist "%JAVA_EXE%" goto init
39 |
40 | echo.
41 | echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
42 | echo.
43 | echo Please set the JAVA_HOME variable in your environment to match the
44 | echo location of your Java installation.
45 |
46 | goto fail
47 |
48 | :init
49 | @rem Get command-line arguments, handling Windowz variants
50 |
51 | if not "%OS%" == "Windows_NT" goto win9xME_args
52 | if "%@eval[2+2]" == "4" goto 4NT_args
53 |
54 | :win9xME_args
55 | @rem Slurp the command line arguments.
56 | set CMD_LINE_ARGS=
57 | set _SKIP=2
58 |
59 | :win9xME_args_slurp
60 | if "x%~1" == "x" goto execute
61 |
62 | set CMD_LINE_ARGS=%*
63 | goto execute
64 |
65 | :4NT_args
66 | @rem Get arguments from the 4NT Shell from JP Software
67 | set CMD_LINE_ARGS=%$
68 |
69 | :execute
70 | @rem Setup the command line
71 |
72 | set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
73 |
74 | @rem Execute Gradle
75 | "%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
76 |
77 | :end
78 | @rem End local scope for the variables with windows NT shell
79 | if "%ERRORLEVEL%"=="0" goto mainEnd
80 |
81 | :fail
82 | rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
83 | rem the _cmd.exe /c_ return code!
84 | if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
85 | exit /b 1
86 |
87 | :mainEnd
88 | if "%OS%"=="Windows_NT" endlocal
89 |
90 | :omega
91 |
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/AndroidStudio/SimpleNativeLibrary/settings.gradle:
--------------------------------------------------------------------------------
1 | include ':app'
2 |
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/README.md:
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1 | # UnitySimpleNativeLibrary
2 |
3 | Unity native plugin
4 |
5 | Simplest Plugin example
6 | Example code from here: https://docs.unity3d.com/Manual/PluginsForDesktop.html
7 |
8 | ## Create native plugin - Windows
9 | Follow this [**tutorial**](https://msdn.microsoft.com/en-us/library/ms235636.aspx)
10 |
11 | ### Visual Studio - Create project
12 | 1. On the menu bar, choose **File**, **New**, **Project**.
13 | 2. In the left pane of the **New Project** dialog box, expand **Installed, Templates, Visual C++**, and then select **Win32**.
14 | 3. In the center pane, select **Win32 Console Application**.
15 | 4. Specify a name for the project (for example, **SimpleNativeLibrary**). Choose the **OK** button.
16 | 5. On the **Overview** page of the **Win32 Application Wizard** dialog box, choose the **Next** button.
17 | 6. On the **Application Settings** page, under **Application type**, select **DLL**.
18 | 7. Choose the **Finish** button to create the project.
19 |
20 | ### Visual Studio – Strip down project
21 | If you don't need the precompiled headers.
22 | 1. Open the project properties, in **C/C++, Precompiled Headers**.
23 | 2. In the options on the right, under **Precompiled Header**, select **Not Using Precompiled Headers**
24 | 3. Delete all source and headers files added automatically beside **SimpleNativeLibrary.cpp**
25 | 4. Put code you want to include in this library
26 |
27 | ```c++
28 | // SimpleNativeLibrary.cpp : Defines the exported functions for the DLL application.
29 | //
30 |
31 | #if _MSC_VER // this is defined when compiling with Visual Studio
32 | #define EXPORT_API __declspec(dllexport) // Visual Studio needs annotating exported functions with this
33 | #else
34 | #define EXPORT_API // XCode does not need annotating exported functions, so define is empty
35 | #endif
36 |
37 | // Link following functions C-style (required for plugins)
38 | extern "C"
39 | {
40 |
41 | // The functions we will call from Unity.
42 | //
43 | const EXPORT_API char* PrintHello() {
44 | return "Hello";
45 | }
46 |
47 | int EXPORT_API PrintANumber() {
48 | return 5;
49 | }
50 |
51 | int EXPORT_API AddTwoIntegers(int a, int b) {
52 | return a + b;
53 | }
54 |
55 | float EXPORT_API AddTwoFloats(float a, float b) {
56 | return a + b;
57 | }
58 |
59 | } // end of export C block
60 | ```
61 | 5. Build the library.
62 |
63 | ## Create native plugin - Android
64 | Reference guides: [**this**](https://github.com/makbn/opencv_android_setup_tutorial), and [**this**](https://stackoverflow.com/a/41037526)
65 | 1. Open **Android Studio** and click on **New Project**
66 | 2. Fill **Application Name** (for example SimpleNativeLibrary), **Company Domain** and check **Include C++ Support**
67 | 3. Continue like all other default android project and in the last step before click on **Finish** you need to set your C++ Standard! I use **Toolchain Default**
68 |
69 | - if you got an exception with this message : Error:NDK not configured. Download it with SDK manager.) you should follow this steps:
70 | - open **Project Structure** under File tab.
71 | - set your NDK direction in **Android NDK location** and Done!
72 |
73 | 4. In the project structure, under **app** module, open **CMakeLists.txt**
74 | 5. Change the name of the library, under **add_library** and **target_link_libraries** sections. Replace **native-lib** to **SimpleNativeLibrary**
75 | 6. Go to app, src, main, cpp and paste the C++ code in the source file there.
76 |
77 | ```c++
78 | #include
79 | #include
80 |
81 | // Link following functions C-style (required for plugins)
82 | extern "C"
83 | {
84 | // The functions we will call from Unity.
85 |
86 | const char* PrintHello() {
87 | return "Hello";
88 | }
89 |
90 | int PrintANumber() {
91 | return 5;
92 | }
93 |
94 | int AddTwoIntegers(int a, int b) {
95 | return a + b;
96 | }
97 |
98 | float AddTwoFloats(float a, float b) {
99 | return a + b;
100 | }
101 |
102 | } // end of export C block
103 | ```
104 |
105 | 7. Sync gradle and build the library
106 |
107 |
108 | ## Use native plugin - Unity
109 | ### Create project
110 | 1. Open Unity and create a new project.
111 | 2. Create folder **Plugins** in **Assets** folder. Put the compiled library in there.
112 | 3. Create a new C# script **UseNativeLibrary**
113 | 4. Add code to access the library in it:
114 |
115 | ```c#
116 | using UnityEngine;
117 | using System;
118 | using System.Runtime.InteropServices;
119 |
120 | public class UseNativeLibrary : MonoBehaviour {
121 | //Lets make our calls from the Plugin
122 | [DllImport("SimpleNativeLibrary")]
123 | private static extern int PrintANumber();
124 |
125 | [DllImport("SimpleNativeLibrary")]
126 | private static extern IntPtr PrintHello();
127 |
128 | [DllImport("SimpleNativeLibrary")]
129 | private static extern int AddTwoIntegers(int i1, int i2);
130 |
131 | [DllImport("SimpleNativeLibrary")]
132 | private static extern float AddTwoFloats(float f1, float f2);
133 |
134 | // Use this for initialization
135 | void Start()
136 | {
137 | Debug.Log(PrintANumber());
138 | Debug.Log(Marshal.PtrToStringAuto(PrintHello()));
139 | Debug.Log(AddTwoIntegers(2, 2));
140 | Debug.Log(AddTwoFloats(2.5F, 4F));
141 | }
142 |
143 | // Update is called once per frame
144 | void Update () {
145 |
146 | }
147 | }
148 | ```
149 |
150 | 5. In your scene, add an empty **GameObject** and drag **UseNativeLibrary** script to it.
151 | 6. Press Run and you should see debug info in the console
152 |
153 |
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using System;
4 | using System.Runtime.InteropServices;
5 |
6 | public class UseNativeLibrary : MonoBehaviour {
7 | //Lets make our calls from the Plugin
8 | [DllImport("SimpleNativeLibrary")]
9 | private static extern int PrintANumber();
10 |
11 | [DllImport("SimpleNativeLibrary")]
12 | private static extern IntPtr PrintHello();
13 |
14 | [DllImport("SimpleNativeLibrary")]
15 | private static extern int AddTwoIntegers(int i1, int i2);
16 |
17 | [DllImport("SimpleNativeLibrary")]
18 | private static extern float AddTwoFloats(float f1, float f2);
19 |
20 | // Debug text object
21 | [SerializeField]
22 | Text textDebug;
23 |
24 | // Use this for initialization
25 | void Start()
26 | {
27 | String str = "";
28 |
29 | str += "PrintANumber() " + PrintANumber() + "\n";
30 | str += "PrintHello() " + Marshal.PtrToStringAuto(PrintHello()) + "\n";
31 | str += "AddTwoIntegers(2, 2) " + AddTwoIntegers(2, 2) + "\n";
32 | str += "AddTwoFloats(2.5f, 4.0f) " + AddTwoFloats(2.5f, 4.0f) + "\n";
33 |
34 | // Print result in console
35 | Debug.Log(str);
36 |
37 | // Display result in text UI
38 | if(textDebug)
39 | {
40 | textDebug.text = str;
41 | }
42 | }
43 |
44 | // Update is called once per frame
45 | void Update () {
46 |
47 | }
48 | }
49 |
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2017
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SimpleNativeLibrary", "SimpleNativeLibrary.csproj", "{32E4BA66-C585-EF1E-463F-DF31CA3CAA46}"
5 | EndProject
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9 | Release|Any CPU = Release|Any CPU
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13 | {32E4BA66-C585-EF1E-463F-DF31CA3CAA46}.Debug|Any CPU.Build.0 = Debug|Any CPU
14 | {32E4BA66-C585-EF1E-463F-DF31CA3CAA46}.Release|Any CPU.ActiveCfg = Release|Any CPU
15 | {32E4BA66-C585-EF1E-463F-DF31CA3CAA46}.Release|Any CPU.Build.0 = Release|Any CPU
16 | EndGlobalSection
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1 | {
2 | "dependencies": {
3 | }
4 | }
5 |
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2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25420.1
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/VisualStudio/SimpleNativeLibrary/SimpleNativeLibrary/ReadMe.txt:
--------------------------------------------------------------------------------
1 | ========================================================================
2 | DYNAMIC LINK LIBRARY : SimpleNativeLibrary Project Overview
3 | ========================================================================
4 |
5 | AppWizard has created this SimpleNativeLibrary DLL for you.
6 |
7 | This file contains a summary of what you will find in each of the files that
8 | make up your SimpleNativeLibrary application.
9 |
10 |
11 | SimpleNativeLibrary.vcxproj
12 | This is the main project file for VC++ projects generated using an Application Wizard.
13 | It contains information about the version of Visual C++ that generated the file, and
14 | information about the platforms, configurations, and project features selected with the
15 | Application Wizard.
16 |
17 | SimpleNativeLibrary.vcxproj.filters
18 | This is the filters file for VC++ projects generated using an Application Wizard.
19 | It contains information about the association between the files in your project
20 | and the filters. This association is used in the IDE to show grouping of files with
21 | similar extensions under a specific node (for e.g. ".cpp" files are associated with the
22 | "Source Files" filter).
23 |
24 | SimpleNativeLibrary.cpp
25 | This is the main DLL source file.
26 |
27 | When created, this DLL does not export any symbols. As a result, it
28 | will not produce a .lib file when it is built. If you wish this project
29 | to be a project dependency of some other project, you will either need to
30 | add code to export some symbols from the DLL so that an export library
31 | will be produced, or you can set the Ignore Input Library property to Yes
32 | on the General propert page of the Linker folder in the project's Property
33 | Pages dialog box.
34 |
35 | /////////////////////////////////////////////////////////////////////////////
36 | Other standard files:
37 |
38 | StdAfx.h, StdAfx.cpp
39 | These files are used to build a precompiled header (PCH) file
40 | named SimpleNativeLibrary.pch and a precompiled types file named StdAfx.obj.
41 |
42 | /////////////////////////////////////////////////////////////////////////////
43 | Other notes:
44 |
45 | AppWizard uses "TODO:" comments to indicate parts of the source code you
46 | should add to or customize.
47 |
48 | /////////////////////////////////////////////////////////////////////////////
49 |
--------------------------------------------------------------------------------
/VisualStudio/SimpleNativeLibrary/SimpleNativeLibrary/SimpleNativeLibrary.cpp:
--------------------------------------------------------------------------------
1 | // SimpleNativeLibrary.cpp : Defines the exported functions for the DLL application.
2 | //
3 |
4 | #if _MSC_VER // this is defined when compiling with Visual Studio
5 | #define EXPORT_API __declspec(dllexport) // Visual Studio needs annotating exported functions with this
6 | #else
7 | #define EXPORT_API // XCode does not need annotating exported functions, so define is empty
8 | #endif
9 |
10 | // Link following functions C-style (required for plugins)
11 | extern "C"
12 | {
13 |
14 | // The functions we will call from Unity.
15 | //
16 | const EXPORT_API char* PrintHello() {
17 | return "Hello";
18 | }
19 |
20 | int EXPORT_API PrintANumber() {
21 | return 5;
22 | }
23 |
24 | int EXPORT_API AddTwoIntegers(int a, int b) {
25 | return a + b;
26 | }
27 |
28 | float EXPORT_API AddTwoFloats(float a, float b) {
29 | return a + b;
30 | }
31 |
32 | } // end of export C block
--------------------------------------------------------------------------------
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19 |
20 |
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90 | true
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97 |
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104 |
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132 | true
133 | true
134 | NDEBUG;_WINDOWS;_USRDLL;SIMPLENATIVELIBRARY_EXPORTS;%(PreprocessorDefinitions)
135 | true
136 |
137 |
138 | Windows
139 | true
140 | true
141 | true
142 |
143 |
144 |
145 |
146 |
147 |
148 |
149 |
150 |
151 |
152 |
153 |
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