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-`android_manifest`: Set AndroidManifest.xml file path
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-`android_res`: Set resource directory
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-`keystore`: Set signing keystore file
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-`keystore_pass`: Set signing keystore password
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-`package_name`: Set package name
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-`native_app_glue`: Whether to use the default `android_native_app_glue` library, default is true. If set to false, you need to handle the entry and event loop yourself.
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-`logcat_filters`: Set logcat filter keywords
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## wdk.env.kmdf
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Application of the compilation environment setting of kmdf under WDK, need to cooperate with: `wdk.[driver|binary|static|shared]` and other rules to use.
If you are using a compiler that supports the C23 `#embed` feature (such as clang or gcc), you can also use the `#embed` directive directly to embed binary files. You need to set the C23 language standard first via `set_languages("c23")`, and then use [add_embeddirs](project-target.md#add_embeddirs) to set the search path. This approach is more aligned with the C23 standard and does not require generating additional header files.
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:::
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## utils.bin2obj
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New rule added in v3.0.6 to convert binary files to object files and link them into the target program.
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Compared to `utils.bin2c`, it generates object files directly, skipping the generation of C header files, so it is faster when dealing with large files.
-- Embed data.bin and ensure it is zero-terminated
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add_files("assets/data.bin", {zeroend=true})
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```
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### Access Data
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In C/C++ code, we can access the embedded data via symbols. The symbol name generation rule is: `_binary_<filename>_start` and `_binary_<filename>_end`.
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Non-alphanumeric characters in the filename are replaced with underscores.
This rule can be used in v2.6.1 and above. Import glsl shader files such as `*.vert/*.frag` into the project, and then realize automatic compilation to generate `*.spv` files.
We support generating Qt installation packages, such as `qtinstaller`, `qtdmg`, `qtzip`, etc. It will automatically call `windeployqt`/`macdeployqt`/`linuxdeployqt` to deploy the required Qt libraries.
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