I’m working on getting setup to build my code for android, I am able to run it just fine on blackberry.
During my nightmare of a time getting this setup I ran into some issues, one of which gave me an error about my #include CCFileUtils.h, once I changed my code to include CCFileUtilsAndroid.h the problem went away. MY question is do I need to do a platform detect and include the android version if android is detected and non android version otherwise?
Below are some other notes of things I had to do to get the configuration working on the 64bit version.
chmod ~~R 755 cocos2d directory
change include paths from darwin-x86 to windows-x86_64
change .mk file as follows
~~add each of your new classes here @ local_src_files
~~add the cocosdenshion_static to LOCAL_WHOLE_STATIC_LIBRARIES
~~add $(call import-module,CocosDenshion/android
add include path for Cocosdenshion
CCFileUtils.h is CCFileUtilsAndroid.h
LOCAL_SRC_FILES := hellocpp/main.cpp …/…/Classes/AppDelegate.cpp …/…/Classes/HelloWorldScene.cpp …/…/Classes/GameOverScene.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/…/…/Classes
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static cocosdenshion_static
$(call import-module,cocos2dx) $(call import-module,CocosDenshion/android)