In case anyone is interested, I’ve managed to get SDKBOX included in the CMake build process, so I no longer need to use Android.mk.
In your /[gamefolder]/CMakeLists.txt, add this:
set(GAME_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR})
if(ANDROID)
add_definitions(-DSDKBOX_ENABLED)
include_directories(
${GAME_ROOT_PATH}/proj.android/app/jni/
${GAME_ROOT_PATH}/proj.android/app/jni/pluginfacebook
${GAME_ROOT_PATH}/proj.android/app/jni/sdkbox
)
if("${ANDROID_STL}" STREQUAL "c++_static")
set(SDKBOX_LIBS_FOLDER libs_c++_static)
else()
set(SDKBOX_LIBS_FOLDER libs)
endif()
# sdkbox module
set(SDKBOX_LIB_PATH ${GAME_ROOT_PATH}/proj.android/app/jni/sdkbox/${SDKBOX_LIBS_FOLDER}/${ANDROID_ABI}/)
set(_sdkbox_prefix sdkbox)
set(sdkbox_INCLUDE_DIRS ${SDKBOX_LIB_PATH})
set(sdkbox_LIBRARIES sdkbox)
add_library(sdkbox STATIC IMPORTED)
set_target_properties(sdkbox
PROPERTIES IMPORTED_LOCATION
${SDKBOX_LIB_PATH}/libsdkbox.a)
# PluginFacebook module
set(FACEBOOK_LIB_PATH ${GAME_ROOT_PATH}/proj.android/app/jni/pluginfacebook/${SDKBOX_LIBS_FOLDER}/${ANDROID_ABI}/)
set(_PluginFacebook_prefix PluginFacebook)
set(PluginFacebook_INCLUDE_DIRS ${FACEBOOK_LIB_PATH}/)
set(PluginFacebook_LIBRARIES PluginFacebook)
add_library(PluginFacebook STATIC IMPORTED)
set_target_properties(PluginFacebook
PROPERTIES IMPORTED_LOCATION
${FACEBOOK_LIB_PATH}/libPluginFacebook.a)
endif()
and then down the bottom of that file look for “cocos_build_app”, and change it to this:
cocos_build_app(${APP_NAME}
APP_SRC "${APP_SRC}"
DEPEND_COMMON_LIBS "cocos2d"
DEPEND_ANDROID_LIBS "cocos2d_android" "sdkbox" "PluginFacebook"
)
That’s pretty much it. I hope it helps.