Magic_Ling_Pixel_Dungeon/android/proguard-rules.pro

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# retain these to support class references for the bundling and translation systems
-keepnames class com.shatteredpixel.** { *; }
-keepnames class com.watabou.** { *; }
# keep members of classes that are instantiated via reflection
-keepclassmembers class * extends com.watabou.glscripts.Script
-keepclassmembers class * implements com.watabou.utils.Bundlable
# retained to support meaningful stack traces
# note that the mapping file must be referenced in order to make sense of line numbers
# mapping file can be found in core/build/outputs/mapping after running a release build
-keepattributes SourceFile,LineNumberTable
# libGDX stuff
-dontwarn android.support.**
-dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication
-dontwarn com.badlogic.gdx.utils.GdxBuild
-dontwarn com.badlogic.gdx.physics.box2d.utils.Box2DBuild
-dontwarn com.badlogic.gdx.jnigen.BuildTarget*
# needed for libGDX skin reflection used in text fields. Perhaps just don't use skin?
-keepnames class com.badlogic.gdx.graphics.Color { *; }
-keepnames class com.badlogic.gdx.scenes.scene2d.ui.TextField$TextFieldStyle { *; }
# needed for libGDX controllers
-keep class com.badlogic.gdx.controllers.android.AndroidControllers { *; }
-keepclassmembers class com.badlogic.gdx.backends.android.AndroidInput* {
<init>(com.badlogic.gdx.Application, android.content.Context, java.lang.Object, com.badlogic.gdx.backends.android.AndroidApplicationConfiguration);
}
-keepclassmembers class com.badlogic.gdx.physics.box2d.World {
boolean contactFilter(long, long);
void beginContact(long);
void endContact(long);
void preSolve(long, long);
void postSolve(long, long);
boolean reportFixture(long);
float reportRayFixture(long, float, float, float, float, float);
}