# 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 { *; } -keepclassmembers class com.badlogic.gdx.backends.android.AndroidInput* { (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); }