Renamed header guards in headers under platform/ouya
Added cocos2d-x extensions to the MetaProject
Added the necessary settings to the iOS project file to compile with the cocos2d-x extensions.
Added the necessary settings to the iOS project file to compile the "Tests" target with the cocos2d-x extensions as well.
Added the necessary settings to the mac project file to compile with the cocos2d-x extensions.
Moved Android.mk for the extensions from the extensions folder to a subfolder extensions/ouya to have a independent module for the OUYA build of the extensions. This is necessary, because we need a different version of the cocos2d-x included as well.
Added the extensions to the Android.mk of the build for the OUYA
Simplified the NDK_MODULE path building to the cocos2d-x root directory and the third party libraries. Including modules is now more speaking because $(call import-module, cocos2dx/plaform/ouya) says exactly that it is the cocos2d-x version for the OUYA instead of simply $(call import-module, ouya), where no cocos2dx is mentioned anywhere.
Changed COCOS2DX_ROOT to simply root, because it is not the directory of cocos2dx but the path to the root of the MetaProject
Changed APP_ANDROID_ROOT to APP_OUYA_ROOT because this is the build_native.sh for the OUYA target
Created an Android.mk for the android target of the extensions alike the one for the OUYA target
Added the extensions to the Android.mk of the build for Android
Simplified the NDK_MODULE path building to the cocos2d-x root directory and the third party libraries. Including modules is now more speaking because $(call import-module, cocos2dx/platform/android) says exactly that it is the cocos2d-x version for the OUYA instead of simply $(call import-module, android), where no cocos2dx is mentioned anywhere.
Changed COCOS2DX_ROOT to simply ROOT in the build_native.sh for Android as well, because it is not the directory of cocos2dx but the path to the root of the MetaProject.