Add a script to compile the Android version.
Update library properties in the Android build.

The following linker arguments are useless for Android and have been removed:

  --enable-auto-import
  --enable-stdcall-fixup

The build of Andy's Super Great Park produces a static library and ignores the
launcher and the desktop release related files.
Merge branch 'master' of github.com:j-jorge/asgp into android-port
The data directory is processed for the Android build too.
Installing the Bear Factory files is optional.
Add the Android Application project.

The game is compiled as a dynamic library by the project in android/lib.

The Java part of the game is in android/java. It loads the library and calls a
method from it.

The build script has been modified a lot to finally compile and being able to
launch the application on the phone with no error. These modifications are as
follows:

libclaw — We use the full paths to the libraries, otherwise the compilation uses
the ones of the system.

SDL — The library has been compiled as a static library. The same goes for the
mixer part.

Install prefix — The install prefix is android/java, from asgp's source root.
The data is installed in android/java/assets in order to be able to load the
resources by their path. The library is installed in android/java/libs

I had to copy gnustl_shared in android/java/libs too, otherwise there was some
missing symbols at run time.
Connect Android's log system on libclaw and clean up some code.

The handling of the game is in a specific class, thus we do not have to deal
with the beautiful Java method names.

The build scripts installs the game on the only connected device.
Add the project files provided with SDL2.

Some minor changes are done:

SDLActivity.java — no library is loaded since we uses static libraries.
SDL_android_main.cpp — code is included in an extern "C" block.
The game starts with the SDL.

The java_interface files are removed. I have added a main() function to
initialize the game and run it.
The game resources are loaded from the assets of the Android package.

android_resource_pool implements base_resource_pool and allow to read the
assets.

This new pool uses SDL_RWops to read the data.
Add a custom script to build the final library.

I could not find how to tell CMake that some libraries must be linked with the
arguments --no-as-needed and --whole-archive and some with --as-needed and
--no-whole-archive. So I have replaced the CMake work by a custom command in a
shell script.

The game starts well on the phone for the first time :)
The android application runs in landscape, with no title bars.
Sets the properties on the right nodes in AndroidManifest.xml

The <application> has the theme.
Set the min sdk version in AndroidManifest.

Thus the game plays at the best resolution.
The level selector can be triggered with finger events.
There is no demo version for Android.

rp::game_variables::is_demo_version returns false on Android builds.
Display the fps by default.
The cart handles finger events.

A pressure throws a plunger.
A slide throws a cannonball.
A vertical makes the player to crouch or to jump, according to the direction.
Add a subclass of default_game_filesystem to write the configuration files in the application's internal directory.
The configuration file disables the dumb rendering mode.