This documentation describes how python-for-android (p4a) recipes work. These are special scripts for installing different programs (including Python modules) into a p4a distribution. They are necessary to take care of compilation for any compiled components, as these must be compiled for Android with the correct architecture.
python-for-android comes with many recipes for popular modules, and no
recipe is necessary at all for the use of Python modules with no
compiled components; if you just want to build an APK, you can jump
straight to the :doc:`quickstart` or :doc:`commands` documentation, or
can use the recipes command to list available recipes.
If you are new to building recipes, it is recommended that you first read all of this page, at least up to the Recipe reference documentation. The different recipe sections include a number of examples of how recipes are built or overridden for specific purposes.
This documentation jumps straight to the practicalities of creating your own recipe. The formal reference documentation of the Recipe class can be found in the Recipe class section and below.
Check the recipe template section for a template that combines all of these ideas, in which you can replace whichever components you like.
The basic declaration of a recipe is as follows:
class YourRecipe(Recipe):
url = 'http://example.com/example-{version}.tar.gz'
version = '2.0.3'
md5sum = '4f3dc9a9d857734a488bcbefd9cd64ed'
depends = ['kivy', 'sdl2'] # These are just examples
conflicts = ['pygame']
recipe = YourRecipe()
See the Recipe class documentation for full information about each parameter.
These core options are vital for all recipes, though the url may be omitted if the source is somehow loaded from elsewhere.
The recipe = YourRecipe() is also vital. This variable is used
when the recipe is imported as the recipe instance to build with. If
it is omitted, your recipe won't work.
Note
The url includes the {version} tag. You should only
access the url with the versioned_url property, which
replaces this with the version attribute.
The actual build process takes place via three core methods:
def prebuild_arch(self, arch):
super(YourRecipe, self).prebuild_arch(arch)
# Do any pre-initialisation
def build_arch(self, arch):
super(YourRecipe, self).build_arch(arch)
# Do the main recipe build
def postbuild_arch(self, arch):
super(YourRecipe, self).build_arch(arch)
# Do any clearing up
The prebuild of every recipe is run before the build of any recipe, and likewise the build of every recipe is run before the postbuild of any. This lets you strictly order the build process.
If you defined an url for your recipe, you do not need to manually download it, this is handled automatically.
The recipe will automatically be built in a special isolated build
directory, which you can access with
self.get_build_dir(arch.arch). You should only work within
this directory. It may be convenient to use the current_directory
context manager defined in toolchain.py:
from pythonforandroid.toolchain import current_directory
def build_arch(self, arch):
super(YourRecipe, self).build_arch(arch)
with current_directory(self.get_build_dir(arch.arch)):
with open('example_file.txt', 'w'):
fileh.write('This is written to a file within the build dir')
The argument to each method, arch, is an object relating to the
architecture currently being built for. You can mostly ignore it,
though may need to use the arch name arch.arch.
Note
You can also implement arch-specific versions of each
method, which are called (if they exist) by the superclass,
e.g. def prebuild_armeabi(self, arch).
This is the core of what's necessary to write a recipe, but has not covered any of the details of how one actually writes code to compile for android. This is covered in the next sections, including the standard mechanisms used as part of the build, and the details of specific recipe classes for Python, Cython, and some generic compiled recipes. If your module is one of the latter, you should use these later classes rather than reimplementing the functionality from scratch.
You can easily apply patches to your recipes with the apply_patch
method. For instance, you could do this in your prebuild method:
import sh
def prebuild_arch(self, arch):
super(YourRecipe, self).prebuild_arch(arch)
build_dir = self.get_build_dir(arch.arch)
if exists(join(build_dir, '.patched')):
print('Your recipe is already patched, skipping')
return
self.apply_patch('some_patch.patch')
shprint(sh.touch, join(build_dir, '.patched'))
The path to the patch should be in relation to your recipe code.
In this case, some_path.patch must be in the same directory as the
recipe.
This code also manually takes care to patch only once. You can use the same strategy yourself, though a more generic solution may be provided in the future.
Some recipes generate .so files that must be manually copied into the android project. You can use code like the following to accomplish this, copying to the correct lib cache dir:
def build_arch(self, arch):
do_the_build() # e.g. running ./configure and make
import shutil
shutil.copyfile('a_generated_binary.so',
self.ctx.get_libs_dir(arch.arch))
Any libs copied to this dir will automatically be included in the appropriate libs dir of the generated android project.
When performing any compilation, it is vital to do so with appropriate environment variables set, ensuring that the Android libraries are properly linked and the compilation target is the correct architecture.
You can get a dictionary of appropriate environment variables with the
get_recipe_env method. You should make sure to set this
environment for any processes that you call. It is convenient to do
this using the sh module as follows:
def build_arch(self, arch):
super(YourRecipe, self).build_arch(arch)
env = self.get_recipe_env(arch)
sh.echo('$PATH', _env=env) # Will print the PATH entry fron the
# env dict
You can also use the shprint helper function from the p4a
toolchain module, which will print information about the process and
its current status:
from pythonforandroid.toolchain import shprint shprint(sh.echo, '$PATH', _env=env)
You can also override the get_recipe_env method to add new env
vars for the use of your recipe. For instance, the Kivy recipe does
the following when compiling for SDL2, in order to tell Kivy what
backend to use:
def get_recipe_env(self, arch):
env = super(KivySDL2Recipe, self).get_recipe_env(arch)
env['USE_SDL2'] = '1'
env['KIVY_SDL2_PATH'] = ':'.join([
join(self.ctx.bootstrap.build_dir, 'jni', 'SDL', 'include'),
join(self.ctx.bootstrap.build_dir, 'jni', 'SDL2_image'),
join(self.ctx.bootstrap.build_dir, 'jni', 'SDL2_mixer'),
join(self.ctx.bootstrap.build_dir, 'jni', 'SDL2_ttf'),
])
return env
Warning
When using the sh module like this the new env completely replaces the normal environment, so you must define any env vars you want to access.
The Recipe class has a should_build method, which returns a
boolean. This is called before running build_arch, and if it
returns False then the build is skipped. This is useful to avoid
building a recipe more than once for different dists.
By default, should_build returns True, but you can override it however you like. For instance, PythonRecipe and its subclasses all replace it with a check for whether the recipe is already installed in the Python distribution:
def should_build(self):
name = self.site_packages_name
if name is None:
name = self.name
if exists(join(self.ctx.get_site_packages_dir(), name)):
info('Python package already exists in site-packages')
return False
print('site packages', self.ctx.get_site_packages_dir())
info('{} apparently isn\'t already in site-packages'.format(name))
return True
If your recipe is to install a Python module without compiled
components, you should use a PythonRecipe. This overrides
build_arch to automatically call the normal python setup.py
install with an appropriate environment.
For instance, the following is all that's necessary to create a recipe for the Vispy module:
from pythonforandroid.toolchain import PythonRecipe
class VispyRecipe(PythonRecipe):
version = 'master'
url = 'https://github.com/vispy/vispy/archive/{version}.zip'
depends = ['python2', 'numpy']
site_packages_name = 'vispy'
recipe = VispyRecipe()
The site_packages_name is a new attribute that identifies the
folder in which the module will be installed in the Python
package. This is only essential to add if the name is different to the
recipe name. It is used to check if the recipe installation can be
skipped, which is the case if the folder is already present in the
Python installation.
For reference, the code that accomplishes this is the following:
def build_arch(self, arch):
super(PythonRecipe, self).build_arch(arch)
self.install_python_package()
def install_python_package(self):
'''Automate the installation of a Python package (or a cython
package where the cython components are pre-built).'''
arch = self.filtered_archs[0]
env = self.get_recipe_env(arch)
info('Installing {} into site-packages'.format(self.name))
with current_directory(self.get_build_dir(arch.arch)):
hostpython = sh.Command(self.ctx.hostpython)
shprint(hostpython, 'setup.py', 'install', '-O2', _env=env)
This combines techniques and tools from the above documentation to create a generic mechanism for all Python modules.
Note
The hostpython is the path to the Python binary that should be used for any kind of installation. You must run Python in a similar way if you need to do so in any of your own recipes.
If your recipe is to install a Python module that uses Cython, you
should use a CythonRecipe. This overrides build_arch to both build
the cython components and to install the Python module just like a
normal PythonRecipe.
For instance, the following is all that's necessary to make a recipe for Kivy (in this case, depending on Pygame rather than SDL2):
class KivyRecipe(CythonRecipe):
version = 'stable'
url = 'https://github.com/kivy/kivy/archive/{version}.zip'
name = 'kivy'
depends = ['pygame', 'pyjnius', 'android']
recipe = KivyRecipe()
For reference, the code that accomplishes this is the following:
def build_arch(self, arch):
Recipe.build_arch(self, arch) # a hack to avoid calling
# PythonRecipe.build_arch
self.build_cython_components(arch)
self.install_python_package() # this is the same as in a PythonRecipe
def build_cython_components(self, arch):
env = self.get_recipe_env(arch)
with current_directory(self.get_build_dir(arch.arch)):
hostpython = sh.Command(self.ctx.hostpython)
# This first attempt *will* fail, because cython isn't
# installed in the hostpython
try:
shprint(hostpython, 'setup.py', 'build_ext', _env=env)
except sh.ErrorReturnCode_1:
pass
# ...so we manually run cython from the user's system
shprint(sh.find, self.get_build_dir('armeabi'), '-iname', '*.pyx', '-exec',
self.ctx.cython, '{}', ';', _env=env)
# now cython has already been run so the build works
shprint(hostpython, 'setup.py', 'build_ext', '-v', _env=env)
# stripping debug symbols lowers the file size a lot
build_lib = glob.glob('./build/lib*')
shprint(sh.find, build_lib[0], '-name', '*.o', '-exec',
env['STRIP'], '{}', ';', _env=env)
The failing build and manual cythonisation is necessary, first to make sure that any .pyx files have been generated by setup.py, and second because cython isn't installed in the hostpython build.
This may actually fail if the setup.py tries to import cython before making any pyx files (in which case it crashes too early), although this is probably not usually an issue. If this happens to you, try patching to remove this import or make it fail quietly.
Other than this, these methods follow the techniques in the above documentation to make a generic recipe for most cython based modules.
This is similar to a CythonRecipe but is intended for modules like numpy which include compiled but non-cython components. It uses a similar mechanism to compile with the right environment.
This isn't documented yet because it will probably be changed so that CythonRecipe inherits from it (to avoid code duplication).
If you are writing a recipe not for a Python module but for something
that would normall go in the JNI dir of an Android project (i.e. it
has an Application.mk and Android.mk that the Android build
system can use), you can use an NDKRecipe to automatically set it
up. The NDKRecipe overrides the normal get_build_dir method to
place things in the Android project.
Warning
The NDKRecipe does not currently actually call ndk-build, you must add this call (for your module) by manually making a build_arch method. This may be fixed later.
For instance, the following recipe is all that's necessary to place SDL2_ttf in the jni dir. This is built later by the SDL2 recipe, which calls ndk-build with this as a dependency:
class LibSDL2TTF(NDKRecipe):
version = '2.0.12'
url = 'https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-{version}.tar.gz'
dir_name = 'SDL2_ttf'
recipe = LibSDL2TTF()
The dir_name argument is a new class attribute that tells the recipe what the jni dir folder name should be. If it is omitted, the recipe name is used. Be careful here, sometimes the folder name is important, especially if this folder is a dependency of something else.
The following template includes all the recipe sections you might use. Note that none are compulsory, feel free to delete method overrides if you do not use them:
from pythonforandroid.toolchain import Recipe, shprint, current_directory
from os.path import exists, join
import sh
import glob
class YourRecipe(Recipe):
# This could also inherit from PythonRecipe etc. if you want to
# use their pre-written build processes
version = 'some_version_string'
url = 'http://example.com/example-{version}.tar.gz'
depends = ['python2', 'numpy'] # A list of any other recipe names
# that must be built before this
# one
conflicts = [] # A list of any recipe names that cannot be built
# alongside this one
def get_recipe_env(self, arch):
env = super(YourRecipe, self).get_recipe_env()
# Manipulate the env here if you want
return env
def should_build(self):
# Add a check for whether the recipe is already built if you
# want, and return False if it is.
return True
def prebuild_arch(self, arch):
super(YourRecipe, self).prebuild_arch(self)
# Do any extra prebuilding you want, e.g.:
self.apply_patch('path/to/patch.patch')
def build_arch(self, arch):
super(YourRecipe, self).build_arch(self)
# Build the code. Make sure to use the right build dir, e.g.
with current_directory(self.get_build_dir(arch.arch)):
sh.ls('-lathr') # Or run some commands that actually do
# something
def postbuild_arch(self, arch):
super(YourRecipe, self).prebuild_arch(self)
# Do anything you want after the build, e.g. deleting
# unnecessary files such as documentation
recipe = YourRecipe()
The above documentation has included a number of snippets demonstrating different behaviour. Together, these cover most of what is ever necessary to make a recipe work.
The following short sections further demonstrate a few full recipes from p4a's internal recipes folder. Unless your own module has some unusual complication, following these templates should be all you need to make your own recipes work.
TODO
The Recipe is the base class for all p4a recipes. The core
documentation of this class is given below, followed by discussion of
how to create your own Recipe subclass.
.. autoclass:: toolchain.Recipe :members: :member-order: = 'bysource'