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5 months ago
plugins {
alias(libs.plugins.android.application)
alias(libs.plugins.kotlin.android)
alias(libs.plugins.kotlin.compose)
}
android {
namespace 'com.quillstudios.pokegoalshelper'
compileSdk 36
defaultConfig {
applicationId "com.quillstudios.pokegoalshelper"
minSdk 25
targetSdk 36
versionCode 1
versionName "1.0"
testInstrumentationRunner "androidx.test.runner.AndroidJUnitRunner"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
}
}
compileOptions {
sourceCompatibility JavaVersion.VERSION_17
targetCompatibility JavaVersion.VERSION_17
}
kotlinOptions {
jvmTarget = '17'
}
buildFeatures {
compose true
}
composeOptions {
kotlinCompilerExtensionVersion = "1.5.4"
}
ndkVersion '27.2.12479018'
}
tasks.withType(org.jetbrains.kotlin.gradle.tasks.KotlinCompile).configureEach {
kotlinOptions {
jvmTarget = "17"
}
}
dependencies {
implementation libs.androidx.core.ktx
implementation libs.androidx.lifecycle.runtime.ktx
implementation libs.androidx.activity.compose
implementation platform(libs.androidx.compose.bom)
implementation libs.androidx.ui
implementation libs.androidx.ui.graphics
implementation libs.androidx.ui.tooling.preview
implementation libs.androidx.material3
testImplementation libs.junit
androidTestImplementation libs.androidx.junit
androidTestImplementation libs.androidx.espresso.core
androidTestImplementation platform(libs.androidx.compose.bom)
androidTestImplementation libs.androidx.ui.test.junit4
debugImplementation libs.androidx.ui.tooling
debugImplementation libs.androidx.ui.test.manifest
implementation project(':opencv')
// ML Kit for text recognition (OCR)
implementation 'com.google.mlkit:text-recognition:16.0.0'
// ML Kit script-specific recognizers for international Pokemon names
implementation 'com.google.android.gms:play-services-mlkit-text-recognition-japanese:16.0.1'
implementation 'com.google.android.gms:play-services-mlkit-text-recognition-chinese:16.0.1'
implementation 'com.google.android.gms:play-services-mlkit-text-recognition-korean:16.0.1'
5 months ago
// TensorFlow Lite
implementation 'org.tensorflow:tensorflow-lite:2.13.0'
implementation 'org.tensorflow:tensorflow-lite-support:0.4.4'
// ONNX Runtime
implementation 'com.microsoft.onnxruntime:onnxruntime-android:1.16.3'
feat: implement WindowManager-based floating FAB with edge docking - Replace broken FloatingComposeOverlay with EnhancedFloatingFAB - True floating behavior using WindowManager overlay system - Edge docking: automatic snap to screen edges within 50dp threshold - Touch-through support: only FAB intercepts touches, rest passes to underlying apps - Expandable menu with 5 detection options (DETECT, SHINY, POKEBALL, ALL, DEBUG) - Material Design styling with circular backgrounds and proper elevation - Haptic feedback with permission checking and graceful fallbacks - Auto-hide menu after 3 seconds of inactivity - Smooth animations: 300ms edge snapping, staggered menu expansion - Added VIBRATE permission to AndroidManifest.xml - Added Material Design Components dependency Technical implementation: - WindowManager overlay with WRAP_CONTENT sizing for precise touch handling - ImageButton with custom GradientDrawable backgrounds for Material styling - ValueAnimator for smooth edge snapping with AccelerateDecelerateInterpolator - ObjectAnimator for menu item animations with staggered delays - Safe vibration with runtime permission checks and exception handling Addresses critical requirements from UI_MODERNIZATION_TASKS.md: ✅ Truly floating like CalcIV - not activity-based ✅ Edge docking with smooth animation ✅ Touch-through for underlying Pokemon GO interaction ✅ Professional Material 3 design ✅ No system UI interference 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
5 months ago
// YAML parsing for dataset configuration
implementation 'org.yaml:snakeyaml:2.0'
feat: implement WindowManager-based floating FAB with edge docking - Replace broken FloatingComposeOverlay with EnhancedFloatingFAB - True floating behavior using WindowManager overlay system - Edge docking: automatic snap to screen edges within 50dp threshold - Touch-through support: only FAB intercepts touches, rest passes to underlying apps - Expandable menu with 5 detection options (DETECT, SHINY, POKEBALL, ALL, DEBUG) - Material Design styling with circular backgrounds and proper elevation - Haptic feedback with permission checking and graceful fallbacks - Auto-hide menu after 3 seconds of inactivity - Smooth animations: 300ms edge snapping, staggered menu expansion - Added VIBRATE permission to AndroidManifest.xml - Added Material Design Components dependency Technical implementation: - WindowManager overlay with WRAP_CONTENT sizing for precise touch handling - ImageButton with custom GradientDrawable backgrounds for Material styling - ValueAnimator for smooth edge snapping with AccelerateDecelerateInterpolator - ObjectAnimator for menu item animations with staggered delays - Safe vibration with runtime permission checks and exception handling Addresses critical requirements from UI_MODERNIZATION_TASKS.md: ✅ Truly floating like CalcIV - not activity-based ✅ Edge docking with smooth animation ✅ Touch-through for underlying Pokemon GO interaction ✅ Professional Material 3 design ✅ No system UI interference 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
5 months ago
// Material Design Components for Views (FloatingActionButton)
implementation 'com.google.android.material:material:1.11.0'
5 months ago
}