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# https://editorconfig.org
root = true
[*]
indent_style = space
end_of_line = lf
charset = utf-8
trim_trailing_whitespace = true
insert_final_newline = true
[*.{java,scala,groovy,kt,kts}]
indent_size = 4
[*.gradle]
indent_size = 2
[*.md]
trim_trailing_whitespace = false
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* text=auto eol=lf
*.bat text=auto eol=crlf
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## Gradle:
.gradle/
gradle-app.setting
/build/
/android/build/
/core/build/
/lwjgl2/build/
/lwjgl3/build/
/html/build/
/teavm/build/
/ios/build/
/ios-moe/build/
/headless/build/
/server/build/
/shared/build/
## Java:
*.class
*.war
*.ear
hs_err_pid*
.attach_pid*
## Android:
/android/libs/armeabi-v7a/
/android/libs/arm64-v8a/
/android/libs/x86/
/android/libs/x86_64/
/android/gen/
/android/out/
local.properties
com_crashlytics_export_strings.xml
## Robovm:
/ios/robovm-build/
## iOS:
/ios/xcode/*.xcodeproj/*
!/ios/xcode/*.xcodeproj/xcshareddata
!/ios/xcode/*.xcodeproj/project.pbxproj
/ios/xcode/native/
/ios/IOSLauncher.app
/ios/IOSLauncher.app.dSYM
## GWT:
/html/war/
/html/gwt-unitCache/
.apt_generated/
/html/war/WEB-INF/deploy/
/html/war/WEB-INF/classes/
.gwt/
gwt-unitCache/
www-test/
.gwt-tmp/
## TeaVM:
# Not sure yet...
## IntelliJ, Android Studio:
.idea/
*.ipr
*.iws
*.iml
## Eclipse:
.classpath
.project
.metadata/
/android/bin/
/core/bin/
/lwjgl2/bin/
/lwjgl3/bin/
/html/bin/
/teavm/bin/
/ios/bin/
/ios-moe/bin/
/headless/bin/
/server/bin/
/shared/bin/
*.tmp
*.bak
*.swp
*~.nib
.settings/
.loadpath
.externalToolBuilders/
*.launch
## NetBeans:
/nbproject/private/
/android/nbproject/private/
/core/nbproject/private/
/lwjgl2/nbproject/private/
/lwjgl3/nbproject/private/
/html/nbproject/private/
/teavm/nbproject/private/
/ios/nbproject/private/
/ios-moe/nbproject/private/
/headless/nbproject/private/
/server/nbproject/private/
/shared/nbproject/private/
/nbbuild/
/android/nbbuild/
/core/nbbuild/
/lwjgl2/nbbuild/
/lwjgl3/nbbuild/
/html/nbbuild/
/teavm/nbbuild/
/ios/nbbuild/
/ios-moe/nbbuild/
/headless/nbbuild/
/server/nbbuild/
/shared/nbbuild/
/dist/
/android/dist/
/core/dist/
/lwjgl2/dist/
/lwjgl3/dist/
/html/dist/
/teavm/dist/
/ios/dist/
/ios-moe/dist/
/headless/dist/
/server/dist/
/shared/dist/
/nbdist/
/android/nbdist/
/core/nbdist/
/lwjgl2/nbdist/
/lwjgl3/nbdist/
/html/nbdist/
/teavm/nbdist/
/ios/nbdist/
/ios-moe/nbdist/
/headless/nbdist/
/server/nbdist/
/shared/nbdist/
nbactions.xml
nb-configuration.xml
## OS-Specific:
.DS_Store
Thumbs.db
## Miscellaneous:
*~
*.*#
*#*#
/.kotlin/
/assets/assets.txt
## Special cases:
## There is a resource-config.json file generated by nativeimage.gradle if you use Graal Native Image.
## Some usage may need extra resource configuration in a different file with the same name.
## You could also add that configuration to the text in nativeimage.gradle .
## You should delete or comment out the next line if you have configuration in a different resource-config.json .
**/resource-config.json
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# OwnPlanetsWallpaper in libgdx
orignal wallpaper is at
https://github.com/ELY3M/OwnPlanetsWallpaper
Here is video of the wallpaper in action
https://www.youtube.com/watch?v=-fdXivt3J_k
==================================================================
A [libGDX](https://libgdx.com/) project generated with [gdx-liftoff](https://github.com/libgdx/gdx-liftoff).
This project was generated with a template that includes Kotlin application launchers and an empty `ApplicationAdapter` implemented in Kotlin.
## Platforms
- `core`: Main module with the application logic shared by all platforms.
- `lwjgl3`: Primary desktop platform using LWJGL3; was called 'desktop' in older docs.
- `android`: Android mobile platform. Needs Android SDK.
- `teavm`: Web backend that supports most JVM languages.
- `ios-moe`: iOS mobile backend using Multi-OS Engine.
## Gradle
This project uses [Gradle](https://gradle.org/) to manage dependencies.
The Gradle wrapper was included, so you can run Gradle tasks using `gradlew.bat` or `./gradlew` commands.
Useful Gradle tasks and flags:
- `--continue`: when using this flag, errors will not stop the tasks from running.
- `--daemon`: thanks to this flag, Gradle daemon will be used to run chosen tasks.
- `--offline`: when using this flag, cached dependency archives will be used.
- `--refresh-dependencies`: this flag forces validation of all dependencies. Useful for snapshot versions.
- `android:lint`: performs Android project validation.
- `build`: builds sources and archives of every project.
- `cleanEclipse`: removes Eclipse project data.
- `cleanIdea`: removes IntelliJ project data.
- `clean`: removes `build` folders, which store compiled classes and built archives.
- `eclipse`: generates Eclipse project data.
- `idea`: generates IntelliJ project data.
- `lwjgl3:jar`: builds application's runnable jar, which can be found at `lwjgl3/build/libs`.
- `lwjgl3:run`: starts the application.
- `teavm:build`: builds the JavaScript application into the build/dist/webapp folder.
- `teavm:run`: serves the JavaScript application at http://localhost:8080 via a local Jetty server.
- `test`: runs unit tests (if any).
Note that most tasks that are not specific to a single project can be run with `name:` prefix, where the `name` should be replaced with the ID of a specific project.
For example, `core:clean` removes `build` folder only from the `core` project.
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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools">
<uses-feature android:glEsVersion="0x00020000" android:required="true"/>
<uses-feature android:name="android.hardware.type.pc" android:required="false" />
<application
android:allowBackup="true"
android:fullBackupContent="true"
android:icon="@drawable/element2"
android:isGame="true"
android:appCategory="game"
android:label="@string/app_name"
tools:ignore="UnusedAttribute">
<service
android:label="@string/app_name"
android:name=".WallpaperService"
android:enabled="true"
android:permission="android.permission.BIND_WALLPAPER"
android:exported="true">
<intent-filter>
<action android:name="android.service.wallpaper.WallpaperService"/>
</intent-filter>
<meta-data android:name="android.service.wallpaper" android:resource="@xml/wallpaper"/>
</service>
<service android:name="own.planetslivewallpaper.Screensaver"
android:label="@string/app_name"
android:icon="@drawable/element2"
android:exported="true"
android:permission="android.permission.BIND_DREAM_SERVICE">
<intent-filter>
<action android:name="android.service.dreams.DreamService" />
<category android:name="android.intent.category.DEFAULT" />
</intent-filter>
<meta-data android:name="android.service.dream"
android:resource="@xml/screensaver" />
</service>
<activity
android:name="own.planetslivewallpaper.AndroidLauncher"
android:screenOrientation="fullSensor"
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenSize|screenLayout"
android:exported="true">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>
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import org.jetbrains.kotlin.gradle.dsl.JvmTarget
buildscript {
repositories {
mavenCentral()
google()
}
}
apply plugin: 'com.android.application'
android {
namespace = "own.planetslivewallpaper"
compileSdk 37
sourceSets {
main {
manifest.srcFile 'AndroidManifest.xml'
java.setSrcDirs(['src/main/java', 'src/main/kotlin'])
aidl.setSrcDirs(['src/main/java', 'src/main/kotlin'])
renderscript.setSrcDirs(['src/main/java', 'src/main/kotlin'])
res.setSrcDirs(['res'])
assets.setSrcDirs(['../assets'])
jniLibs.setSrcDirs(['libs'])
}
}
packagingOptions {
resources {
excludes += ['META-INF/robovm/ios/robovm.xml', 'META-INF/DEPENDENCIES.txt', 'META-INF/DEPENDENCIES',
'META-INF/dependencies.txt', '**/*.gwt.xml']
pickFirsts += ['META-INF/LICENSE.txt', 'META-INF/LICENSE', 'META-INF/license.txt', 'META-INF/LGPL2.1',
'META-INF/NOTICE.txt', 'META-INF/NOTICE', 'META-INF/notice.txt']
}
}
defaultConfig {
applicationId 'own.planetslivewallpaper'
minSdkVersion 21
targetSdkVersion 37
versionCode 1
versionName "1.0"
}
compileOptions {
sourceCompatibility "21"
targetCompatibility "21"
coreLibraryDesugaringEnabled = true
}
buildTypes {
release {
minifyEnabled true
proguardFiles getDefaultProguardFile("proguard-android-optimize.txt"), 'proguard-rules.pro'
}
}
kotlin.compilerOptions.jvmTarget.set(JvmTarget.JVM_21)
}
repositories {
// needed for AAPT2, may be needed for other tools
google()
}
configurations { natives }
dependencies {
coreLibraryDesugaring 'com.android.tools:desugar_jdk_libs:2.1.5'
implementation "com.badlogicgames.gdx:gdx-backend-android:$gdxVersion"
implementation project(':core')
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86_64"
}
// Called every time gradle gets executed, takes the native dependencies of
// the natives configuration, and extracts them to the proper libs/ folders
// so they get packed with the APK.
tasks.register('copyAndroidNatives') {
doFirst {
file("libs/armeabi-v7a/").mkdirs()
file("libs/arm64-v8a/").mkdirs()
file("libs/x86_64/").mkdirs()
file("libs/x86/").mkdirs()
configurations.natives.copy().files.each { jar ->
def outputDir = null
if(jar.name.endsWith("natives-armeabi-v7a.jar")) outputDir = file("libs/armeabi-v7a")
if(jar.name.endsWith("natives-arm64-v8a.jar")) outputDir = file("libs/arm64-v8a")
if(jar.name.endsWith("natives-x86_64.jar")) outputDir = file("libs/x86_64")
if(jar.name.endsWith("natives-x86.jar")) outputDir = file("libs/x86")
if(outputDir != null) {
copy {
from zipTree(jar)
into outputDir
include "*.so"
}
}
}
}
}
tasks.matching { it.name.contains("merge") && it.name.contains("JniLibFolders") }.configureEach { packageTask ->
packageTask.dependsOn 'copyAndroidNatives'
}
tasks.register('run', Exec) {
def path
def localProperties = project.file("../local.properties")
if (localProperties.exists()) {
Properties properties = new Properties()
localProperties.withInputStream { instr ->
properties.load(instr)
}
def sdkDir = properties.getProperty('sdk.dir')
if (sdkDir) {
path = sdkDir
} else {
path = "$System.env.ANDROID_SDK_ROOT"
}
} else {
path = "$System.env.ANDROID_SDK_ROOT"
}
def adb = path + "/platform-tools/adb"
commandLine "$adb", 'shell', 'am', 'start', '-n', 'own.planetslivewallpaper/own.planetslivewallpaper.android.AndroidLauncher'
}
eclipse.project.name = appName + "-android"
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# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# https://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
-verbose
-dontwarn android.support.**
-dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication
# Needed by the gdx-controllers official extension.
-keep class com.badlogic.gdx.controllers.android.AndroidControllers
# Needed by the Box2D official extension.
-keepclassmembers class com.badlogic.gdx.physics.box2d.World {
boolean contactFilter(long, long);
boolean getUseDefaultContactFilter();
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);
}
# You will need the next three lines if you use scene2d for UI or gameplay.
# If you don't use scene2d at all, you can remove or comment out the next line:
-keep public class com.badlogic.gdx.scenes.scene2d.** { *; }
# You will need the next two lines if you use BitmapFont or any scene2d.ui text:
-keep public class com.badlogic.gdx.graphics.g2d.BitmapFont { *; }
# You will probably need this line in most cases:
-keep public class com.badlogic.gdx.graphics.Color { *; }
# These two lines are used with mapping files; see https://developer.android.com/build/shrink-code#retracing
-keepattributes LineNumberTable,SourceFile
-renamesourcefileattribute SourceFile
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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-rules.pro
# Project target.
target=android-21
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Own Planets Wallpaper - libgdx</string>
<string name="description">My own aliens and planets live wallpaper :) this wallpaper uses libgdx</string>
</resources>
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<?xml version="1.0" encoding="UTF-8"?>
<dream xmlns:android="http://schemas.android.com/apk/res/android" />
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<wallpaper
xmlns:android="http://schemas.android.com/apk/res/android"
android:thumbnail="@drawable/element2"
android:description="@string/description"
/>
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package own.planetslivewallpaper
import android.os.Bundle
import com.badlogic.gdx.backends.android.AndroidApplication
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration
/** Launches the Android application. */
class AndroidLauncher : AndroidApplication() {
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
initialize(Main(), AndroidApplicationConfiguration().apply {
// Configure your application here.
useImmersiveMode = true // Recommended, but not required.
})
}
}
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package own.planetslivewallpaper
/*
import com.badlogic.gdx.backends.android.AndroidApplicationBase
import com.badlogic.gdx.backends.android.AndroidApplication
import android.service.dreams.DreamService
import com.badlogic.gdx.ApplicationListener
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration
import com.badlogic.gdx.backends.android.AndroidGraphics
import own.planetslivewallpaper.Main
class Screensaver : DreamService(), ApplicationListener {
private lateinit var graphics: AndroidGraphics
private lateinit var listener: ApplicationListener
private val config = AndroidApplicationConfiguration()
override fun onAttachedToWindow() {
super.onAttachedToWindow()
// Enable user interaction if your screensaver is interactive
isInteractive = false
// Request fullscreen window layout
isFullscreen = true
// Initialize libGDX configuration
config.useGL30 = false
// Initialize the graphics surface manually
///graphics = AndroidGraphics(, config, config.resolutionStrategy)
// Bind the service life cycle into the view hierarchy
//setContentView(graphics.view)
//initialize(Main(), config)
val config = AndroidApplicationConfiguration()
listener = Main()
// Manually initialize the view instead of calling initialize()
val view = initializeForView(listener, config)
setContentView(view)
}
override fun onDreamingStarted() {
super.onDreamingStarted()
// Resume game loops or engines here if needed
}
override fun onDreamingStopped() {
super.onDreamingStopped()
// Pause resource allocations safely
}
override fun onDetachedFromWindow() {
super.onDetachedFromWindow()
// Clear GL references and contexts safely
}
// --- libGDX ApplicationListener Lifecycle Methods ---
override fun create() {
//val config = AndroidApplicationConfiguration()
//initialize(Main(), config)
// Initialize shaders, textures, or cameras here
}
override fun resize(width: Int, height: Int) {}
override fun render() {
// Clear screen and draw your canvas
// Example: Gdx.gl.glClearColor(0f, 0f, 0f, 1f)
}
override fun pause() {}
override fun resume() {}
override fun dispose() {}
}
*/
import android.service.dreams.DreamService
import android.view.View
import com.badlogic.gdx.ApplicationListener
import com.badlogic.gdx.backends.android.AndroidApplication
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration
import own.planetslivewallpaper.Main
class Screensaver : DreamService() {
private lateinit var Listener: ApplicationListener
override fun onAttachedToWindow() {
super.onAttachedToWindow()
isInteractive = false
isFullscreen = true
val config = AndroidApplicationConfiguration()
Listener = Main() // Replace with your main game class
// Create an anonymous AndroidApplication delegate to call initializeForView
val appDelegate = object : AndroidApplication() {
fun createGdxView(): View {
// Now initializeForView can be successfully called here
return initializeForView(Listener, config)
}
}
// Fetch the generated surface view and apply it to the DreamService
val gdxView = appDelegate.createGdxView()
setContentView(gdxView)
}
}
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package own.planetslivewallpaper
import android.util.Log
import com.badlogic.gdx.ApplicationListener
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration
import com.badlogic.gdx.backends.android.AndroidLiveWallpaperService
class WallpaperService : AndroidLiveWallpaperService() {
companion object {
private const val TAG = "WallpaperService"
}
override fun onCreateApplication() {
super.onCreateApplication()
Log.i( TAG, "onCreateApplication()" )
val config = AndroidApplicationConfiguration()
val listener: ApplicationListener = Main()
initialize(listener, config)
}
/*
class MyLiveWallpaperListener : AndroidWallpaperListener, ApplicationListener {
private var batch: SpriteBatch? = null
private var img: Texture? = null
override fun offsetChange(
xOffset: Float,
yOffset: Float,
xOffsetStep: Float,
yOffsetStep: Float,
xPixelOffset: Int,
yPixelOffset: Int
) {
Log.i(TAG,"AndroidWallpaperListener: offsetChange(xOffset:$xOffset yOffset:$yOffset xOffsetSteep:$xOffsetStep yOffsetStep:$yOffsetStep xPixelOffset:$xPixelOffset yPixelOffset:$yPixelOffset)")
}
override fun previewStateChange(isPreview: Boolean) {
Log.i(TAG, "AndroidWallpaperListener: previewStateChange(isPreview:$isPreview)")
}
override fun iconDropped(x: Int, y: Int) {
Log.i(TAG, "AndroidWallpaperListener: iconDropped ($x, $y)")
}
override fun create() {
Log.i(TAG, "ApplicationListener: create")
batch = SpriteBatch()
img = Texture("background.png")
}
override fun resize(width: Int, height: Int) {
Log.i(TAG, "ApplicationListener: resize")
}
override fun render() {
Log.i(TAG, "ApplicationListener: render")
ScreenUtils.clear(0f, 0f, 1f, 1f)
batch!!.begin()
batch!!.draw(img, 0f, 0f)
batch!!.end()
}
override fun pause() {
Log.i(TAG, "ApplicationListener: pause")
}
override fun resume() {
Log.i(TAG, "ApplicationListener: resume")
}
override fun dispose() {
Log.i(TAG, "ApplicationListener: dispose")
}
}
*/
}
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+78
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import org.jetbrains.kotlin.gradle.dsl.JvmTarget
buildscript {
repositories {
mavenCentral()
gradlePluginPortal()
mavenLocal()
google()
maven { url = 'https://central.sonatype.com/repository/maven-snapshots/' }
}
dependencies {
classpath "com.android.tools.build:gradle:9.3.2"
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlinVersion"
}
}
allprojects {
apply plugin: 'eclipse'
apply plugin: 'idea'
// This allows you to "Build and run using IntelliJ IDEA", an option in IDEA's Settings.
idea {
module {
outputDir = file('build/classes/java/main')
testOutputDir = file('build/classes/java/test')
}
}
}
configure(subprojects - project(':android')) {
apply plugin: 'java-library'
apply plugin: 'kotlin'
java.sourceCompatibility = 21
java.targetCompatibility = 21
// From https://lyze.dev/2021/04/29/libGDX-Internal-Assets-List/
// The article can be helpful when using assets.txt in your project.
tasks.register('generateAssetList') {
inputs.dir("${project.rootDir}/assets/")
// projectFolder/assets
File assetsFolder = new File("${project.rootDir}/assets/")
// projectFolder/assets/assets.txt
File assetsFile = new File(assetsFolder, "assets.txt")
// delete that file in case we've already created it
assetsFile.delete()
// iterate through all files inside that folder
// convert it to a relative path
// and append it to the file assets.txt
fileTree(assetsFolder).collect { assetsFolder.relativePath(it) }.sort().each {
assetsFile.append(it + "\n")
}
}
processResources.dependsOn 'generateAssetList'
compileJava {
options.incremental = true
}
compileKotlin.compilerOptions.jvmTarget.set(JvmTarget.JVM_21)
compileTestKotlin.compilerOptions.jvmTarget.set(JvmTarget.JVM_21)
}
subprojects {
version = "$projectVersion"
ext.appName = 'OwnPlanetsLiveWallpaper'
repositories {
mavenCentral()
// You may want to remove the following line if you have errors downloading dependencies.
mavenLocal()
maven { url = 'https://central.sonatype.com/repository/maven-snapshots/' }
maven { url = 'https://jitpack.io' }
maven { url = 'https://teavm.org/maven/repository/' }
}
}
eclipse.project.name = 'OwnPlanetsLiveWallpaper' + '-parent'
+15
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[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
eclipse.project.name = appName + '-core'
dependencies {
api "com.badlogicgames.gdx:gdx:$gdxVersion"
api "org.jetbrains.kotlin:kotlin-stdlib:$kotlinVersion"
if(enableGraalNative == 'true') {
implementation "io.github.berstanio:gdx-svmhelper-annotations:$graalHelperVersion"
}
}
jar {
duplicatesStrategy = DuplicatesStrategy.EXCLUDE
}

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