<?xml version="1.0" encoding="utf-8"?>
<!-- Replace com.test.game with the identifier of your game below, e.g.
	com.gamemaker.game
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
	package="org.libsdl.app.tomato"
	android:versionCode="1"
	android:versionName="1.0"
	android:installLocation="auto">

	<!-- OpenGL ES 2.0 -->
	<uses-feature android:glEsVersion="0x00020000" />

	<!-- Touchscreen support -->
	<uses-feature
		android:name="android.hardware.touchscreen"
		android:required="false" />

	<!-- Game controller support -->
	<uses-feature
		android:name="android.hardware.bluetooth"
		android:required="false" />
	<uses-feature
		android:name="android.hardware.gamepad"
		android:required="false" />
	<uses-feature
		android:name="android.hardware.usb.host"
		android:required="false" />

	<!-- External mouse input events -->
	<uses-feature
		android:name="android.hardware.type.pc"
		android:required="false" />

	<!-- Audio recording support -->
	<uses-permission android:name="android.permission.RECORD_AUDIO" />
	<uses-feature
		android:name="android.hardware.microphone"
		android:required="false" />

	<!-- Camera support -->
	<uses-permission android:name="android.permission.CAMERA" />
	<uses-feature
		android:name="android.hardware.camera"
		android:required="false" />

	<uses-permission android:name="android.permission.INTERNET" />

	<!-- Allow downloading to the external storage on Android 5.1 and older -->
	<!-- <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" android:maxSdkVersion="22" /> -->

	<!-- Allow access to Bluetooth devices -->
	<!-- Currently this is just for Steam Controller support and requires setting SDL_HINT_JOYSTICK_HIDAPI_STEAM -->
	<!-- <uses-permission android:name="android.permission.BLUETOOTH" android:maxSdkVersion="30" /> -->
	<!-- <uses-permission android:name="android.permission.BLUETOOTH_CONNECT" /> -->

	<!-- Allow access to the vibrator -->
	<uses-permission android:name="android.permission.VIBRATE" />

	<!-- Create a Java class extending SDLActivity and place it in a
		directory under app/src/main/java matching the package, e.g. app/src/main/java/com/gamemaker/game/MyGame.java

		then replace "SDLActivity" with the name of your class (e.g. "MyGame")
		in the XML below.

		An example Java class can be found in README-android.md
	-->
	<application android:label="@string/app_name"
		android:icon="@mipmap/ic_launcher"
		android:appCategory="social"
		android:allowBackup="true"
		android:theme="@style/AppTheme"
		android:hardwareAccelerated="true" >

		<!-- setting sdl hints. uses the string value -->
		<meta-data android:name="SDL_ENV.SDL_ANDROID_BLOCK_ON_PAUSE" android:value="0"/>

		<activity android:name="TomatoActivity"
			android:label="@string/app_name"
			android:alwaysRetainTaskState="true"
			android:launchMode="singleInstance"
			android:configChanges="layoutDirection|locale|orientation|uiMode|screenLayout|screenSize|smallestScreenSize|keyboard|keyboardHidden|navigation"
			android:preferMinimalPostProcessing="true"
			android:exported="true"
			>
			<intent-filter>
				<action android:name="android.intent.action.MAIN" />
				<category android:name="android.intent.category.LAUNCHER" />
			</intent-filter>
			<!-- Let Android know that we can handle some USB devices and should receive this event -->
			<intent-filter>
				<action android:name="android.hardware.usb.action.USB_DEVICE_ATTACHED" />
			</intent-filter>
			<!-- Drop file event -->
			<intent-filter>
				<action android:name="android.intent.action.VIEW" />
				<category android:name="android.intent.category.DEFAULT" />
				<data android:mimeType="*/*" />
			</intent-filter>
		</activity>
	</application>
</manifest>