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#**************************************************************************************************
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# Define required raylib variables
PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ..\. .
# Required path variables
# NOTE: JAVA_HOME must be set to JDK
ANDROID_HOME = C:/android-sdk
ANDROID_NDK = C:/android-ndk
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
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ANDROID_BUILD_TOOLS = $( ANDROID_HOME) /build-tools/26.0.2
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ANDROID_PLATFORM_TOOLS = $( ANDROID_HOME) /platform-tools
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$( PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
# Some source files are placed in directories, when compiling to some
# output directory other than source, that directory must pre-exist.
# Here we get a list of required folders that need to be created on
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
PROJECT_SOURCE_DIRS = $( sort $( dir $( PROJECT_SOURCE_FILES) ) )
# Android app configuration variables
APP_LABEL_NAME ?= rGame
APP_COMPANY_NAME ?= raylib
APP_PRODUCT_NAME ?= rgame
APP_VERSION_CODE ?= 1
APP_VERSION_NAME ?= 1.0
APP_ICON_LDPI ?= $( RAYLIB_PATH) \l ogo\l ogo36x36.png
APP_ICON_MDPI ?= $( RAYLIB_PATH) \l ogo\l ogo48x48.png
APP_ICON_HDPI ?= $( RAYLIB_PATH) \l ogo\l ogo72x72.png
APP_SCREEN_ORIENTATION ?= landscape
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
OPENAL_LIBTYPE ?= STATIC
RAYLIB_LIB_PATH = $( RAYLIB_PATH) \r elease\l ibs\a ndroid\a rmeabi-v7a
OPENAL_LIB_PATH = $( RAYLIB_PATH) \r elease\l ibs\a ndroid\a rmeabi-v7a
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
i f e q ( $( RAYLIB_LIBTYPE ) , S H A R E D )
PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so
e n d i f
i f e q ( $( OPENAL_LIBTYPE ) , S H A R E D )
PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
e n d i f
# Compiler and archiver
# NOTE: GCC is being deprectated in Android NDK r16
CC = $( ANDROID_TOOLCHAIN) /bin/arm-linux-androideabi-gcc
AR = $( ANDROID_TOOLCHAIN) /bin/arm-linux-androideabi-ar
# Compiler flags for arquitecture
CFLAGS = -std= c99 -march= armv7-a -mfloat-abi= softfp -mfpu= vfpv3-d16
# Compilation functions attributes options
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
# Compiler options for the linker
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror= format-security -no-canonical-prefixes
# Preprocessor macro definitions
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__= 16
# Paths containing required header files
INCLUDE_PATHS = -I. -I$( RAYLIB_PATH) /release/include -I$( RAYLIB_PATH) /src/external/android/native_app_glue
# Linker options
LDFLAGS = -Wl,-soname,lib$( PROJECT_LIBRARY_NAME) .so -Wl,--exclude-libs,libatomic.a
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
# Force linking of library module to define symbol
LDFLAGS += -u ANativeActivity_onCreate
# Library paths containing required libs
LDFLAGS += -L. -L$( PROJECT_BUILD_PATH) /obj -L$( PROJECT_BUILD_PATH) /lib/armeabi-v7a
# Define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
# Generate target objects list from PROJECT_SOURCE_FILES
OBJS = $( patsubst %.c, $( PROJECT_BUILD_PATH) /obj/%.o, $( PROJECT_SOURCE_FILES) )
# Android APK building process... some steps required...
# NOTE: typing 'make' will invoke the default target entry called 'all',
all : create_temp_project_dirs \
copy_project_required_libs \
copy_project_resources \
generate_loader_script \
generate_android_manifest \
generate_apk_keystore \
config_project_package \
compile_native_app_glue \
compile_project_code \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs :
if not exist $( PROJECT_BUILD_PATH) mkdir $( PROJECT_BUILD_PATH)
if not exist $( PROJECT_BUILD_PATH) \o bj mkdir $( PROJECT_BUILD_PATH) \o bj
if not exist $( PROJECT_BUILD_PATH) \s rc mkdir $( PROJECT_BUILD_PATH) \s rc
if not exist $( PROJECT_BUILD_PATH) \s rc\c om mkdir $( PROJECT_BUILD_PATH) \s rc\c om
if not exist $( PROJECT_BUILD_PATH) \s rc\c om\$ ( APP_COMPANY_NAME) mkdir $( PROJECT_BUILD_PATH) \s rc\c om\$ ( APP_COMPANY_NAME)
if not exist $( PROJECT_BUILD_PATH) \s rc\c om\$ ( APP_COMPANY_NAME) \$ ( APP_PRODUCT_NAME) mkdir $( PROJECT_BUILD_PATH) \s rc\c om\$ ( APP_COMPANY_NAME) \$ ( APP_PRODUCT_NAME)
if not exist $( PROJECT_BUILD_PATH) \l ib mkdir $( PROJECT_BUILD_PATH) \l ib
if not exist $( PROJECT_BUILD_PATH) \l ib\a rmeabi-v7a mkdir $( PROJECT_BUILD_PATH) \l ib\a rmeabi-v7a
if not exist $( PROJECT_BUILD_PATH) \b in mkdir $( PROJECT_BUILD_PATH) \b in
if not exist $( PROJECT_BUILD_PATH) \r es mkdir $( PROJECT_BUILD_PATH) \r es
if not exist $( PROJECT_BUILD_PATH) \r es\d rawable-ldpi mkdir $( PROJECT_BUILD_PATH) \r es\d rawable-ldpi
if not exist $( PROJECT_BUILD_PATH) \r es\d rawable-mdpi mkdir $( PROJECT_BUILD_PATH) \r es\d rawable-mdpi
if not exist $( PROJECT_BUILD_PATH) \r es\d rawable-hdpi mkdir $( PROJECT_BUILD_PATH) \r es\d rawable-hdpi
if not exist $( PROJECT_BUILD_PATH) \r es\v alues mkdir $( PROJECT_BUILD_PATH) \r es\v alues
if not exist $( PROJECT_BUILD_PATH) \a ssets mkdir $( PROJECT_BUILD_PATH) \a ssets
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if not exist $( PROJECT_BUILD_PATH) \a ssets\$ ( PROJECT_RESOURCES_PATH) mkdir $( PROJECT_BUILD_PATH) \a ssets\$ ( PROJECT_RESOURCES_PATH)
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if not exist $( PROJECT_BUILD_PATH) \o bj\s creens mkdir $( PROJECT_BUILD_PATH) \o bj\s creens
$( foreach dir, $( PROJECT_SOURCE_DIRS) , $( call create_dir, $( dir) ) )
d e f i n e c r e a t e _ d i r
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if not exist $( PROJECT_BUILD_PATH) \o bj\$ ( 1) mkdir $( PROJECT_BUILD_PATH) \o bj\$ ( 1)
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e n d e f
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
copy_project_required_libs :
i f e q ( $( RAYLIB_LIBTYPE ) , S H A R E D )
copy /Y $( RAYLIB_LIB_PATH) \l ibraylib.so $( PROJECT_BUILD_PATH) \l ib\a rmeabi-v7a\l ibraylib.so
e n d i f
i f e q ( $( OPENAL_LIBTYPE ) , S H A R E D )
copy /Y $( OPENAL_LIB_PATH) \l ibopenal.so $( PROJECT_BUILD_PATH) \l ib\a rmeabi-v7a\l ibopenal.so
e n d i f
i f e q ( $( RAYLIB_LIBTYPE ) , S T A T I C )
copy /Y $( RAYLIB_LIB_PATH) \l ibraylib.a $( PROJECT_BUILD_PATH) \l ib\a rmeabi-v7a\l ibraylib.a
e n d i f
i f e q ( $( OPENAL_LIBTYPE ) , S T A T I C )
copy /Y $( OPENAL_LIB_PATH) \l ibopenal.a $( PROJECT_BUILD_PATH) \l ib\a rmeabi-v7a\l ibopenal.a
e n d i f
# Copy project required resources: strings.xml, icon.png, assets
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
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# TODO: Review xcopy usage, it can not be found in some systems!
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copy_project_resources :
copy $( APP_ICON_LDPI) $( PROJECT_BUILD_PATH) \r es\d rawable-ldpi\i con.png /Y
copy $( APP_ICON_MDPI) $( PROJECT_BUILD_PATH) \r es\d rawable-mdpi\i con.png /Y
copy $( APP_ICON_HDPI) $( PROJECT_BUILD_PATH) \r es\d rawable-hdpi\i con.png /Y
@echo ^<?xml version = "1.0" encoding = "utf-8" ^?^> > $( PROJECT_BUILD_PATH) /res/values/strings.xml
@echo ^<resources^>^<string name = "app_name" ^>$( APP_LABEL_NAME) ^</string^>^</resources^> >> $( PROJECT_BUILD_PATH) /res/values/strings.xml
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if exist $( PROJECT_RESOURCES_PATH) C:\W indows\S ystem32\x copy $( PROJECT_RESOURCES_PATH) $( PROJECT_BUILD_PATH) \a ssets\$ ( PROJECT_RESOURCES_PATH) /Y /E /F
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# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
generate_loader_script :
@echo package com.$( APP_COMPANY_NAME) .$( APP_PRODUCT_NAME) ; > $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
@echo. >> $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
@echo public class NativeLoader extends android.app.NativeActivity { >> $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
@echo static { >> $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
i f e q ( $( OPENAL_LIBTYPE ) , S H A R E D )
@echo System.loadLibrary( "openal" ) ; >> $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
e n d i f
i f e q ( $( RAYLIB_LIBTYPE ) , S H A R E D )
@echo System.loadLibrary( "raylib" ) ; >> $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
e n d i f
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@echo System.loadLibrary( " $( PROJECT_LIBRARY_NAME) " ) ; >> $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
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@echo } >> $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
@echo } >> $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
generate_android_manifest :
@echo ^<?xml version = "1.0" encoding = "utf-8" ^?^> > $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<manifest xmlns:android= "http://schemas.android.com/apk/res/android" >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo package = " com. $( APP_COMPANY_NAME) . $( APP_PRODUCT_NAME) " >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo android:versionCode= " $( APP_VERSION_CODE) " android:versionName= " $( APP_VERSION_NAME) " ^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<uses-sdk android:minSdkVersion= "16" /^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<uses-feature android:glEsVersion= "0x00020000" android:required= "true" /^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<application android:allowBackup= "false" android:label= "@string/app_name" android:icon= "@drawable/icon" ^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<activity android:name= " com. $( APP_COMPANY_NAME) . $( APP_PRODUCT_NAME) .NativeLoader " >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo android:theme= "@android:style/Theme.NoTitleBar.Fullscreen" >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo android:configChanges= "orientation|keyboardHidden|screenSize" >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo android:screenOrientation= " $( APP_SCREEN_ORIENTATION) " android:launchMode= "singleTask" >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo android:clearTaskOnLaunch= "true" ^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<meta-data android:name= "android.app.lib_name" android:value= " $( PROJECT_LIBRARY_NAME) " /^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<intent-filter^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<action android:name= "android.intent.action.MAIN" /^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^<category android:name= "android.intent.category.LAUNCHER" /^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^</intent-filter^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^</activity^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^</application^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
@echo ^</manifest^> >> $( PROJECT_BUILD_PATH) /AndroidManifest.xml
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore :
if not exist $( PROJECT_BUILD_PATH) /$( PROJECT_NAME) .keystore $( JAVA_HOME) /bin/keytool -genkeypair -validity 1000 -dname " CN= $( APP_COMPANY_NAME) ,O=Android,C=ES " -keystore $( PROJECT_BUILD_PATH) /$( PROJECT_NAME) .keystore -storepass $( APP_KEYSTORE_PASS) -keypass $( APP_KEYSTORE_PASS) -alias $( PROJECT_NAME) Key -keyalg RSA
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
config_project_package :
$( ANDROID_BUILD_TOOLS) /aapt package -f -m -S $( PROJECT_BUILD_PATH) /res -J $( PROJECT_BUILD_PATH) /src -M $( PROJECT_BUILD_PATH) /AndroidManifest.xml -I $( ANDROID_HOME) /platforms/android-16/android.jar
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
compile_native_app_glue :
$( CC) -c $( RAYLIB_PATH) /src/external/android/native_app_glue/android_native_app_glue.c -o $( PROJECT_BUILD_PATH) /obj/native_app_glue.o $( CFLAGS)
$( AR) rcs $( PROJECT_BUILD_PATH) /obj/libnative_app_glue.a $( PROJECT_BUILD_PATH) /obj/native_app_glue.o
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
compile_project_code : $( OBJS )
$( CC) -o $( PROJECT_BUILD_PATH) /lib/armeabi-v7a/lib$( PROJECT_LIBRARY_NAME) .so $( OBJS) -shared $( INCLUDE_PATHS) $( LDFLAGS) $( LDLIBS)
# Compile all .c files required into object (.o) files
# NOTE: Those files will be linked into a shared library
$(PROJECT_BUILD_PATH)/obj/%.o : %.c
$( CC) -c $^ -o $@ $( INCLUDE_PATHS) $( CFLAGS) --sysroot= $( ANDROID_TOOLCHAIN) /sysroot
# Compile project .java code into .class (Java bytecode)
compile_project_class :
$( JAVA_HOME) /bin/javac -verbose -source 1.7 -target 1.7 -d $( PROJECT_BUILD_PATH) /obj -bootclasspath $( JAVA_HOME) /jre/lib/rt.jar -classpath $( ANDROID_HOME) /platforms/android-16/android.jar; $( PROJECT_BUILD_PATH) /obj -sourcepath $( PROJECT_BUILD_PATH) /src $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /R.java $( PROJECT_BUILD_PATH) /src/com/$( APP_COMPANY_NAME) /$( APP_PRODUCT_NAME) /NativeLoader.java
# Compile .class files into Dalvik executable bytecode (.dex)
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
compile_project_class_dex :
$( ANDROID_BUILD_TOOLS) /dx --verbose --dex --output= $( PROJECT_BUILD_PATH) /bin/classes.dex $( PROJECT_BUILD_PATH) /obj
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
# NOTE: Use -A resources to define additional directory in which to find raw asset files
create_project_apk_package :
$( ANDROID_BUILD_TOOLS) /aapt package -f -M $( PROJECT_BUILD_PATH) /AndroidManifest.xml -S $( PROJECT_BUILD_PATH) /res -A $( PROJECT_BUILD_PATH) /assets -I $( ANDROID_HOME) /platforms/android-16/android.jar -F $( PROJECT_BUILD_PATH) /bin/$( PROJECT_NAME) .unsigned.apk $( PROJECT_BUILD_PATH) /bin
cd $( PROJECT_BUILD_PATH) && $( ANDROID_BUILD_TOOLS) /aapt add bin/$( PROJECT_NAME) .unsigned.apk lib/armeabi-v7a/lib$( PROJECT_LIBRARY_NAME) .so $( PROJECT_SHARED_LIBS)
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
sign_project_apk_package :
$( JAVA_HOME) /bin/jarsigner -keystore $( PROJECT_BUILD_PATH) /$( PROJECT_NAME) .keystore -storepass $( APP_KEYSTORE_PASS) -keypass $( APP_KEYSTORE_PASS) -signedjar $( PROJECT_BUILD_PATH) /bin/$( PROJECT_NAME) .signed.apk $( PROJECT_BUILD_PATH) /bin/$( PROJECT_NAME) .unsigned.apk $( PROJECT_NAME) Key
# Create zip-aligned APK package: $(PROJECT_NAME).apk
zipalign_project_apk_package :
$( ANDROID_BUILD_TOOLS) /zipalign -f 4 $( PROJECT_BUILD_PATH) /bin/$( PROJECT_NAME) .signed.apk $( PROJECT_NAME) .apk
# Install $(PROJECT_NAME).apk to default emulator/device
# NOTE: Use -e (emulator) or -d (device) parameters if required
install :
$( ANDROID_PLATFORM_TOOLS) /adb install -r $( PROJECT_NAME) .apk
# Monitorize output log coming from device, only raylib tag
logcat :
$( ANDROID_PLATFORM_TOOLS) /adb logcat -c
$( ANDROID_PLATFORM_TOOLS) /adb logcat raylib:V *:S
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
deploy :
$( ANDROID_PLATFORM_TOOLS) /adb install -r $( PROJECT_NAME) .apk
$( ANDROID_PLATFORM_TOOLS) /adb logcat -c
$( ANDROID_PLATFORM_TOOLS) /adb logcat raylib:V *:S
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
# Clean everything
clean :
del $( PROJECT_BUILD_PATH) \* /f /s /q
rmdir $( PROJECT_BUILD_PATH) /s /q
@echo Cleaning done