From 7e77dc7a21ae9113ee7f1cccb3813019cf46bcc0 Mon Sep 17 00:00:00 2001 From: Yunoinsky Date: Thu, 16 Jan 2020 23:41:49 +0800 Subject: [PATCH] Create makefile for building android app on osx (#1070) * Create makefile for building android app on osx This makefile can work on macos to build android app * Update and rename Makefile.macos.android to Makefile.Android.macos Rename the makefile for android macos. * Update Makefile.Android.macos replace the user specific folder with env var $HOME --- templates/simple_game/Makefile.Android.macos | 310 +++++++++++++++++++ 1 file changed, 310 insertions(+) create mode 100644 templates/simple_game/Makefile.Android.macos diff --git a/templates/simple_game/Makefile.Android.macos b/templates/simple_game/Makefile.Android.macos new file mode 100644 index 00000000..77ac4778 --- /dev/null +++ b/templates/simple_game/Makefile.Android.macos @@ -0,0 +1,310 @@ +#************************************************************************************************** +# +# raylib makefile for Android project (APK building) +# +# Copyright (c) 2017 Ramon Santamaria (@raysan5) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +# Define required raylib variables +PLATFORM ?= PLATFORM_ANDROID +RAYLIB_PATH ?= ../.. + +# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version +ANDROID_ARCH ?= ARM +ANDROID_API_VERSION = 29 +ifeq ($(ANDROID_ARCH),ARM) + ANDROID_ARCH_NAME = armeabi-v7a +endif +ifeq ($(ANDROID_ARCH),ARM64) + ANDROID_ARCH_NAME = arm64-v8a +endif + +# Required path variables +# NOTE: JAVA_HOME must be set to JDK +# You should change the username and prepare the android_toolchain +JAVA_HOME ?= /Library/Java/JavaVirtualMachines/adoptopenjdk-13.0.1.jdk/Contents/Home +ANDROID_HOME = $(HOME)/Library/Android/sdk +ANDROID_TOOLCHAIN = $(HOME)/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION) +ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.2 +ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools + +# Android project configuration variables +PROJECT_NAME ?= simple_game +PROJECT_LIBRARY_NAME ?= main +PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME) +PROJECT_RESOURCES_PATH ?= resources +PROJECT_SOURCE_FILES ?= simple_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)/logo/raylib_36x36.png +APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png +APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png +APP_SCREEN_ORIENTATION ?= landscape +APP_KEYSTORE_PASS ?= raylib + +# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) +RAYLIB_LIBTYPE ?= STATIC + +# Library path for libraylib.a/libraylib.so +RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src + +# Shared libs must be added to APK if required +# NOTE: Generated NativeLoader.java automatically load those libraries +ifeq ($(RAYLIB_LIBTYPE),SHARED) + PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so +endif + +# Compiler and archiver +# NOTE: GCC is being deprecated in Android NDK r16 +# NOTE: For some old androild device, maybe you should the CC to arm-linux-androideabi-clang +ifeq ($(ANDROID_ARCH),ARM) + CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi29-clang + AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar +endif +ifeq ($(ANDROID_ARCH),ARM64) + CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang + AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar +endif + +# Compiler flags for arquitecture +ifeq ($(ANDROID_ARCH),ARM) + CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 +endif +ifeq ($(ANDROID_ARCH),ARM64) + CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769 +endif +# Compilation functions attributes options +CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC +# Compiler options for the linker +CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes +# Preprocessor macro definitions +CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) + +# Paths containing required header files +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(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$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)/sysroot/usr/lib + +# 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 -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl +LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -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_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 + + + +APK building +create_temp_project_dirs: + test -d $(PROJECT_BUILD_PATH) || mkdir -p $(PROJECT_BUILD_PATH) + test -d $(PROJECT_BUILD_PATH)/obj || mkdir -p $(PROJECT_BUILD_PATH)/obj + test -d $(PROJECT_BUILD_PATH)/src || mkdir -p $(PROJECT_BUILD_PATH)/src + test -d $(PROJECT_BUILD_PATH)/src/com || mkdir -p $(PROJECT_BUILD_PATH)/src/com + test -d $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME) + test -d $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME) + test -d $(PROJECT_BUILD_PATH)/lib || mkdir -p $(PROJECT_BUILD_PATH)/lib + test -d $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) + test -d $(PROJECT_BUILD_PATH)/bin || mkdir -p $(PROJECT_BUILD_PATH)/bin + test -d $(PROJECT_BUILD_PATH)/res || mkdir -p $(PROJECT_BUILD_PATH)/res + test -d $(PROJECT_BUILD_PATH)/res/drawable-ldpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi + test -d $(PROJECT_BUILD_PATH)/res/drawable-mdpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi + test -d $(PROJECT_BUILD_PATH)/res/drawable-hdpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi + test -d $(PROJECT_BUILD_PATH)/res/values || mkdir -p $(PROJECT_BUILD_PATH)/res/values + test -d $(PROJECT_BUILD_PATH)/assets || mkdir -p $(PROJECT_BUILD_PATH)/assets + test -d $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH) || mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH) + test -d $(PROJECT_BUILD_PATH)/obj/screens || mkdir -p $(PROJECT_BUILD_PATH)/obj/screens + +# NOTE: You should uncomment and edit this line if your source files are in different directories +# $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) + +#define create_dir +# test -d $(PROJECT_BUILD_PATH)/obj/$(1) || mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1) +#endef + +# Copy required shared libs for integration into APK +# NOTE: If using shared libs they are loaded by generated NativeLoader.java +copy_project_required_libs: +ifeq ($(RAYLIB_LIBTYPE),SHARED) + cp $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so +endif +ifeq ($(RAYLIB_LIBTYPE),STATIC) + cp $(RAYLIB_LIB_PATH)/libraylib.a $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.a +endif + +# Copy project required resources: strings.xml, icon.png, assets +# NOTE: Required strings.xml is generated and game resources are copied to assets folder +# TODO: Review xcopy usage, it can not be found in some systems! +copy_project_resources: + cp $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png + cp $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png + cp $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png + @echo "" > $(PROJECT_BUILD_PATH)/res/values/strings.xml + @echo "$(APP_LABEL_NAME)" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml +# test -d $(PROJECT_RESOURCES_PATH) && cp $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH) + +# 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)/$(APP_PRODUCT_NAME)/NativeLoader.java +ifeq ($(RAYLIB_LIBTYPE),SHARED) + @echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java +endif + @echo " System.loadLibrary(\"$(PROJECT_LIBRARY_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 "}" >> $(PROJECT_BUILD_PATH)/src/com/$(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 "" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo "> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " package=\"com.$(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 " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " > $(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 " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo " " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml + @echo "" >> $(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: + test -f $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore || 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 $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/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 $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/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)/lib/jrt-fs.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/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 + $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/lib/jrt-fs.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -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 $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/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/$(ANDROID_ARCH_NAME)/lib$(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 --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk + +# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64) +check_device_abi: + $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi + +# 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: + rm -r $(PROJECT_BUILD_PATH) + @echo Cleaning done