Raysan (#1003)
* new linux makefile for Android portages
* Revert "projects: CMake: bump up minimal raylib version (#983)"
This reverts commit 82306af111
.
* new PR for upstream
* for Raysan
This commit is contained in:
parent
d73abe73e5
commit
862ef0524e
4
.gitignore
vendored
4
.gitignore
vendored
@ -1,6 +1,8 @@
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# Ignore generated files
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# ...
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.gitignore
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# Ignore VIM's backup generated files
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*.swp
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*.swo
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@ -30,6 +32,7 @@ Thumbs.db
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*.cache
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*.ilk
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*.log
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[Bb]in
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[Dd]ebug/
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[Dd]ebug.win32/
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@ -52,6 +55,7 @@ packages/
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*.exe
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*.a
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*.bc
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*.so
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!raylib.rc.o
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# Ignore all examples files
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@ -1,8 +1,7 @@
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cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
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project(example)
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# Set this to the minimal version you want to support
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find_package(raylib 2.5 QUIET) # Let CMake search for a raylib-config.cmake
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find_package(raylib 2.0 QUIET) # Let CMake search for a raylib-config.cmake
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# You could change the QUIET above to REQUIRED and remove this if() clause
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# This part downloads raylib and builds it if it's not installed on your system
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408
templates/simple_game/Makefile.Android.linux
Normal file
408
templates/simple_game/Makefile.Android.linux
Normal file
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#**************************************************************************************************
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#
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# raylib makefile for Android project (APK building)
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#
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# Copyright (c) 2017 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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#
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# Permission is granted to anyone to use this software for any purpose, including commercial
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# applications, and to alter it and redistribute it freely, subject to the following restrictions:
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#
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# 1. The origin of this software must not be misrepresented; you must not claim that you
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# wrote the original software. If you use this software in a product, an acknowledgment
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# in the product documentation would be appreciated but is not required.
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#
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# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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# as being the original software.
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#
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# 3. This notice may not be removed or altered from any source distribution.
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#
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#**************************************************************************************************
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# Note : ported by Jean-Sébastien Lebarbier (@jseb) to *nix by using the Ramon Santamaria ms-windows version.
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# For comments, you can contact me : raylib(at)finiderire.com
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# debug : adb logcat *:W | grep -i raylib
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# Define required raylib variables
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PLATFORM ?= PLATFORM_ANDROID
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RAYLIB_PATH ?= $(HOME)/raylib_sources.ln
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# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
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ANDROID_ARCH ?= ARM64
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ifeq ($(ANDROID_ARCH),ARM)
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ANDROID_ARCH_NAME = armeabi-v7a
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# [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
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ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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ANDROID_ARCH_NAME = arm64-v8a
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# [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
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ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android
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endif
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# Required path variables
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# no need to define JAVA_HOME , JAVA_BIN in linux environment (binaries are in $PATH)
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#JAVA_HOME ?= C:/JavaJDK/
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#JAVA_BIN ?= $(JAVA_HOME)/bin/
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ANDROID_HOME = /opt/android-sdk
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#ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
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ANDROID_TOOLCHAIN = /opt/android-ndk/toolchains/llvm/prebuilt/linux-x86_64/
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# find the highest version available of build tools
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ANDROID_BUILD_TOOLS = $(shell ls -1d $(ANDROID_HOME)/build-tools/* | tail -n 1)/
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# and extracts the API version
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ANDROID_API_VERSION = $(shell echo $(ANDROID_BUILD_TOOLS) | sed 's/.*\/\([0-9]\+\).*/\1/')
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$(warning [*] Using $(ANDROID_BUILD_TOOLS) , API version: $(ANDROID_API_VERSION))
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# ANDROID_PLATFORM_TOOLS should be in $PATH too with linux (see /etc/profile.d/android* )
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# but anyway, let's define it here
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ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
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# Android project configuration variables
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PROJECT_NAME ?= raylib_game
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PROJECT_LIBRARY_NAME ?= main
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PROJECT_BUILD_ID ?= android
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PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
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PROJECT_RESOURCES_PATH ?= resources
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PROJECT_SOURCE_FILES ?= simple_game.c
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# Some source files are placed in directories, when compiling to some
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# output directory other than source, that directory must pre-exist.
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# Here we get a list of required folders that need to be created on
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# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
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#PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
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PROJECT_SOURCE_DIRS = $(dir $(PROJECT_SOURCE_FILES))
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# Android app configuration variables
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APP_LABEL_NAME ?= rGame
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APP_COMPANY_NAME ?= raylib
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APP_PRODUCT_NAME ?= rgame
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APP_VERSION_CODE ?= 1
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APP_VERSION_NAME ?= 1.0
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APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
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APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
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APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
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APP_SCREEN_ORIENTATION ?= landscape
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APP_KEYSTORE_PASS ?= raylib
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# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
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# attention, ne fonctionne pas avec STATIC (manque la libm quelque part)
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RAYLIB_LIBTYPE ?= SHARED
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# Library path for libraylib.a/libraylib.so
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RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src/android/
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# Shared libs must be added to APK if required
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# NOTE: Generated NativeLoader.java automatically load those libraries
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
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endif
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# Compiler and archiver
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ifeq ($(ANDROID_ARCH),ARM)
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CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
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AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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#CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
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#AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
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CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
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AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
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endif
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# Compiler flags for arquitecture
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ifeq ($(ANDROID_ARCH),ARM)
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CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
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endif
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
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# Compiler options for the linker
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CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
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# Preprocessor macro definitions
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CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
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# Paths containing required header files
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
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# Linker options
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LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
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LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
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# Force linking of library module to define symbol
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LDFLAGS += -u ANativeActivity_onCreate
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# Library paths containing required libs
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LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)/sysroot/usr/lib/$(ANDROID_TOOLCHAIN_LIBS)
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# Define any libraries to link into executable
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# if you want to link libraries (libname.so or libname.a), use the -lname
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LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
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# Generate target objects list from PROJECT_SOURCE_FILES
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OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
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# Android APK building process... some steps required...
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# NOTE: typing 'make' will invoke the default target entry called 'all',
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all: create_temp_project_dirs \
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copy_project_required_libs \
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copy_project_resources \
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generate_loader_script \
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generate_android_manifest \
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generate_apk_keystore \
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config_project_package \
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compile_project_code \
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compile_project_class \
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compile_project_class_dex \
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create_project_apk_package \
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sign_project_apk_package \
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zipalign_project_apk_package
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# Create required temp directories for APK building
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create_temp_project_dirs:
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@if [ -d $(PROJECT_BUILD_PATH) ]; then \
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echo " [*] directories for $(PROJECT_BUILD_PATH) are already built."; \
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else \
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echo " [*] creating directories for $(PROJECT_BUILD_PATH)"; \
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mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME); \
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mkdir -p $(PROJECT_BUILD_PATH)/obj/screens; \
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mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME); \
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mkdir -p $(PROJECT_BUILD_PATH)/bin; \
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mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-{l,m,h}dpi; \
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mkdir -p $(PROJECT_BUILD_PATH)/res/values; \
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mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH); \
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$(foreach dir, $(PROJECT_SOURCE_DIRS), mkdir -p $(PROJECT_BUILD_PATH)/obj/$(dir) ); \
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fi
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# if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
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# if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
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# if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
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# if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
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# if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
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# if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
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# if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
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# if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
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# if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
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# if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
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# if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
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# if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
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# if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
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# if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
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# if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
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# if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
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# if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
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# $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
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#define create_dir
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# if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
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#endef
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# Copy required shared libs for integration into APK
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# NOTE: If using shared libs they are loaded by generated NativeLoader.java
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#
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# FIXME really necessary to copy libraylib.a , which will be put into exe at link step ?
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copy_project_required_libs:
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cp $(RAYLIB_LIB_PATH)/libraylib.* $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
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#ifeq ($(RAYLIB_LIBTYPE),SHARED)
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# copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
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#endif
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#ifeq ($(RAYLIB_LIBTYPE),STATIC)
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# copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
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#endif
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# Copy project required resources: strings.xml, icon.png, assets
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# NOTE: Required strings.xml is generated and game resources are copied to assets folder
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copy_project_resources:
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cp $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
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cp $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
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cp $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
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@echo -e "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
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<resources>\n\
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<string name=\"app_name\">\n\
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$(APP_LABEL_NAME)\n\
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</string>\n\
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</resources>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
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# copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
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# copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
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# copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
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# @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
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# @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
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@if [ -d $(PROJECT_RESOURCES_PATH) ]; then \
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cp -a $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/; \
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else \
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echo " [*] Project resources path not found: $(PROJECT_RESOURCES_PATH)"; \
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fi
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# if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
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# Generate NativeLoader.java to load required shared libraries
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# NOTE: Probably not the bet way to generate this file... but it works.
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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nativeloader_sharedlib=System.loadLibrary(\"raylib\")
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else
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nativeloader_sharedlib=
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endif
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generate_loader_script:
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@echo -e "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\
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public class NativeLoader extends android.app.NativeActivity {\n\
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static {\n\
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$(nativeloader_sharedlib);\n\
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System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");\n\
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}\n\
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}\n" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_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
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# @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo System.loadLibrary("$(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
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# @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# Generate AndroidManifest.xml with all the required options
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# NOTE: Probably not the bet way to generate this file... but it works.
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# TODO jseb : replacing @drawable/icon with @mipmap/icon ?
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# https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr
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generate_android_manifest:
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@echo -e "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
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<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"\n\
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package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\"\n\
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android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\">\n\
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<uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />\n\
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<uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />\n\
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<application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >\n\
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<activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"\n\
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android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"\n\
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android:configChanges=\"orientation|keyboardHidden|screenSize\"\n\
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android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"\n\
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android:clearTaskOnLaunch=\"true\">\n\
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<meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />\n\
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<intent-filter>\n\
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<action android:name=\"android.intent.action.MAIN\" />\n\
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<category android:name=\"android.intent.category.LAUNCHER\" />\n\
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</intent-filter>\n\
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</activity>\n\
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</application>\n\
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</manifest>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
# @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
# @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(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 $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(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
|
||||
# infos sur keytools ici: https://coderwall.com/p/r09hoq/android-generate-release-debug-keystores
|
||||
# keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
|
||||
@if [ -s $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore ]; then \
|
||||
echo " [*] $(PROJECT_NAME).keystore already exists."; \
|
||||
else \
|
||||
echo " [*] $(PROJECT_NAME).keystore : generating now."; \
|
||||
$(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA; \
|
||||
fi
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(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)
|
||||
# pour Unix, le séparateur pour les chemins indiqués dans -cp (-classpath) est ':' (pour windows: ';')
|
||||
compile_project_class:
|
||||
$(JAVA_BIN)javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(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
|
||||
|
||||
# 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:
|
||||
#keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
|
||||
$(JAVA_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
|
||||
|
||||
# [JSEB] Clean everything, but avoid accidental removing of root dir, or $HOME, or whatever important
|
||||
clean:
|
||||
@if [ "$(shell echo $(PROJECT_BUILD_PATH) | grep "$(PROJECT_BUILD_ID)")" != "" ]; then \
|
||||
rm -rf $(PROJECT_BUILD_PATH); \
|
||||
echo Cleaning done; \
|
||||
else \
|
||||
echo "Error ! Project name ($(PROJECT_BUILD_PATH)) must contains this string : $(PROJECT_BUILD_ID)"; \
|
||||
fi
|
Loading…
Reference in New Issue
Block a user