diff --git a/.gitignore b/.gitignore
index 2ae4e275..81f84b1a 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1,6 +1,8 @@
# Ignore generated files
# ...
+.gitignore
+
# Ignore VIM's backup generated files
*.swp
*.swo
@@ -30,6 +32,7 @@ Thumbs.db
*.cache
*.ilk
*.log
+
[Bb]in
[Dd]ebug/
[Dd]ebug.win32/
@@ -52,6 +55,7 @@ packages/
*.exe
*.a
*.bc
+*.so
!raylib.rc.o
# Ignore all examples files
diff --git a/projects/CMake/CMakeLists.txt b/projects/CMake/CMakeLists.txt
index ef0d3c1b..cf1d65a6 100644
--- a/projects/CMake/CMakeLists.txt
+++ b/projects/CMake/CMakeLists.txt
@@ -1,8 +1,7 @@
cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
project(example)
-# Set this to the minimal version you want to support
-find_package(raylib 2.5 QUIET) # Let CMake search for a raylib-config.cmake
+find_package(raylib 2.0 QUIET) # Let CMake search for a raylib-config.cmake
# You could change the QUIET above to REQUIRED and remove this if() clause
# This part downloads raylib and builds it if it's not installed on your system
diff --git a/templates/simple_game/Makefile.Android.linux b/templates/simple_game/Makefile.Android.linux
new file mode 100644
index 00000000..fd4dfacd
--- /dev/null
+++ b/templates/simple_game/Makefile.Android.linux
@@ -0,0 +1,408 @@
+#**************************************************************************************************
+#
+# 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.
+#
+#**************************************************************************************************
+
+# Note : ported by Jean-Sébastien Lebarbier (@jseb) to *nix by using the Ramon Santamaria ms-windows version.
+# For comments, you can contact me : raylib(at)finiderire.com
+
+# debug : adb logcat *:W | grep -i raylib
+
+# Define required raylib variables
+PLATFORM ?= PLATFORM_ANDROID
+RAYLIB_PATH ?= $(HOME)/raylib_sources.ln
+
+# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
+ANDROID_ARCH ?= ARM64
+
+ifeq ($(ANDROID_ARCH),ARM)
+ ANDROID_ARCH_NAME = armeabi-v7a
+ # [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
+ ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+ ANDROID_ARCH_NAME = arm64-v8a
+ # [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
+ ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android
+endif
+
+# Required path variables
+# no need to define JAVA_HOME , JAVA_BIN in linux environment (binaries are in $PATH)
+#JAVA_HOME ?= C:/JavaJDK/
+#JAVA_BIN ?= $(JAVA_HOME)/bin/
+ANDROID_HOME = /opt/android-sdk
+#ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
+ANDROID_TOOLCHAIN = /opt/android-ndk/toolchains/llvm/prebuilt/linux-x86_64/
+
+# find the highest version available of build tools
+ANDROID_BUILD_TOOLS = $(shell ls -1d $(ANDROID_HOME)/build-tools/* | tail -n 1)/
+# and extracts the API version
+ANDROID_API_VERSION = $(shell echo $(ANDROID_BUILD_TOOLS) | sed 's/.*\/\([0-9]\+\).*/\1/')
+
+$(warning [*] Using $(ANDROID_BUILD_TOOLS) , API version: $(ANDROID_API_VERSION))
+
+# ANDROID_PLATFORM_TOOLS should be in $PATH too with linux (see /etc/profile.d/android* )
+# but anyway, let's define it here
+ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
+
+
+
+
+# Android project configuration variables
+PROJECT_NAME ?= raylib_game
+PROJECT_LIBRARY_NAME ?= main
+PROJECT_BUILD_ID ?= android
+PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(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)))
+PROJECT_SOURCE_DIRS = $(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)
+# attention, ne fonctionne pas avec STATIC (manque la libm quelque part)
+RAYLIB_LIBTYPE ?= SHARED
+
+# Library path for libraylib.a/libraylib.so
+RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src/android/
+
+# Shared libs must be added to APK if required
+# NOTE: Generated NativeLoader.java automatically load those libraries
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
+endif
+
+# Compiler and archiver
+ifeq ($(ANDROID_ARCH),ARM)
+ CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-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
+ CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-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$(ANDROID_TOOLCHAIN)/sysroot/usr/lib/$(ANDROID_TOOLCHAIN_LIBS)
+
+# Define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+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 for APK building
+create_temp_project_dirs:
+ @if [ -d $(PROJECT_BUILD_PATH) ]; then \
+ echo " [*] directories for $(PROJECT_BUILD_PATH) are already built."; \
+ else \
+ echo " [*] creating directories for $(PROJECT_BUILD_PATH)"; \
+ mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME); \
+ mkdir -p $(PROJECT_BUILD_PATH)/obj/screens; \
+ mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME); \
+ mkdir -p $(PROJECT_BUILD_PATH)/bin; \
+ mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-{l,m,h}dpi; \
+ mkdir -p $(PROJECT_BUILD_PATH)/res/values; \
+ mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH); \
+ $(foreach dir, $(PROJECT_SOURCE_DIRS), mkdir -p $(PROJECT_BUILD_PATH)/obj/$(dir) ); \
+ fi
+
+# if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
+# if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
+# if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
+# if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
+# if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
+# 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)
+# if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
+# if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
+# if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
+# if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
+# if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
+# if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
+# if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
+# if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
+# if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
+# if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
+# if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
+# $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
+
+#define create_dir
+# if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(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
+#
+# FIXME really necessary to copy libraylib.a , which will be put into exe at link step ?
+copy_project_required_libs:
+ cp $(RAYLIB_LIB_PATH)/libraylib.* $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
+#ifeq ($(RAYLIB_LIBTYPE),SHARED)
+# copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
+#endif
+#ifeq ($(RAYLIB_LIBTYPE),STATIC)
+# copy /Y $(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
+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 -e "\n\
+ \n\
+ \n\
+ $(APP_LABEL_NAME)\n\
+ \n\
+ " > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+# copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
+# copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
+# copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
+# @echo ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+# @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @if [ -d $(PROJECT_RESOURCES_PATH) ]; then \
+ cp -a $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/; \
+ else \
+ echo " [*] Project resources path not found: $(PROJECT_RESOURCES_PATH)"; \
+ fi
+
+# if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+nativeloader_sharedlib=System.loadLibrary(\"raylib\")
+else
+nativeloader_sharedlib=
+endif
+generate_loader_script:
+ @echo -e "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\
+ public class NativeLoader extends android.app.NativeActivity {\n\
+ static {\n\
+ $(nativeloader_sharedlib);\n\
+ System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");\n\
+ }\n\
+ }\n" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+# @echo package com.$(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)/$(APP_PRODUCT_NAME)/NativeLoader.java
+# @echo System.loadLibrary("$(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.
+# TODO jseb : replacing @drawable/icon with @mipmap/icon ?
+# https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr
+generate_android_manifest:
+ @echo -e "\n\
+ \n\
+ \n\
+ \n\
+ \n\
+ \n\
+ \n\
+ \n\
+ \n\
+ \n\
+ \n\
+ \n\
+ \n\
+ " > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# @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:
+# 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