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