Adapted games to compile for Android
This commit is contained in:
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@ -1,6 +1,6 @@
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#**************************************************************************************************
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#
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# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
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# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
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#
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# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
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#
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@ -23,29 +23,30 @@
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.PHONY: all clean
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# define raylib platform to compile for
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# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
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# Define required raylib variables
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# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
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PLATFORM ?= PLATFORM_DESKTOP
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RAYLIB_PATH ?= ..\..
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PROJECT_NAME ?= just_do
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# define NO to use OpenAL Soft as static library (shared by default)
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SHARED_OPENAL ?= NO
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# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
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# NOTE: Libraries should be provided in the selected form
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RAYLIB_LIBTYPE ?= STATIC
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OPENAL_LIBTYPE ?= STATIC
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# On PLATFORM_WEB force OpenAL Soft shared library
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ifeq ($(PLATFORM),PLATFORM_WEB)
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SHARED_OPENAL = NO
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OPENAL_LIBTYPE = SHARED
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endif
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# define raylib directory for include and library
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RAYLIB_PATH ?= C:\raylib\raylib
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# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
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# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
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ifeq ($(OS),Windows_NT)
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PLATFORM_OS=WINDOWS
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LIBPATH=win32
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else
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UNAMEOS:=$(shell uname)
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UNAMEOS=$(shell uname)
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ifeq ($(UNAMEOS),Linux)
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PLATFORM_OS=LINUX
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LIBPATH=linux
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@ -58,22 +59,72 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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endif
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endif
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# define compiler: gcc for C program, define as g++ for C++
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# define emscripten compiler
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CC = emcc
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else
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ifeq ($(PLATFORM_OS),OSX)
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# define llvm compiler for mac
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CC = clang
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else
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# define default gcc compiler
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CC = gcc
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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# RPI cross-compiler
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RPI_CROSS_COMPILE ?= NO
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endif
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# define compiler flags:
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# -O2 defines optimization level
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# Emscripten required variables
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EMSDK_PATH = C:/emsdk
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EMSCRIPTEN_VERSION = 1.37.21
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CLANG_VERSION=e1.37.21_64bit
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PYTHON_VERSION=2.7.5.3_64bit
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NODE_VERSION=4.1.1_64bit
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export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
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EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
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endif
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# Define raylib release directory for compiled library
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
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endif
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ifeq ($(PLATFORM_OS),OSX)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
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endif
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# Define default C compiler: gcc
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CC = gcc
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),OSX)
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# OSX default compiler
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CC = clang
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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ifeq ($(RPI_CROSS_COMPILE),YES)
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# RPI cross-compiler
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CC = armv6j-hardfloat-linux-gnueabi-gcc
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# HTML5 emscripten compiler
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CC = emcc
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endif
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# Define default make program: Mingw32-make
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MAKE = mingw32-make
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),LINUX)
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MAKE = make
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endif
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endif
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# Define compiler flags:
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# -O1 defines optimization level
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# -Og enable debugging
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# -s strip unnecessary data from build
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# -Wall turns on most, but not all, compiler warnings
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@ -82,219 +133,152 @@ endif
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# -fgnu89-inline declaring inline functions support (GCC optimized)
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# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
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# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
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CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
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# Additional flags for compiler (if desired)
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#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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CFLAGS = -O2 -s -Wall -std=c99
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
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endif
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ifeq ($(PLATFORM_OS),OSX)
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CFLAGS = -O2 -s -Wall -std=c99
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CFLAGS += -no-pie -D_DEFAULT_SOURCE
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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CFLAGS += -std=gnu99
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 --profiling --preload-file resources
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# -O2 # if used, also set --memory-init-file 0
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# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
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# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
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# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
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# --preload-file file.res # embbed file.res resource into .data file
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
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endif
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#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
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# define raylib release directory for compiled library
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
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endif
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ifeq ($(PLATFORM_OS),OSX)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
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# -O2 # if used, also set --memory-init-file 0
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# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
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# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
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# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
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# -s USE_PTHREADS=1 # multithreading support
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CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
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endif
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# define any directories containing required header files
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INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
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# Define include paths for required headers
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# NOTE: Several external required libraries (stb and others)
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
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# Define additional directories containing required header files
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ifeq ($(PLATFORM),PLATFORM_RPI)
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# RPI requried libraries
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INCLUDE_PATHS += -I/opt/vc/include
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INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
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INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
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endif
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# Define library paths containing required libs
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LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
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ifeq ($(PLATFORM),PLATFORM_RPI)
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INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
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endif
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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# external libraries headers
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# GLFW3
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INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
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# OpenAL Soft
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INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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# you may optionally create this directory and install raylib
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# and related headers there. Edit ../src/Makefile appropriately.
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INCLUDES += -I/usr/local/include/raylib
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endif
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ifeq ($(PLATFORM_OS),OSX)
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# additional directories for MacOS
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endif
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LDFLAGS += -L/opt/vc/lib
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endif
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# define library paths containing required libs
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LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
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ifeq ($(PLATFORM),PLATFORM_RPI)
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LFLAGS += -L/opt/vc/lib
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endif
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# add standard directories for GNU/Linux
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ifeq ($(PLATFORM_OS),WINDOWS)
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# external libraries to link with
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# GLFW3
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LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
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# OpenAL Soft
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LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
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endif
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endif
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# define any libraries to link into executable
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# Define any libraries required on linking
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# if you want to link libraries (libname.so or libname.a), use the -lname
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),LINUX)
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# libraries for Debian GNU/Linux desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
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# on XWindow requires also below libraries
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LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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else
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ifeq ($(PLATFORM_OS),OSX)
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# libraries for OSX 10.9 desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
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else
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# libraries for Windows desktop compiling
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ifeq ($(PLATFORM_OS),WINDOWS)
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# Libraries for Windows desktop compiling
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# NOTE: GLFW3 and OpenAL Soft libraries should be installed
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LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
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# if static OpenAL Soft required, define the corresponding libs
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ifeq ($(SHARED_OPENAL),NO)
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LIBS += -lopenal32 -lwinmm
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CFLAGS += -Wl,-allow-multiple-definition
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LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
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# Define required flags and libs for OpenAL Soft STATIC/SHARED usage
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# NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
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ifeq ($(OPENAL_LIBTYPE),STATIC)
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LDLIBS += -lopenal32 -lwinmm
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CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
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else
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LIBS += -lopenal32dll
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LDLIBS += -lopenal32dll
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endif
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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# Libraries for Debian GNU/Linux desktop compiling
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# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
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LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
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# On XWindow requires also below libraries
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LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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endif
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ifeq ($(PLATFORM_OS),OSX)
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# Libraries for OSX 10.9 desktop compiling
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# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
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LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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# libraries for Raspberry Pi compiling
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# NOTE: OpenAL Soft library should be installed (libopenal1 package)
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LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
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# Libraries for Raspberry Pi compiling
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# NOTE: Required packages: libopenal1
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LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# NOTE: Set the correct path to libraylib.bc
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LIBS = $(RAYLIB_RELEASE)/libraylib.bc
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# Libraries for web (HTML5) compiling
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LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
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endif
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# define additional parameters and flags for windows
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# Define additional parameters and flags for windows
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ifeq ($(PLATFORM_OS),WINDOWS)
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# resources file contains windows exe icon
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# resources file contains raylib icon for windows .exe
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# -Wl,--subsystem,windows hides the console window
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WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
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CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
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endif
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# Define output extension to generate a .html file using provided shell
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ifeq ($(PLATFORM),PLATFORM_WEB)
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EXT = .html
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WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
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endif
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# define all screen object files required
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SCREENS = \
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screens/screen_logo.o \
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screens/screen_level00.o \
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screens/screen_level01.o \
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screens/screen_level02.o \
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screens/screen_level03.o \
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screens/screen_level04.o \
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screens/screen_level05.o \
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screens/screen_level06.o \
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screens/screen_level07.o \
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screens/screen_level08.o \
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screens/screen_level09.o \
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# Define all source files required
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PROJECT_SOURCE_FILES ?= just_do.c \
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screens/screen_logo.c \
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screens/screen_level00.c \
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screens/screen_level01.c \
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screens/screen_level02.c \
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screens/screen_level03.c \
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screens/screen_level04.c \
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screens/screen_level05.c \
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screens/screen_level06.c \
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screens/screen_level07.c \
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screens/screen_level08.c \
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screens/screen_level09.c
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# typing 'make' will invoke the default target entry
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default: just_do
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# Define all object files from source files
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OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
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# compile program
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just_do: just_do.c $(SCREENS)
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$(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
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# For Android platform we call a custom Makefile.Android
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ifeq ($(PLATFORM),PLATFORM_ANDROID)
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MAKEFILE_PARAMS = -f Makefile.Android
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export PROJECT_NAME
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export PROJECT_SOURCE_FILES
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else
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MAKEFILE_PARAMS = $(PROJECT_NAME)
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endif
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# compile screen LOGO
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screens/screen_logo.o: screens/screen_logo.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# Default target entry
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# NOTE: We call this Makefile target or Makefile.Android target
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all:
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$(MAKE) $(MAKEFILE_PARAMS)
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# compile screen LEVEL00
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screens/screen_level00.o: screens/screen_level00.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# Project target defined by PROJECT_NAME
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$(PROJECT_NAME): $(OBJS)
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$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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# compile screen LEVEL01
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screens/screen_level01.o: screens/screen_level01.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# Compile source files
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# NOTE: This pattern will compile every module defined on $(OBJS)
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%.o: %.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
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# compile screen LEVEL02
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screens/screen_level02.o: screens/screen_level02.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# compile screen LEVEL03
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screens/screen_level03.o: screens/screen_level03.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
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# compile screen LEVEL04
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screens/screen_level04.o: screens/screen_level04.c
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$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LEVEL05
|
||||
screens/screen_level05.o: screens/screen_level05.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LEVEL06
|
||||
screens/screen_level06.o: screens/screen_level06.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LEVEL07
|
||||
screens/screen_level07.o: screens/screen_level07.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LEVEL08
|
||||
screens/screen_level08.o: screens/screen_level08.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LEVEL09
|
||||
screens/screen_level09.o: screens/screen_level09.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# clean everything
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
else
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
@ -306,7 +290,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
# instead of defining every module one by one, we can define a pattern
|
||||
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||
#%.exe : %.c
|
||||
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
||||
|
289
games/just_do/Makefile.Android
Normal file
289
games/just_do/Makefile.Android
Normal file
@ -0,0 +1,289 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# Define required raylib variables
|
||||
PLATFORM ?= PLATFORM_ANDROID
|
||||
RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.2
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
|
||||
PROJECT_RESOURCES_PATH ?= resources
|
||||
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||
|
||||
# Some source files are placed in directories, when compiling to some
|
||||
# output directory other than source, that directory must pre-exist.
|
||||
# Here we get a list of required folders that need to be created on
|
||||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
|
||||
# Android app configuration variables
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\logo36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\logo48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\logo72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
|
||||
# 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/armeabi-v7a/libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
|
||||
endif
|
||||
|
||||
# Compiler and archiver
|
||||
# NOTE: GCC is being deprectated in Android NDK r16
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
|
||||
# Compiler flags for arquitecture
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
# Compiler options for the linker
|
||||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||
# Preprocessor macro definitions
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
|
||||
|
||||
# Linker options
|
||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
|
||||
# Force linking of library module to define symbol
|
||||
LDFLAGS += -u ANativeActivity_onCreate
|
||||
# Library paths containing required libs
|
||||
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/armeabi-v7a
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
|
||||
|
||||
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# Android APK building process... some steps required...
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: create_temp_project_dirs \
|
||||
copy_project_required_libs \
|
||||
copy_project_resources \
|
||||
generate_loader_script \
|
||||
generate_android_manifest \
|
||||
generate_apk_keystore \
|
||||
config_project_package \
|
||||
compile_native_app_glue \
|
||||
compile_project_code \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
sign_project_apk_package \
|
||||
zipalign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs:
|
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\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\armeabi-v7a mkdir $(PROJECT_BUILD_PATH)\lib\armeabi-v7a
|
||||
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
|
||||
copy_project_required_libs:
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.so
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.a
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.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:
|
||||
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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
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.
|
||||
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 ($(OPENAL_LIBTYPE),SHARED)
|
||||
@echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-sdk android:minSdkVersion="16" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
config_project_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
|
||||
|
||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||
compile_native_app_glue:
|
||||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||
|
||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||
compile_project_code: $(OBJS)
|
||||
$(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||
|
||||
# Compile all .c files required into object (.o) files
|
||||
# NOTE: Those files will be linked into a shared library
|
||||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class:
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
compile_project_class_dex:
|
||||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||
|
||||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
create_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||
|
||||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||
sign_project_apk_package:
|
||||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||
zipalign_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||
install:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
|
||||
# Monitorize output log coming from device, only raylib tag
|
||||
logcat:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||
@echo Cleaning done
|
@ -16,6 +16,10 @@
|
||||
#include "raylib.h"
|
||||
#include "screens/screens.h" // NOTE: Defines currentScreen
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#include "android_native_app_glue.h"
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
@ -49,14 +53,19 @@ void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
void android_main(struct android_app *app)
|
||||
#else
|
||||
int main(void)
|
||||
#endif
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const char windowTitle[30] = "JUST DO";
|
||||
|
||||
//SetupFlags(FLAG_FULLSCREEN_MODE);
|
||||
InitWindow(screenWidth, screenHeight, windowTitle);
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
InitWindow(screenWidth, screenHeight, app);
|
||||
#else
|
||||
InitWindow(screenWidth, screenHeight, "GGJ15 - JUST DO");
|
||||
#endif
|
||||
|
||||
// Load global data here (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
@ -95,8 +104,9 @@ int main(void)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
#if !defined(PLATFORM_ANDROID)
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -1,6 +1,6 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
@ -23,29 +23,30 @@
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
# define raylib platform to compile for
|
||||
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
|
||||
# Define required raylib variables
|
||||
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
RAYLIB_PATH ?= ..\..
|
||||
PROJECT_NAME ?= koala_seasons
|
||||
|
||||
# define NO to use OpenAL Soft as static library (shared by default)
|
||||
SHARED_OPENAL ?= NO
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
# NOTE: Libraries should be provided in the selected form
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
|
||||
# On PLATFORM_WEB force OpenAL Soft shared library
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
SHARED_OPENAL = NO
|
||||
OPENAL_LIBTYPE = SHARED
|
||||
endif
|
||||
|
||||
# define raylib directory for include and library
|
||||
RAYLIB_PATH ?= C:\GitHub\raylib
|
||||
|
||||
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
LIBPATH=win32
|
||||
else
|
||||
UNAMEOS:=$(shell uname)
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
LIBPATH=linux
|
||||
@ -58,22 +59,72 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler: gcc for C program, define as g++ for C++
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# define emscripten compiler
|
||||
CC = emcc
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# define llvm compiler for mac
|
||||
CC = clang
|
||||
else
|
||||
# define default gcc compiler
|
||||
CC = gcc
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI cross-compiler
|
||||
RPI_CROSS_COMPILE ?= NO
|
||||
endif
|
||||
|
||||
# define compiler flags:
|
||||
# -O2 defines optimization level
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH = C:/emsdk
|
||||
EMSCRIPTEN_VERSION = 1.37.21
|
||||
CLANG_VERSION=e1.37.21_64bit
|
||||
PYTHON_VERSION=2.7.5.3_64bit
|
||||
NODE_VERSION=4.1.1_64bit
|
||||
export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
|
||||
EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
|
||||
endif
|
||||
|
||||
# Define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
|
||||
endif
|
||||
|
||||
# Define default C compiler: gcc
|
||||
CC = gcc
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# OSX default compiler
|
||||
CC = clang
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
ifeq ($(RPI_CROSS_COMPILE),YES)
|
||||
# RPI cross-compiler
|
||||
CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# HTML5 emscripten compiler
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: Mingw32-make
|
||||
MAKE = mingw32-make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
# -O1 defines optimization level
|
||||
# -Og enable debugging
|
||||
# -s strip unnecessary data from build
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
@ -82,189 +133,145 @@ endif
|
||||
# -fgnu89-inline declaring inline functions support (GCC optimized)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
|
||||
|
||||
# Additional flags for compiler (if desired)
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
CFLAGS = -O2 -s -Wall -std=c99
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
CFLAGS = -O2 -s -Wall -std=c99
|
||||
CFLAGS += -no-pie -D_DEFAULT_SOURCE
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS = -O1 -Wall -std=c99 -DPLATFORM_WEB -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# --preload-file file.res # embbed file.res resource into .data file
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
|
||||
endif
|
||||
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
|
||||
# define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
|
||||
endif
|
||||
|
||||
# define any directories containing required header files
|
||||
INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
# Define include paths for required headers
|
||||
# NOTE: Several external required libraries (stb and others)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI requried libraries
|
||||
INCLUDE_PATHS += -I/opt/vc/include
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
|
||||
# Define library paths containing required libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# you may optionally create this directory and install raylib
|
||||
# and related headers there. Edit ../src/Makefile appropriately.
|
||||
INCLUDES += -I/usr/local/include/raylib
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# additional directories for MacOS
|
||||
endif
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
|
||||
# define library paths containing required libs
|
||||
LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# add standard directories for GNU/Linux
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define any libraries to link into executable
|
||||
# Define any libraries required on linking
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
# on XWindow requires also below libraries
|
||||
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
# if static OpenAL Soft required, define the corresponding libs
|
||||
ifeq ($(SHARED_OPENAL),NO)
|
||||
LIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -Wl,-allow-multiple-definition
|
||||
LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
|
||||
# Define required flags and libs for OpenAL Soft STATIC/SHARED usage
|
||||
# NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
LDLIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
|
||||
else
|
||||
LIBS += -lopenal32dll
|
||||
LDLIBS += -lopenal32dll
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libopenal1
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# NOTE: Set the correct path to libraylib.bc
|
||||
LIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
endif
|
||||
|
||||
# define additional parameters and flags for windows
|
||||
# Define additional parameters and flags for windows
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# resources file contains raylib icon for windows .exe
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
WINFLAGS = $(RAYLIB_PATH)/src/resources
|
||||
#-Wl,--subsystem,windows
|
||||
CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
|
||||
endif
|
||||
|
||||
# Define output extension to generate a .html file using provided shell
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EXT = .html
|
||||
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
|
||||
endif
|
||||
|
||||
# define all screen object files required
|
||||
SCREENS = \
|
||||
screens/screen_logo.o \
|
||||
screens/screen_title.o \
|
||||
screens/screen_gameplay.o \
|
||||
screens/screen_ending.o \
|
||||
# Define all source files required
|
||||
PROJECT_SOURCE_FILES ?= koala_seasons.c \
|
||||
screens/screen_logo.c \
|
||||
screens/screen_title.c \
|
||||
screens/screen_gameplay.c \
|
||||
screens/screen_ending.c
|
||||
|
||||
# typing 'make' will invoke the default target entry
|
||||
default: koala_seasons
|
||||
# Define all object files from source files
|
||||
OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# compile program
|
||||
koala_seasons: koala_seasons.c $(SCREENS)
|
||||
$(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
|
||||
# For Android platform we call a custom Makefile.Android
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKEFILE_PARAMS = -f Makefile.Android
|
||||
export PROJECT_NAME
|
||||
export PROJECT_SOURCE_FILES
|
||||
else
|
||||
MAKEFILE_PARAMS = $(PROJECT_NAME)
|
||||
endif
|
||||
|
||||
# compile screen LOGO
|
||||
screens/screen_logo.o: screens/screen_logo.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Default target entry
|
||||
# NOTE: We call this Makefile target or Makefile.Android target
|
||||
all:
|
||||
$(MAKE) $(MAKEFILE_PARAMS)
|
||||
|
||||
# compile screen TITLE
|
||||
screens/screen_title.o: screens/screen_title.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Project target defined by PROJECT_NAME
|
||||
$(PROJECT_NAME): $(OBJS)
|
||||
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# compile screen OPTIONS
|
||||
screens/screen_options.o: screens/screen_options.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Compile source files
|
||||
# NOTE: This pattern will compile every module defined on $(OBJS)
|
||||
%.o: %.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
|
||||
|
||||
# compile screen GAMEPLAY
|
||||
screens/screen_gameplay.o: screens/screen_gameplay.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen ENDING
|
||||
screens/screen_ending.o: screens/screen_ending.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# clean everything
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
else
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
@ -276,7 +283,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
# instead of defining every module one by one, we can define a pattern
|
||||
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||
#%.exe : %.c
|
||||
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
||||
|
289
games/koala_seasons/Makefile.Android
Normal file
289
games/koala_seasons/Makefile.Android
Normal file
@ -0,0 +1,289 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# Define required raylib variables
|
||||
PLATFORM ?= PLATFORM_ANDROID
|
||||
RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.2
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
|
||||
PROJECT_RESOURCES_PATH ?= resources
|
||||
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||
|
||||
# Some source files are placed in directories, when compiling to some
|
||||
# output directory other than source, that directory must pre-exist.
|
||||
# Here we get a list of required folders that need to be created on
|
||||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
|
||||
# Android app configuration variables
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\logo36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\logo48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\logo72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
|
||||
# Shared libs must be added to APK if required
|
||||
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
|
||||
endif
|
||||
|
||||
# Compiler and archiver
|
||||
# NOTE: GCC is being deprectated in Android NDK r16
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
|
||||
# Compiler flags for arquitecture
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
# Compiler options for the linker
|
||||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||
# Preprocessor macro definitions
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
|
||||
|
||||
# Linker options
|
||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
|
||||
# Force linking of library module to define symbol
|
||||
LDFLAGS += -u ANativeActivity_onCreate
|
||||
# Library paths containing required libs
|
||||
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/armeabi-v7a
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
|
||||
|
||||
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# Android APK building process... some steps required...
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: create_temp_project_dirs \
|
||||
copy_project_required_libs \
|
||||
copy_project_resources \
|
||||
generate_loader_script \
|
||||
generate_android_manifest \
|
||||
generate_apk_keystore \
|
||||
config_project_package \
|
||||
compile_native_app_glue \
|
||||
compile_project_code \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
sign_project_apk_package \
|
||||
zipalign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs:
|
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\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\armeabi-v7a mkdir $(PROJECT_BUILD_PATH)\lib\armeabi-v7a
|
||||
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 $(PROJECT_BUILD_PATH)\obj\$(1)
|
||||
endef
|
||||
|
||||
# Copy required shared libs for integration into APK
|
||||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||
copy_project_required_libs:
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.so
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.a
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.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:
|
||||
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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||
|
||||
# Generate NativeLoader.java to load required shared libraries
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_loader_script:
|
||||
@echo package com.$(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)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
@echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
ifeq ($(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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-sdk android:minSdkVersion="16" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
config_project_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
|
||||
|
||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||
compile_native_app_glue:
|
||||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||
|
||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||
compile_project_code: $(OBJS)
|
||||
$(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||
|
||||
# Compile all .c files required into object (.o) files
|
||||
# NOTE: Those files will be linked into a shared library
|
||||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class:
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
compile_project_class_dex:
|
||||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||
|
||||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
create_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||
|
||||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||
sign_project_apk_package:
|
||||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||
zipalign_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||
install:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
|
||||
# Monitorize output log coming from device, only raylib tag
|
||||
logcat:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||
@echo Cleaning done
|
@ -15,6 +15,10 @@
|
||||
#include "raylib.h"
|
||||
#include "screens/screens.h" // NOTE: Defines currentScreen
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#include "android_native_app_glue.h"
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
@ -1,6 +1,6 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
@ -23,29 +23,30 @@
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
# define raylib platform to compile for
|
||||
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
|
||||
# Define required raylib variables
|
||||
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
RAYLIB_PATH ?= ..\..
|
||||
PROJECT_NAME ?= light_my_ritual
|
||||
|
||||
# define NO to use OpenAL Soft as static library (shared by default)
|
||||
SHARED_OPENAL ?= NO
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
# NOTE: Libraries should be provided in the selected form
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
|
||||
# On PLATFORM_WEB force OpenAL Soft shared library
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
SHARED_OPENAL = NO
|
||||
OPENAL_LIBTYPE = SHARED
|
||||
endif
|
||||
|
||||
# define raylib directory for include and library
|
||||
RAYLIB_PATH ?= C:\raylib\raylib
|
||||
|
||||
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
LIBPATH=win32
|
||||
else
|
||||
UNAMEOS:=$(shell uname)
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
LIBPATH=linux
|
||||
@ -58,22 +59,72 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler: gcc for C program, define as g++ for C++
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# define emscripten compiler
|
||||
CC = emcc
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# define llvm compiler for mac
|
||||
CC = clang
|
||||
else
|
||||
# define default gcc compiler
|
||||
CC = gcc
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI cross-compiler
|
||||
RPI_CROSS_COMPILE ?= NO
|
||||
endif
|
||||
|
||||
# define compiler flags:
|
||||
# -O2 defines optimization level
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH = C:/emsdk
|
||||
EMSCRIPTEN_VERSION = 1.37.21
|
||||
CLANG_VERSION=e1.37.21_64bit
|
||||
PYTHON_VERSION=2.7.5.3_64bit
|
||||
NODE_VERSION=4.1.1_64bit
|
||||
export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
|
||||
EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
|
||||
endif
|
||||
|
||||
# Define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
|
||||
endif
|
||||
|
||||
# Define default C compiler: gcc
|
||||
CC = gcc
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# OSX default compiler
|
||||
CC = clang
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
ifeq ($(RPI_CROSS_COMPILE),YES)
|
||||
# RPI cross-compiler
|
||||
CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# HTML5 emscripten compiler
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: Mingw32-make
|
||||
MAKE = mingw32-make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
# -O1 defines optimization level
|
||||
# -Og enable debugging
|
||||
# -s strip unnecessary data from build
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
@ -82,179 +133,144 @@ endif
|
||||
# -fgnu89-inline declaring inline functions support (GCC optimized)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
|
||||
|
||||
# Additional flags for compiler (if desired)
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
CFLAGS = -O2 -s -Wall -std=c99
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
CFLAGS = -O2 -s -Wall -std=c99
|
||||
CFLAGS += -no-pie -D_DEFAULT_SOURCE
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 --profiling --preload-file resources -s TOTAL_MEMORY=33554432
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# --preload-file file.res # embbed file.res resource into .data file
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
|
||||
endif
|
||||
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
|
||||
# define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
|
||||
endif
|
||||
|
||||
# define any directories containing required header files
|
||||
INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
# Define include paths for required headers
|
||||
# NOTE: Several external required libraries (stb and others)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI requried libraries
|
||||
INCLUDE_PATHS += -I/opt/vc/include
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
|
||||
# Define library paths containing required libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# you may optionally create this directory and install raylib
|
||||
# and related headers there. Edit ../src/Makefile appropriately.
|
||||
INCLUDES += -I/usr/local/include/raylib
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# additional directories for MacOS
|
||||
endif
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
|
||||
# define library paths containing required libs
|
||||
LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# add standard directories for GNU/Linux
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define any libraries to link into executable
|
||||
# Define any libraries required on linking
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
# on XWindow requires also below libraries
|
||||
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OSX 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
# if static OpenAL Soft required, define the corresponding libs
|
||||
ifeq ($(SHARED_OPENAL),NO)
|
||||
LIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -Wl,-allow-multiple-definition
|
||||
LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
|
||||
# Define required flags and libs for OpenAL Soft STATIC/SHARED usage
|
||||
# NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
LDLIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
|
||||
else
|
||||
LIBS += -lopenal32dll
|
||||
LDLIBS += -lopenal32dll
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libopenal1
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# NOTE: Set the correct path to libraylib.bc
|
||||
LIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
endif
|
||||
|
||||
# define additional parameters and flags for windows
|
||||
# Define additional parameters and flags for windows
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# resources file contains raylib icon for windows .exe
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
|
||||
CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
|
||||
endif
|
||||
|
||||
# Define output extension to generate a .html file using provided shell
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EXT = .html
|
||||
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
|
||||
endif
|
||||
|
||||
# define all screen object files required
|
||||
SCREENS = \
|
||||
screens/screen_logo_raylib.o \
|
||||
screens/screen_title.o \
|
||||
screens/screen_gameplay.o \
|
||||
# Define all source files required
|
||||
PROJECT_SOURCE_FILES ?= light_my_ritual.c \
|
||||
screens/screen_logo_raylib.c \
|
||||
screens/screen_title.c \
|
||||
screens/screen_gameplay.c
|
||||
|
||||
# typing 'make' will invoke the default target entry
|
||||
default: light_my_ritual
|
||||
# Define all object files from source files
|
||||
OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# compile program
|
||||
light_my_ritual: light_my_ritual.c $(SCREENS)
|
||||
$(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
|
||||
# For Android platform we call a custom Makefile.Android
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKEFILE_PARAMS = -f Makefile.Android
|
||||
export PROJECT_NAME
|
||||
export PROJECT_SOURCE_FILES
|
||||
else
|
||||
MAKEFILE_PARAMS = $(PROJECT_NAME)
|
||||
endif
|
||||
|
||||
# compile screen LOGO raylib
|
||||
screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Default target entry
|
||||
# NOTE: We call this Makefile target or Makefile.Android target
|
||||
all:
|
||||
$(MAKE) $(MAKEFILE_PARAMS)
|
||||
|
||||
# compile screen TITLE
|
||||
screens/screen_title.o: screens/screen_title.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Project target defined by PROJECT_NAME
|
||||
$(PROJECT_NAME): $(OBJS)
|
||||
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# compile screen ENDING
|
||||
screens/screen_gameplay.o: screens/screen_gameplay.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Compile source files
|
||||
# NOTE: This pattern will compile every module defined on $(OBJS)
|
||||
%.o: %.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
|
||||
|
||||
# clean everything
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
else
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
@ -266,7 +282,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
# instead of defining every module one by one, we can define a pattern
|
||||
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||
#%.exe : %.c
|
||||
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
||||
|
289
games/light_my_ritual/Makefile.Android
Normal file
289
games/light_my_ritual/Makefile.Android
Normal file
@ -0,0 +1,289 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# Define required raylib variables
|
||||
PLATFORM ?= PLATFORM_ANDROID
|
||||
RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.2
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
|
||||
PROJECT_RESOURCES_PATH ?= resources
|
||||
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||
|
||||
# Some source files are placed in directories, when compiling to some
|
||||
# output directory other than source, that directory must pre-exist.
|
||||
# Here we get a list of required folders that need to be created on
|
||||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
|
||||
# Android app configuration variables
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\logo36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\logo48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\logo72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
|
||||
# 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/armeabi-v7a/libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
|
||||
endif
|
||||
|
||||
# Compiler and archiver
|
||||
# NOTE: GCC is being deprectated in Android NDK r16
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
|
||||
# Compiler flags for arquitecture
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
# Compiler options for the linker
|
||||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||
# Preprocessor macro definitions
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
|
||||
|
||||
# Linker options
|
||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
|
||||
# Force linking of library module to define symbol
|
||||
LDFLAGS += -u ANativeActivity_onCreate
|
||||
# Library paths containing required libs
|
||||
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/armeabi-v7a
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
|
||||
|
||||
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# Android APK building process... some steps required...
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: create_temp_project_dirs \
|
||||
copy_project_required_libs \
|
||||
copy_project_resources \
|
||||
generate_loader_script \
|
||||
generate_android_manifest \
|
||||
generate_apk_keystore \
|
||||
config_project_package \
|
||||
compile_native_app_glue \
|
||||
compile_project_code \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
sign_project_apk_package \
|
||||
zipalign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs:
|
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\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\armeabi-v7a mkdir $(PROJECT_BUILD_PATH)\lib\armeabi-v7a
|
||||
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
|
||||
copy_project_required_libs:
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.so
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.a
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.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:
|
||||
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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
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.
|
||||
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 ($(OPENAL_LIBTYPE),SHARED)
|
||||
@echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-sdk android:minSdkVersion="16" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
config_project_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
|
||||
|
||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||
compile_native_app_glue:
|
||||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||
|
||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||
compile_project_code: $(OBJS)
|
||||
$(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||
|
||||
# Compile all .c files required into object (.o) files
|
||||
# NOTE: Those files will be linked into a shared library
|
||||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class:
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
compile_project_class_dex:
|
||||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||
|
||||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
create_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||
|
||||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||
sign_project_apk_package:
|
||||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||
zipalign_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||
install:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
|
||||
# Monitorize output log coming from device, only raylib tag
|
||||
logcat:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||
@echo Cleaning done
|
@ -19,6 +19,10 @@
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#include "android_native_app_glue.h"
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
@ -51,11 +55,19 @@ void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
void android_main(struct android_app *app)
|
||||
#else
|
||||
int main(void)
|
||||
#endif
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
InitWindow(screenWidth, screenHeight, app);
|
||||
#else
|
||||
InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
|
||||
#endif
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
@ -117,8 +129,9 @@ int main(void)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
#if !defined(PLATFORM_ANDROID)
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
void TransitionToScreen(int screen)
|
||||
|
@ -1,6 +1,6 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
@ -23,29 +23,30 @@
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
# define raylib platform to compile for
|
||||
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
|
||||
# Define required raylib variables
|
||||
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
RAYLIB_PATH ?= ..\..
|
||||
PROJECT_NAME ?= skully_escape
|
||||
|
||||
# define NO to use OpenAL Soft as static library (shared by default)
|
||||
SHARED_OPENAL ?= NO
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
# NOTE: Libraries should be provided in the selected form
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
|
||||
# On PLATFORM_WEB force OpenAL Soft shared library
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
SHARED_OPENAL = NO
|
||||
OPENAL_LIBTYPE = SHARED
|
||||
endif
|
||||
|
||||
# define raylib directory for include and library
|
||||
RAYLIB_PATH ?= C:\raylib\raylib
|
||||
|
||||
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
LIBPATH=win32
|
||||
else
|
||||
UNAMEOS:=$(shell uname)
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
LIBPATH=linux
|
||||
@ -58,22 +59,72 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler: gcc for C program, define as g++ for C++
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# define emscripten compiler
|
||||
CC = emcc
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# define llvm compiler for mac
|
||||
CC = clang
|
||||
else
|
||||
# define default gcc compiler
|
||||
CC = gcc
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI cross-compiler
|
||||
RPI_CROSS_COMPILE ?= NO
|
||||
endif
|
||||
|
||||
# define compiler flags:
|
||||
# -O2 defines optimization level
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH = C:/emsdk
|
||||
EMSCRIPTEN_VERSION = 1.37.21
|
||||
CLANG_VERSION=e1.37.21_64bit
|
||||
PYTHON_VERSION=2.7.5.3_64bit
|
||||
NODE_VERSION=4.1.1_64bit
|
||||
export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
|
||||
EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
|
||||
endif
|
||||
|
||||
# Define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
|
||||
endif
|
||||
|
||||
# Define default C compiler: gcc
|
||||
CC = gcc
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# OSX default compiler
|
||||
CC = clang
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
ifeq ($(RPI_CROSS_COMPILE),YES)
|
||||
# RPI cross-compiler
|
||||
CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# HTML5 emscripten compiler
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: Mingw32-make
|
||||
MAKE = mingw32-make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
# -O1 defines optimization level
|
||||
# -Og enable debugging
|
||||
# -s strip unnecessary data from build
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
@ -82,229 +133,154 @@ endif
|
||||
# -fgnu89-inline declaring inline functions support (GCC optimized)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
|
||||
|
||||
# Additional flags for compiler (if desired)
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
CFLAGS = -O2 -s -Wall -std=c99
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
CFLAGS = -O2 -s -Wall -std=c99
|
||||
CFLAGS += -no-pie -D_DEFAULT_SOURCE
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# --preload-file file.res # embbed file.res resource into .data file
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
|
||||
endif
|
||||
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
|
||||
# define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
|
||||
endif
|
||||
|
||||
# define any directories containing required header files
|
||||
INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
# Define include paths for required headers
|
||||
# NOTE: Several external required libraries (stb and others)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI requried libraries
|
||||
INCLUDE_PATHS += -I/opt/vc/include
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
|
||||
# Define library paths containing required libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# you may optionally create this directory and install raylib
|
||||
# and related headers there. Edit ../src/Makefile appropriately.
|
||||
INCLUDES += -I/usr/local/include/raylib
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# additional directories for MacOS
|
||||
endif
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
|
||||
# define library paths containing required libs
|
||||
LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# add standard directories for GNU/Linux
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define any libraries to link into executable
|
||||
# Define any libraries required on linking
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
# on XWindow requires also below libraries
|
||||
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OSX 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
# if static OpenAL Soft required, define the corresponding libs
|
||||
ifeq ($(SHARED_OPENAL),NO)
|
||||
LIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -Wl,-allow-multiple-definition
|
||||
LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
|
||||
# Define required flags and libs for OpenAL Soft STATIC/SHARED usage
|
||||
# NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
LDLIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
|
||||
else
|
||||
LIBS += -lopenal32dll
|
||||
LDLIBS += -lopenal32dll
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libopenal1
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# NOTE: Set the correct path to libraylib.bc
|
||||
LIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
endif
|
||||
|
||||
# define additional parameters and flags for windows
|
||||
# Define additional parameters and flags for windows
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# resources file contains raylib icon for windows .exe
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
|
||||
CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
|
||||
endif
|
||||
|
||||
# Define output extension to generate a .html file using provided shell
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EXT = .html
|
||||
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
|
||||
endif
|
||||
|
||||
# define all screen object files required
|
||||
SCREENS = \
|
||||
screens/screen_logo.o \
|
||||
screens/screen_logo_raylib.o \
|
||||
screens/screen_title.o \
|
||||
screens/screen_attic.o \
|
||||
screens/screen_aisle01.o \
|
||||
screens/screen_aisle02.o \
|
||||
screens/screen_armory.o \
|
||||
screens/screen_livingroom.o \
|
||||
screens/screen_kitchen.o \
|
||||
screens/screen_bathroom.o \
|
||||
screens/screen_ending.o \
|
||||
player.o \
|
||||
monster.o \
|
||||
# Define all source files required
|
||||
PROJECT_SOURCE_FILES ?= skully_escape.c \
|
||||
player.c \
|
||||
monster.c \
|
||||
screens/screen_logo.c \
|
||||
screens/screen_logo_raylib.c \
|
||||
screens/screen_title.c \
|
||||
screens/screen_attic.c \
|
||||
screens/screen_aisle01.c \
|
||||
screens/screen_aisle02.c \
|
||||
screens/screen_armory.c \
|
||||
screens/screen_livingroom.c \
|
||||
screens/screen_kitchen.c \
|
||||
screens/screen_bathroom.c \
|
||||
screens/screen_ending.c
|
||||
|
||||
# typing 'make' will invoke the default target entry
|
||||
default: skully_escape
|
||||
# Define all object files from source files
|
||||
OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# compile program
|
||||
skully_escape: skully_escape.c $(SCREENS)
|
||||
$(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
|
||||
# For Android platform we call a custom Makefile.Android
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKEFILE_PARAMS = -f Makefile.Android
|
||||
export PROJECT_NAME
|
||||
export PROJECT_SOURCE_FILES
|
||||
else
|
||||
MAKEFILE_PARAMS = $(PROJECT_NAME)
|
||||
endif
|
||||
|
||||
# compile screen LOGO
|
||||
screens/screen_logo.o: screens/screen_logo.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Default target entry
|
||||
# NOTE: We call this Makefile target or Makefile.Android target
|
||||
all:
|
||||
$(MAKE) $(MAKEFILE_PARAMS)
|
||||
|
||||
# compile screen LOGO raylib
|
||||
screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Project target defined by PROJECT_NAME
|
||||
$(PROJECT_NAME): $(OBJS)
|
||||
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# compile screen TITLE
|
||||
screens/screen_title.o: screens/screen_title.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Compile source files
|
||||
# NOTE: This pattern will compile every module defined on $(OBJS)
|
||||
%.o: %.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
|
||||
|
||||
# compile screen ATTIC
|
||||
screens/screen_attic.o: screens/screen_attic.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen AISLE01
|
||||
screens/screen_aisle01.o: screens/screen_aisle01.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen AISLE02
|
||||
screens/screen_aisle02.o: screens/screen_aisle02.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen BATHROOM
|
||||
screens/screen_bathroom.o: screens/screen_bathroom.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LIVINGROOM
|
||||
screens/screen_livingroom.o: screens/screen_livingroom.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen KITCHEN
|
||||
screens/screen_kitchen.o: screens/screen_kitchen.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen ARMORY
|
||||
screens/screen_armory.o: screens/screen_armory.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen ENDING
|
||||
screens/screen_ending.o: screens/screen_ending.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LOGO
|
||||
player.o: player.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# compile screen LOGO
|
||||
monster.o: monster.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# clean everything
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
else
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
@ -316,7 +292,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
# instead of defining every module one by one, we can define a pattern
|
||||
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||
#%.exe : %.c
|
||||
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
||||
|
289
games/skully_escape/Makefile.Android
Normal file
289
games/skully_escape/Makefile.Android
Normal file
@ -0,0 +1,289 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# Define required raylib variables
|
||||
PLATFORM ?= PLATFORM_ANDROID
|
||||
RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.2
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
|
||||
PROJECT_RESOURCES_PATH ?= resources
|
||||
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||
|
||||
# Some source files are placed in directories, when compiling to some
|
||||
# output directory other than source, that directory must pre-exist.
|
||||
# Here we get a list of required folders that need to be created on
|
||||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
|
||||
# Android app configuration variables
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\logo36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\logo48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\logo72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
|
||||
# Shared libs must be added to APK if required
|
||||
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
|
||||
endif
|
||||
|
||||
# Compiler and archiver
|
||||
# NOTE: GCC is being deprectated in Android NDK r16
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
|
||||
# Compiler flags for arquitecture
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
# Compiler options for the linker
|
||||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||
# Preprocessor macro definitions
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
|
||||
|
||||
# Linker options
|
||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
|
||||
# Force linking of library module to define symbol
|
||||
LDFLAGS += -u ANativeActivity_onCreate
|
||||
# Library paths containing required libs
|
||||
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/armeabi-v7a
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
|
||||
|
||||
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# Android APK building process... some steps required...
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: create_temp_project_dirs \
|
||||
copy_project_required_libs \
|
||||
copy_project_resources \
|
||||
generate_loader_script \
|
||||
generate_android_manifest \
|
||||
generate_apk_keystore \
|
||||
config_project_package \
|
||||
compile_native_app_glue \
|
||||
compile_project_code \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
sign_project_apk_package \
|
||||
zipalign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs:
|
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\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\armeabi-v7a mkdir $(PROJECT_BUILD_PATH)\lib\armeabi-v7a
|
||||
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 $(PROJECT_BUILD_PATH)\obj\$(1)
|
||||
endef
|
||||
|
||||
# Copy required shared libs for integration into APK
|
||||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||
copy_project_required_libs:
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.so
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.a
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.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:
|
||||
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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||
|
||||
# Generate NativeLoader.java to load required shared libraries
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_loader_script:
|
||||
@echo package com.$(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)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
@echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
ifeq ($(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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-sdk android:minSdkVersion="16" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
config_project_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
|
||||
|
||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||
compile_native_app_glue:
|
||||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||
|
||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||
compile_project_code: $(OBJS)
|
||||
$(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||
|
||||
# Compile all .c files required into object (.o) files
|
||||
# NOTE: Those files will be linked into a shared library
|
||||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class:
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
compile_project_class_dex:
|
||||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||
|
||||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
create_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||
|
||||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||
sign_project_apk_package:
|
||||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||
zipalign_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||
install:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
|
||||
# Monitorize output log coming from device, only raylib tag
|
||||
logcat:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||
@echo Cleaning done
|
@ -14,6 +14,10 @@
|
||||
|
||||
#include "player.h"
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#include "android_native_app_glue.h"
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
@ -48,13 +52,19 @@ void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
void android_main(struct android_app *app)
|
||||
#else
|
||||
int main(void)
|
||||
#endif
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const char windowTitle[30] = "SKULLY ESCAPE [KING GAMEJAM]";
|
||||
|
||||
InitWindow(screenWidth, screenHeight, windowTitle);
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
InitWindow(screenWidth, screenHeight, app);
|
||||
#else
|
||||
InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM]");
|
||||
#endif
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
@ -102,8 +112,9 @@ int main(void)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
#if !defined(PLATFORM_ANDROID)
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
void TransitionToScreen(int screen)
|
||||
|
@ -1,6 +1,6 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
@ -23,29 +23,30 @@
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
# define raylib platform to compile for
|
||||
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
|
||||
# Define required raylib variables
|
||||
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
|
||||
PLATFORM ?= PLATFORM_DESKTOP
|
||||
RAYLIB_PATH ?= ..\..
|
||||
PROJECT_NAME ?= wave_collector
|
||||
|
||||
# define NO to use OpenAL Soft as static library (shared by default)
|
||||
SHARED_OPENAL ?= NO
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
# NOTE: Libraries should be provided in the selected form
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
|
||||
# On PLATFORM_WEB force OpenAL Soft shared library
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
SHARED_OPENAL = NO
|
||||
OPENAL_LIBTYPE = SHARED
|
||||
endif
|
||||
|
||||
# define raylib directory for include and library
|
||||
RAYLIB_PATH ?= C:\raylib\raylib
|
||||
|
||||
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PLATFORM_OS=WINDOWS
|
||||
LIBPATH=win32
|
||||
else
|
||||
UNAMEOS:=$(shell uname)
|
||||
UNAMEOS=$(shell uname)
|
||||
ifeq ($(UNAMEOS),Linux)
|
||||
PLATFORM_OS=LINUX
|
||||
LIBPATH=linux
|
||||
@ -58,22 +59,72 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define compiler: gcc for C program, define as g++ for C++
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# define emscripten compiler
|
||||
CC = emcc
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# define llvm compiler for mac
|
||||
CC = clang
|
||||
else
|
||||
# define default gcc compiler
|
||||
CC = gcc
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI cross-compiler
|
||||
RPI_CROSS_COMPILE ?= NO
|
||||
endif
|
||||
|
||||
# define compiler flags:
|
||||
# -O2 defines optimization level
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH = C:/emsdk
|
||||
EMSCRIPTEN_VERSION = 1.37.21
|
||||
CLANG_VERSION=e1.37.21_64bit
|
||||
PYTHON_VERSION=2.7.5.3_64bit
|
||||
NODE_VERSION=4.1.1_64bit
|
||||
export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
|
||||
EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
|
||||
endif
|
||||
|
||||
# Define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
|
||||
endif
|
||||
|
||||
# Define default C compiler: gcc
|
||||
CC = gcc
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# OSX default compiler
|
||||
CC = clang
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
ifeq ($(RPI_CROSS_COMPILE),YES)
|
||||
# RPI cross-compiler
|
||||
CC = armv6j-hardfloat-linux-gnueabi-gcc
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# HTML5 emscripten compiler
|
||||
CC = emcc
|
||||
endif
|
||||
|
||||
# Define default make program: Mingw32-make
|
||||
MAKE = mingw32-make
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
MAKE = make
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define compiler flags:
|
||||
# -O1 defines optimization level
|
||||
# -Og enable debugging
|
||||
# -s strip unnecessary data from build
|
||||
# -Wall turns on most, but not all, compiler warnings
|
||||
@ -82,184 +133,145 @@ endif
|
||||
# -fgnu89-inline declaring inline functions support (GCC optimized)
|
||||
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
|
||||
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
|
||||
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
|
||||
|
||||
# Additional flags for compiler (if desired)
|
||||
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
CFLAGS = -O2 -s -Wall -std=c99
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
CFLAGS = -O2 -s -Wall -std=c99
|
||||
CFLAGS += -no-pie -D_DEFAULT_SOURCE
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS += -std=gnu99
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# --preload-file file.res # embbed file.res resource into .data file
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
|
||||
endif
|
||||
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
|
||||
# define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
|
||||
# -O2 # if used, also set --memory-init-file 0
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
|
||||
# -s USE_PTHREADS=1 # multithreading support
|
||||
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
|
||||
endif
|
||||
|
||||
# define any directories containing required header files
|
||||
INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
# Define include paths for required headers
|
||||
# NOTE: Several external required libraries (stb and others)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# RPI requried libraries
|
||||
INCLUDE_PATHS += -I/opt/vc/include
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
|
||||
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
|
||||
# Define library paths containing required libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# you may optionally create this directory and install raylib
|
||||
# and related headers there. Edit ../src/Makefile appropriately.
|
||||
INCLUDES += -I/usr/local/include/raylib
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# additional directories for MacOS
|
||||
endif
|
||||
LDFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
|
||||
# define library paths containing required libs
|
||||
LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LFLAGS += -L/opt/vc/lib
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# add standard directories for GNU/Linux
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# external libraries to link with
|
||||
# GLFW3
|
||||
LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# define any libraries to link into executable
|
||||
# Define any libraries required on linking
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
# on XWindow requires also below libraries
|
||||
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OSX 10.9 desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
else
|
||||
# libraries for Windows desktop compiling
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Libraries for Windows desktop compiling
|
||||
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
|
||||
LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
# if static OpenAL Soft required, define the corresponding libs
|
||||
ifeq ($(SHARED_OPENAL),NO)
|
||||
LIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -Wl,-allow-multiple-definition
|
||||
LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
|
||||
|
||||
# Define required flags and libs for OpenAL Soft STATIC/SHARED usage
|
||||
# NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
LDLIBS += -lopenal32 -lwinmm
|
||||
CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
|
||||
else
|
||||
LIBS += -lopenal32dll
|
||||
LDLIBS += -lopenal32dll
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# libraries for Raspberry Pi compiling
|
||||
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
|
||||
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libopenal1
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# NOTE: Set the correct path to libraylib.bc
|
||||
LIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
|
||||
endif
|
||||
|
||||
# define additional parameters and flags for windows
|
||||
# Define additional parameters and flags for windows
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# resources file contains windows exe icon
|
||||
# resources file contains raylib icon for windows .exe
|
||||
# -Wl,--subsystem,windows hides the console window
|
||||
WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
|
||||
CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
|
||||
endif
|
||||
|
||||
# Define output extension to generate a .html file using provided shell
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
EXT = .html
|
||||
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
|
||||
endif
|
||||
|
||||
# define all screen object files required
|
||||
SCREENS = \
|
||||
screens/screen_logo.o \
|
||||
screens/screen_title.o \
|
||||
screens/screen_gameplay.o \
|
||||
screens/screen_ending.o \
|
||||
# Define all source files required
|
||||
PROJECT_SOURCE_FILES ?= wave_collector.c \
|
||||
screens/screen_logo.c \
|
||||
screens/screen_title.c \
|
||||
screens/screen_gameplay.c \
|
||||
screens/screen_ending.c
|
||||
|
||||
# typing 'make' will invoke the default target entry
|
||||
default: wave_collector
|
||||
# Define all object files from source files
|
||||
OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# compile program
|
||||
wave_collector: wave_collector.c $(SCREENS)
|
||||
$(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
|
||||
# For Android platform we call a custom Makefile.Android
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKEFILE_PARAMS = -f Makefile.Android
|
||||
export PROJECT_NAME
|
||||
export PROJECT_SOURCE_FILES
|
||||
else
|
||||
MAKEFILE_PARAMS = $(PROJECT_NAME)
|
||||
endif
|
||||
|
||||
# compile screen LOGO
|
||||
screens/screen_logo.o: screens/screen_logo.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Default target entry
|
||||
# NOTE: We call this Makefile target or Makefile.Android target
|
||||
all:
|
||||
$(MAKE) $(MAKEFILE_PARAMS)
|
||||
|
||||
# compile screen TITLE
|
||||
screens/screen_title.o: screens/screen_title.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Project target defined by PROJECT_NAME
|
||||
$(PROJECT_NAME): $(OBJS)
|
||||
$(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# compile screen GAMEPLAY
|
||||
screens/screen_gameplay.o: screens/screen_gameplay.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
# Compile source files
|
||||
# NOTE: This pattern will compile every module defined on $(OBJS)
|
||||
%.o: %.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
|
||||
|
||||
# compile screen ENDING
|
||||
screens/screen_ending.o: screens/screen_ending.c
|
||||
$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
|
||||
|
||||
# clean everything
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||
else
|
||||
del *.o *.exe /s
|
||||
endif
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
@ -271,7 +283,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
# instead of defining every module one by one, we can define a pattern
|
||||
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||
#%.exe : %.c
|
||||
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
||||
|
289
games/wave_collector/Makefile.Android
Normal file
289
games/wave_collector/Makefile.Android
Normal file
@ -0,0 +1,289 @@
|
||||
#**************************************************************************************************
|
||||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
#
|
||||
# Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
#
|
||||
# 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
# wrote the original software. If you use this software in a product, an acknowledgment
|
||||
# in the product documentation would be appreciated but is not required.
|
||||
#
|
||||
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
# as being the original software.
|
||||
#
|
||||
# 3. This notice may not be removed or altered from any source distribution.
|
||||
#
|
||||
#**************************************************************************************************
|
||||
|
||||
# Define required raylib variables
|
||||
PLATFORM ?= PLATFORM_ANDROID
|
||||
RAYLIB_PATH ?= ..\..
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_NDK = C:/android-ndk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.2
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
|
||||
PROJECT_RESOURCES_PATH ?= resources
|
||||
PROJECT_SOURCE_FILES ?= raylib_game.c
|
||||
|
||||
# Some source files are placed in directories, when compiling to some
|
||||
# output directory other than source, that directory must pre-exist.
|
||||
# Here we get a list of required folders that need to be created on
|
||||
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
|
||||
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
|
||||
|
||||
# Android app configuration variables
|
||||
APP_LABEL_NAME ?= rGame
|
||||
APP_COMPANY_NAME ?= raylib
|
||||
APP_PRODUCT_NAME ?= rgame
|
||||
APP_VERSION_CODE ?= 1
|
||||
APP_VERSION_NAME ?= 1.0
|
||||
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\logo36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\logo48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\logo72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
OPENAL_LIBTYPE ?= STATIC
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
|
||||
|
||||
# Shared libs must be added to APK if required
|
||||
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
|
||||
endif
|
||||
|
||||
# Compiler and archiver
|
||||
# NOTE: GCC is being deprectated in Android NDK r16
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
|
||||
# Compiler flags for arquitecture
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
# Compiler options for the linker
|
||||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||
# Preprocessor macro definitions
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
|
||||
|
||||
# Linker options
|
||||
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
|
||||
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
|
||||
# Force linking of library module to define symbol
|
||||
LDFLAGS += -u ANativeActivity_onCreate
|
||||
# Library paths containing required libs
|
||||
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/armeabi-v7a
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
|
||||
|
||||
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# Android APK building process... some steps required...
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: create_temp_project_dirs \
|
||||
copy_project_required_libs \
|
||||
copy_project_resources \
|
||||
generate_loader_script \
|
||||
generate_android_manifest \
|
||||
generate_apk_keystore \
|
||||
config_project_package \
|
||||
compile_native_app_glue \
|
||||
compile_project_code \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
sign_project_apk_package \
|
||||
zipalign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs:
|
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\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\armeabi-v7a mkdir $(PROJECT_BUILD_PATH)\lib\armeabi-v7a
|
||||
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 $(PROJECT_BUILD_PATH)\obj\$(1)
|
||||
endef
|
||||
|
||||
# Copy required shared libs for integration into APK
|
||||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||
copy_project_required_libs:
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.so
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.so
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.a
|
||||
endif
|
||||
ifeq ($(OPENAL_LIBTYPE),STATIC)
|
||||
copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.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:
|
||||
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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||
|
||||
# Generate NativeLoader.java to load required shared libraries
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_loader_script:
|
||||
@echo package com.$(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)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
ifeq ($(OPENAL_LIBTYPE),SHARED)
|
||||
@echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
ifeq ($(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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-sdk android:minSdkVersion="16" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
|
||||
|
||||
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||||
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
|
||||
config_project_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
|
||||
|
||||
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
|
||||
compile_native_app_glue:
|
||||
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
|
||||
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
|
||||
|
||||
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
|
||||
compile_project_code: $(OBJS)
|
||||
$(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||
|
||||
# Compile all .c files required into object (.o) files
|
||||
# NOTE: Those files will be linked into a shared library
|
||||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class:
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
compile_project_class_dex:
|
||||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||
|
||||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
create_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||
|
||||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||
sign_project_apk_package:
|
||||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||
zipalign_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||
install:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
|
||||
# Monitorize output log coming from device, only raylib tag
|
||||
logcat:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||||
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||||
@echo Cleaning done
|
@ -22,6 +22,10 @@
|
||||
#include <stdio.h> // Required for: printf()
|
||||
#include <string.h> // Required for: strcpy()
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
#include "android_native_app_glue.h"
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
@ -56,11 +60,15 @@ static void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(int argc, char *argv[])
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
void android_main(struct android_app *app)
|
||||
#else
|
||||
int main(void)
|
||||
#endif
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
#if !defined(PLATFORM_WEB)
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
// TODO: Support for dropped files on the exe
|
||||
|
||||
// Support command line argument for custom music file
|
||||
@ -81,8 +89,12 @@ int main(int argc, char *argv[])
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
InitWindow(screenWidth, screenHeight, app);
|
||||
#else
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR");
|
||||
#endif
|
||||
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
@ -131,8 +143,9 @@ int main(int argc, char *argv[])
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
#if !defined(PLATFORM_ANDROID)
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user