More work on Android building...
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templates/android_project/AndroidManifest_shared.xml
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44
templates/android_project/AndroidManifest_shared.xml
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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* raylib Android project template
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*
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* This template has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
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*
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-->
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<!-- NOTE: Game package name must be unique for every app/game -->
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.raylib.game_sample"
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android:versionCode="1"
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android:versionName="1.0" >
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<uses-sdk android:minSdkVersion="16" />
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<uses-feature android:glEsVersion="0x00020000" android:required="true" />
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<!--<supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" android:required="true"/>-->
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<!-- We do not have Java code. Therefore android:hasCode is set to false. -->
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<!-- <application android:allowBackup="false" android:hasCode="false" -->
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<application android:allowBackup="false"
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android:label="@string/app_name"
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android:icon="@drawable/icon" >
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<!-- Our activity is the built-in NativeActivity framework class. -->
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<!-- <activity android:name="android.app.NativeActivity" -->
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<activity android:name="com.raylib.game_sample.NativeLoader"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:configChanges="orientation|keyboardHidden|screenSize"
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android:screenOrientation="landscape"
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android:launchMode="singleTask"
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android:clearTaskOnLaunch="true" >
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<!-- android:screenOrientation="portrait" -->
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<!-- Tell NativeActivity the name of our .so -->
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<meta-data android:name="android.app.lib_name" android:value="raylib_game" />
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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@ -18,17 +18,18 @@
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<uses-feature android:glEsVersion="0x00020000" android:required="true" />
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<!--<supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" android:required="true"/>-->
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<!-- We do not have Java code. Therefore android:hasCode is set to false. -->
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<application android:allowBackup="false" android:hasCode="false"
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<application android:allowBackup="false" android:hasCode="false"
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android:label="@string/app_name"
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android:icon="@drawable/icon"
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android:theme="@android:style/Theme.Holo.NoActionBar.Fullscreen" >
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android:icon="@drawable/icon" >
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<!-- Our activity is the built-in NativeActivity framework class. -->
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<activity android:name="android.app.NativeActivity"
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android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
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android:configChanges="orientation|keyboardHidden|screenSize"
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android:screenOrientation="landscape"
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android:launchMode="singleTask"
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android:clearTaskOnLaunch="true" >
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<!-- android:theme="@android:style/Theme.NoTitleBar.Fullscreen" -->
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<!-- android:screenOrientation="portrait" -->
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<!-- Tell NativeActivity the name of our .so -->
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<meta-data android:name="android.app.lib_name" android:value="raylib_game" />
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<intent-filter>
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PLATFORM ?= PLATFORM_ANDROID
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# Android project name (.apk)
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PROJECT_NAME = raylibGame
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PROJECT_DIR = ./
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PROJECT_NAME = raylib_game
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OUTPUT_PATH = output
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SOURCE_PATH = src
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# Generated shared library name
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# NOTE: It should match the name defined in the AndroidManifest.xml
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@ -36,11 +37,17 @@ LIBRARY_NAME = raylib_game
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RAYLIB_LIBTYPE ?= STATIC
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OPENAL_LIBTYPE ?= STATIC
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LIBS_PATH = libs\static
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# add shared libs to APK if required
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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LIBS_PATH = libs\shared
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NATIVE_LOADER = NativeLoader.java
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PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so
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endif
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ifeq ($(OPENAL_LIBTYPE),SHARED)
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LIBS_PATH = libs\shared
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NATIVE_LOADER = NativeLoader.java
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PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
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endif
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@ -70,7 +77,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical
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CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
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# Paths containing required header files
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INCLUDE_PATHS = -I. -Isrc/include -I$(ANDROID_NDK)/sources/android/native_app_glue
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INCLUDE_PATHS = -I. -Iinclude -I$(ANDROID_NDK)/sources/android/native_app_glue
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# Linker options
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LDFLAGS = -Wl,-soname,lib$(LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
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@ -78,7 +85,7 @@ LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl
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# Force linking of library module to define symbol
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LDFLAGS += -u ANativeActivity_onCreate
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# Library paths containing required libs
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LDFLAGS += -L. -Lsrc -Llib -Lsrc/libs
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LDFLAGS += -L. -L$(SOURCE_PATH) -L$(LIBS_PATH) -L$(OUTPUT_PATH)/obj
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# Define any libraries to link into executable
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# if you want to link libraries (libname.so or libname.a), use the -lname
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@ -90,6 +97,7 @@ all: create_temp_project_dirs \
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compile_native_app_glue \
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compile_project_code \
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copy_project_shared_libs \
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copy_project_resources \
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config_project_package \
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compile_project_class \
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compile_project_class_dex \
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@ -100,77 +108,92 @@ all: create_temp_project_dirs \
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# Create required temp directories for APK building
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create_temp_project_dirs:
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if not exist temp mkdir temp
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if not exist temp\obj mkdir temp\obj
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if not exist temp\src mkdir temp\src
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if not exist lib mkdir lib
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if not exist lib\armeabi-v7a mkdir lib\armeabi-v7a
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if not exist temp\bin mkdir temp\bin
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if not exist $(OUTPUT_PATH) mkdir $(OUTPUT_PATH)
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if not exist $(OUTPUT_PATH)\obj mkdir $(OUTPUT_PATH)\obj
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if not exist $(OUTPUT_PATH)\src mkdir $(OUTPUT_PATH)\src
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if not exist $(OUTPUT_PATH)\lib mkdir $(OUTPUT_PATH)\lib
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if not exist $(OUTPUT_PATH)\lib\armeabi-v7a mkdir $(OUTPUT_PATH)\lib\armeabi-v7a
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if not exist $(OUTPUT_PATH)\bin mkdir $(OUTPUT_PATH)\bin
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if not exist $(OUTPUT_PATH)\res mkdir $(OUTPUT_PATH)\res
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if not exist $(OUTPUT_PATH)\assets mkdir $(OUTPUT_PATH)\assets
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# Compile native_app_glue as static library
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# OUTPUT: $(PROJECT_DIR)/temp/obj/libnative_app_glue.a
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# OUTPUT: $(PROJECT_DIR)/obj/libnative_app_glue.a
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compile_native_app_glue:
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$(CC) -c $(ANDROID_NDK)/sources/android/native_app_glue/android_native_app_glue.c -o temp/obj/native_app_glue.o $(CFLAGS)
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$(AR) rcs $(PROJECT_DIR)/lib/libnative_app_glue.a temp/obj/native_app_glue.o
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$(CC) -c $(ANDROID_NDK)/sources/android/native_app_glue/android_native_app_glue.c -o $(OUTPUT_PATH)/obj/native_app_glue.o $(CFLAGS)
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$(AR) rcs $(OUTPUT_PATH)/obj/libnative_app_glue.a $(OUTPUT_PATH)/obj/native_app_glue.o
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# Compile project code as shared libraries
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# OUTPUT: $(PROJECT_DIR)/lib/lib$(LIBRARY_NAME).so
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compile_project_code:
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$(CC) -c src/game_basic.c -o temp/obj/game_basic.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_basic.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
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$(CC) -c $(SOURCE_PATH)/game_basic.c -o $(OUTPUT_PATH)/obj/game_basic.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -o $(OUTPUT_PATH)/lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(OUTPUT_PATH)/obj/game_basic.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
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compile_project_code_raylib_stripped:
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$(CC) -c src/raylib_stripped/core.c -o temp/obj/core.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -c src/raylib_stripped/rlgl.c -o temp/obj/rlgl.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -DGRAPHICS_API_OPENGL_ES2
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$(CC) -c src/raylib_stripped/utils.c -o temp/obj/utils.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -c src/game_raylib_stripped.c -o temp/obj/game_raylib_stripped.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_raylib_stripped.o temp/obj/core.o temp/obj/rlgl.o temp/obj/utils.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
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$(CC) -c $(SOURCE_PATH)/raylib_stripped/core.c -o $(OUTPUT_PATH)/obj/core.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -c $(SOURCE_PATH)/raylib_stripped/rlgl.c -o $(OUTPUT_PATH)/obj/rlgl.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -DGRAPHICS_API_OPENGL_ES2
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$(CC) -c $(SOURCE_PATH)/raylib_stripped/utils.c -o $(OUTPUT_PATH)/obj/utils.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -c $(SOURCE_PATH)/game_raylib_stripped.c -o $(OUTPUT_PATH)/obj/game_raylib_stripped.o $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(OUTPUT_PATH)/obj/game_raylib_stripped.o $(OUTPUT_PATH)/obj/core.o $(OUTPUT_PATH)/obj/rlgl.o $(OUTPUT_PATH)/obj/utils.o -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
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copy_project_shared_libs:
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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copy /Y src\libs_shared\libraylib.so lib\armeabi-v7a\libraylib.so
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copy /Y $(LIBS_PATH)\libraylib.so $(OUTPUT_PATH)\lib\armeabi-v7a\libraylib.so
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endif
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ifeq ($(OPENAL_LIBTYPE),SHARED)
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copy /Y src\libs_shared\libopenal.so lib\armeabi-v7a\libopenal.so
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copy /Y $(LIBS_PATH)\libopenal.so $(OUTPUT_PATH)\lib\armeabi-v7a\libopenal.so
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endif
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copy_project_resources:
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xcopy res $(OUTPUT_PATH)\res /Y /E /F
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xcopy src\resources $(OUTPUT_PATH)\assets /Y /E /F
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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xcopy AndroidManifest_shared.xml $(OUTPUT_PATH)\AndroidManifest.xml* /Y /F
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endif
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ifeq ($(RAYLIB_LIBTYPE),STATIC)
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xcopy AndroidManifest_static.xml $(OUTPUT_PATH)\AndroidManifest.xml* /Y /F
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endif
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generate_loader_script:
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@echo "package com.raylib.game_sample; public class NativeLoader extends android.app.NativeActivity { static { System.loadLibrary("openal"); System.loadLibrary("raylib"); System.loadLibrary("raylib_game"); }}" > $(OUTPUT_PATH)/obj/NativeLoader.java
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# Generate key for APK signing
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# OUTPUT: $(PROJECT_DIR)/temp/$(PROJECT_NAME).keystore
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generate_apk_keystore:
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$(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=raylib,O=Android,C=JPN" -keystore temp/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
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$(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=raylib,O=Android,C=JPN" -keystore $(OUTPUT_PATH)/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
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# Create temp/src/com/raylib/$(LIBRARY_NAME)/R.java
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# OUTPUT: $(PROJECT_DIR)/temp/src/com/raylib/$(LIBRARY_NAME)/R.java
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# NOTE: DEPENDS on res/values/strings.xml
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config_project_package:
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$(ANDROID_BUILD_TOOLS)/aapt package -v -f -m -S res -J temp/src -M AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
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$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(OUTPUT_PATH)/res -J $(OUTPUT_PATH)/src -M $(OUTPUT_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
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# Create temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
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# OUTPUT: $(PROJECT_DIR)/temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
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compile_project_class:
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$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d temp/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;temp/obj -sourcepath temp/src temp/src/com/raylib/game_sample/R.java
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$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(OUTPUT_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(OUTPUT_PATH)/obj -sourcepath $(OUTPUT_PATH)/src $(OUTPUT_PATH)/src/com/raylib/game_sample/R.java $(NATIVE_LOADER)
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#$(JAVA_HOME)/bin/javac -source 1.7 -target 1.7 -d temp/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar -sourcepath temp/src temp/src/com/raylib/game_sample/R.java
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# Create temp/bin/classes.dex
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# OUTPUT: $(PROJECT_DIR)/bin/classes.dex
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# NOTE: DEPENDS on temp/obj/com/raylib/$(LIBRARY_NAME)/R.class
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compile_project_class_dex:
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$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=temp/bin/classes.dex temp/obj
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$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(OUTPUT_PATH)/bin/classes.dex $(OUTPUT_PATH)/obj
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# Create temp/bin/$(PROJECT_NAME).unsigned.apk
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# NOTE: DEPENDS on temp/bin/classes.dex and lib/lib$(LIBRARY_NAME).so
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# NOTE: Use -A resources to define additional directory in which to find raw asset files
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create_project_apk_package:
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$(ANDROID_BUILD_TOOLS)/aapt package -v -f -M AndroidManifest.xml -S res -A assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F temp/bin/$(PROJECT_NAME).unsigned.apk temp/bin
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$(ANDROID_BUILD_TOOLS)/aapt add -v $(PROJECT_DIR)/temp/bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
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$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(OUTPUT_PATH)/AndroidManifest.xml -S $(OUTPUT_PATH)/res -A $(OUTPUT_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(OUTPUT_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(OUTPUT_PATH)/bin
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cd $(OUTPUT_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
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# Create temp/bin/$(PROJECT_NAME).signed.apk
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sign_project_apk_package:
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$(JAVA_HOME)/bin/jarsigner -keystore temp/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -signedjar $(PROJECT_DIR)/temp/bin/$(PROJECT_NAME).signed.apk temp/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
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$(JAVA_HOME)/bin/jarsigner -keystore $(OUTPUT_PATH)/$(PROJECT_NAME).keystore -storepass $(KEYSTORE_PASS) -keypass $(KEYSTORE_PASS) -signedjar $(OUTPUT_PATH)/bin/$(PROJECT_NAME).signed.apk $(OUTPUT_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
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# Create temp/bin/$(PROJECT_NAME).apk
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zipalign_project_apk_package:
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$(ANDROID_BUILD_TOOLS)/zipalign -f 4 temp/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
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$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(OUTPUT_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
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# Deploy $(PROJECT_NAME).apk to device
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install_project_apk_package:
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@ -183,7 +206,7 @@ logcat_project_apk_package:
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deploy:
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$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
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$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
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$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
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$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
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#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
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#$(ANDROID_PLATFORM_TOOLS)/adb -d logcat raylib:V *:S
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templates/android_project/NativeLoader.java
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11
templates/android_project/NativeLoader.java
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package com.raylib.game_sample;
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public class NativeLoader extends android.app.NativeActivity
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{
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static
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{
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System.loadLibrary("openal");
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System.loadLibrary("raylib");
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System.loadLibrary("raylib_game");
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}
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}
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