* Create makefile for building android app on osx
This makefile can work on macos to build android app
* Update and rename Makefile.macos.android to Makefile.Android.macos
Rename the makefile for android macos.
* Update Makefile.Android.macos
replace the user specific folder with env var $HOME
* new linux makefile for Android portages
* Revert "projects: CMake: bump up minimal raylib version (#983)"
This reverts commit 82306af111.
* new PR for upstream
* for Raysan
raylib resource data file for Windows platform (containing raylib icon and metadata for executable file) has been renamed to a more consistent name: raylib.rc.data
Also required to work with tcc compiler.
From 2019 64bit support will be mandatory to publish an Android app.
Google plans to require that new apps target Oreo (API level 26) in
August of 2018.
Currently, if:
* GCC doesn't supports -no-pie: Build error
* GCC supports -no-pie
* GCC is not configured with --enable-default-pie: No-op
* GCC is configured with --enable-default-pie:
Slightly worse performance because we still generate -fpie code
(-pie affects linker, -fpie affects compiler)
So instead of probing for existence of -fno-pie -no-pie, remove it altogether.
Fixes#540: Build breakage on Debian 8 with gcc 4.9.
Inspired by #504.
Instead of requiring the user to do PLATFORM_ANDROID #ifdefery,
have the android_main entry point exported by raylib and call
the user-defined main. This way many games could (in theory)
run unmodified on Android and elsewhere.
This is untested!
- Renamed VERSION to RAYLIB_VERSION
- Renamed API_VERSION to RAYLIB_API_VERSION
- Renamed RAYLIB_RELEASE to RAYLIB_RELEASE_PATH
- Support Web Assembly compilation on PLATFORM_WEB
If you have raylib on standard directories ("/usr/local/include/raylib/raylib.h" for the header and "/usr/local/lib/libraylib.a" for raylib library) you can compile without edit the makefile.