#************************************************************************************************** # # raylib makefile for Android project (APK building) # # Copyright (c) 2017 Ramon Santamaria (@raysan5) # # This software is provided "as-is", without any express or implied warranty. In no event # will the authors be held liable for any damages arising from the use of this software. # # Permission is granted to anyone to use this software for any purpose, including commercial # applications, and to alter it and redistribute it freely, subject to the following restrictions: # # 1. The origin of this software must not be misrepresented; you must not claim that you # wrote the original software. If you use this software in a product, an acknowledgment # in the product documentation would be appreciated but is not required. # # 2. Altered source versions must be plainly marked as such, and must not be misrepresented # as being the original software. # # 3. This notice may not be removed or altered from any source distribution. # #************************************************************************************************** # Note : ported by Jean-Sébastien Lebarbier (@jseb) to *nix by using the Ramon Santamaria ms-windows version. # For comments, you can contact me : raylib(at)finiderire.com # debug : adb logcat *:W | grep -i raylib # Define required raylib variables PLATFORM ?= PLATFORM_ANDROID RAYLIB_PATH ?= $(HOME)/raylib_sources.ln # Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version ANDROID_ARCH ?= ARM64 ifeq ($(ANDROID_ARCH),ARM) ANDROID_ARCH_NAME = armeabi-v7a # [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi endif ifeq ($(ANDROID_ARCH),ARM64) ANDROID_ARCH_NAME = arm64-v8a # [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android endif # Required path variables # no need to define JAVA_HOME , JAVA_BIN in linux environment (binaries are in $PATH) #JAVA_HOME ?= C:/JavaJDK/ #JAVA_BIN ?= $(JAVA_HOME)/bin/ ANDROID_HOME = /opt/android-sdk #ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION) ANDROID_TOOLCHAIN = /opt/android-ndk/toolchains/llvm/prebuilt/linux-x86_64/ # find the highest version available of build tools ANDROID_BUILD_TOOLS = $(shell ls -1d $(ANDROID_HOME)/build-tools/* | tail -n 1)/ # and extracts the API version ANDROID_API_VERSION = $(shell echo $(ANDROID_BUILD_TOOLS) | sed 's/.*\/\([0-9]\+\).*/\1/') $(warning [*] Using $(ANDROID_BUILD_TOOLS) , API version: $(ANDROID_API_VERSION)) # ANDROID_PLATFORM_TOOLS should be in $PATH too with linux (see /etc/profile.d/android* ) # but anyway, let's define it here ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools # Android project configuration variables PROJECT_NAME ?= raylib_game PROJECT_LIBRARY_NAME ?= main PROJECT_BUILD_ID ?= android PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME) PROJECT_RESOURCES_PATH ?= resources PROJECT_SOURCE_FILES ?= simple_game.c # Some source files are placed in directories, when compiling to some # output directory other than source, that directory must pre-exist. # Here we get a list of required folders that need to be created on # code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors. #PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES))) PROJECT_SOURCE_DIRS = $(dir $(PROJECT_SOURCE_FILES)) # Android app configuration variables APP_LABEL_NAME ?= rGame APP_COMPANY_NAME ?= raylib APP_PRODUCT_NAME ?= rgame APP_VERSION_CODE ?= 1 APP_VERSION_NAME ?= 1.0 APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png APP_SCREEN_ORIENTATION ?= landscape APP_KEYSTORE_PASS ?= raylib # Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) # attention, ne fonctionne pas avec STATIC (manque la libm quelque part) RAYLIB_LIBTYPE ?= SHARED # Library path for libraylib.a/libraylib.so RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src/android/ # Shared libs must be added to APK if required # NOTE: Generated NativeLoader.java automatically load those libraries ifeq ($(RAYLIB_LIBTYPE),SHARED) PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so endif # Compiler and archiver ifeq ($(ANDROID_ARCH),ARM) CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar endif ifeq ($(ANDROID_ARCH),ARM64) #CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang #AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar endif # Compiler flags for arquitecture ifeq ($(ANDROID_ARCH),ARM) CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 endif ifeq ($(ANDROID_ARCH),ARM64) CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769 endif # Compilation functions attributes options CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC # Compiler options for the linker CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes # Preprocessor macro definitions CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) # Paths containing required header files INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue # Linker options LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings # Force linking of library module to define symbol LDFLAGS += -u ANativeActivity_onCreate # Library paths containing required libs LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)/sysroot/usr/lib/$(ANDROID_TOOLCHAIN_LIBS) # Define any libraries to link into executable # if you want to link libraries (libname.so or libname.a), use the -lname LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl # Generate target objects list from PROJECT_SOURCE_FILES OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES)) # Android APK building process... some steps required... # NOTE: typing 'make' will invoke the default target entry called 'all', all: create_temp_project_dirs \ copy_project_required_libs \ copy_project_resources \ generate_loader_script \ generate_android_manifest \ generate_apk_keystore \ config_project_package \ compile_project_code \ compile_project_class \ compile_project_class_dex \ create_project_apk_package \ sign_project_apk_package \ zipalign_project_apk_package # Create required temp directories for APK building create_temp_project_dirs: @if [ -d $(PROJECT_BUILD_PATH) ]; then \ echo " [*] directories for $(PROJECT_BUILD_PATH) are already built."; \ else \ echo " [*] creating directories for $(PROJECT_BUILD_PATH)"; \ mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME); \ mkdir -p $(PROJECT_BUILD_PATH)/obj/screens; \ mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME); \ mkdir -p $(PROJECT_BUILD_PATH)/bin; \ mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-{l,m,h}dpi; \ mkdir -p $(PROJECT_BUILD_PATH)/res/values; \ mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH); \ $(foreach dir, $(PROJECT_SOURCE_DIRS), mkdir -p $(PROJECT_BUILD_PATH)/obj/$(dir) ); \ fi # if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) # if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj # if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src # if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com # if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) # if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) # if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib # if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) # if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin # if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res # if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi # if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi # if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi # if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values # if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets # if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) # if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens # $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) #define create_dir # if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1) #endef # Copy required shared libs for integration into APK # NOTE: If using shared libs they are loaded by generated NativeLoader.java # # FIXME really necessary to copy libraylib.a , which will be put into exe at link step ? copy_project_required_libs: cp $(RAYLIB_LIB_PATH)/libraylib.* $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) #ifeq ($(RAYLIB_LIBTYPE),SHARED) # copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so #endif #ifeq ($(RAYLIB_LIBTYPE),STATIC) # copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a #endif # Copy project required resources: strings.xml, icon.png, assets # NOTE: Required strings.xml is generated and game resources are copied to assets folder copy_project_resources: cp $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png cp $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png cp $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png @echo -e "\n\ \n\ \n\ $(APP_LABEL_NAME)\n\ \n\ " > $(PROJECT_BUILD_PATH)/res/values/strings.xml # copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y # copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y # copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y # @echo ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml # @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml @if [ -d $(PROJECT_RESOURCES_PATH) ]; then \ cp -a $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/; \ else \ echo " [*] Project resources path not found: $(PROJECT_RESOURCES_PATH)"; \ fi # if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F # Generate NativeLoader.java to load required shared libraries # NOTE: Probably not the bet way to generate this file... but it works. ifeq ($(RAYLIB_LIBTYPE),SHARED) nativeloader_sharedlib=System.loadLibrary(\"raylib\") else nativeloader_sharedlib= endif generate_loader_script: @echo -e "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\ public class NativeLoader extends android.app.NativeActivity {\n\ static {\n\ $(nativeloader_sharedlib);\n\ System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");\n\ }\n\ }\n" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # Generate AndroidManifest.xml with all the required options # NOTE: Probably not the bet way to generate this file... but it works. # TODO jseb : replacing @drawable/icon with @mipmap/icon ? # https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr generate_android_manifest: @echo -e "\n\ \n\ \n\ \n\ \n\ \n\ \n\ \n\ \n\ \n\ \n\ \n\ \n\ " > $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml # Generate storekey for APK signing: $(PROJECT_NAME).keystore # NOTE: Configure here your Distinguished Names (-dname) if required! generate_apk_keystore: # if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA # infos sur keytools ici: https://coderwall.com/p/r09hoq/android-generate-release-debug-keystores # keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000 @if [ -s $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore ]; then \ echo " [*] $(PROJECT_NAME).keystore already exists."; \ else \ echo " [*] $(PROJECT_NAME).keystore : generating now."; \ $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA; \ fi # Config project package and resource using AndroidManifest.xml and res/values/strings.xml # NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java config_project_package: $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar # Compile native_app_glue code as static library: obj/libnative_app_glue.a compile_native_app_glue: $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS) $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o # Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so compile_project_code: $(OBJS) $(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) # Compile all .c files required into object (.o) files # NOTE: Those files will be linked into a shared library $(PROJECT_BUILD_PATH)/obj/%.o:%.c $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot # Compile project .java code into .class (Java bytecode) # pour Unix, le séparateur pour les chemins indiqués dans -cp (-classpath) est ':' (pour windows: ';') compile_project_class: $(JAVA_BIN)javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar:$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java # Compile .class files into Dalvik executable bytecode (.dex) # NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT) compile_project_class_dex: $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj # Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk # NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so # NOTE: Use -A resources to define additional directory in which to find raw asset files create_project_apk_package: $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS) # Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk sign_project_apk_package: #keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000 $(JAVA_BIN)jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key # Create zip-aligned APK package: $(PROJECT_NAME).apk zipalign_project_apk_package: $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk # Install $(PROJECT_NAME).apk to default emulator/device # NOTE: Use -e (emulator) or -d (device) parameters if required install: $(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk # Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64) check_device_abi: $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi # Monitorize output log coming from device, only raylib tag logcat: $(ANDROID_PLATFORM_TOOLS)/adb logcat -c $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S # Install and monitorize $(PROJECT_NAME).apk to default emulator/device deploy: $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk $(ANDROID_PLATFORM_TOOLS)/adb logcat -c $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S #$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W # [JSEB] Clean everything, but avoid accidental removing of root dir, or $HOME, or whatever important clean: @if [ "$(shell echo $(PROJECT_BUILD_PATH) | grep "$(PROJECT_BUILD_ID)")" != "" ]; then \ rm -rf $(PROJECT_BUILD_PATH); \ echo Cleaning done; \ else \ echo "Error ! Project name ($(PROJECT_BUILD_PATH)) must contains this string : $(PROJECT_BUILD_ID)"; \ fi