#************************************************************************************************** # # 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 ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml @echo ^^$(APP_LABEL_NAME)^^ >> $(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 ^ > $(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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(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