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  1. #**************************************************************************************************
  2. #
  3. # raylib makefile for Android project (APK building)
  4. #
  5. # Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
  6. #
  7. # This software is provided "as-is", without any express or implied warranty. In no event
  8. # will the authors be held liable for any damages arising from the use of this software.
  9. #
  10. # Permission is granted to anyone to use this software for any purpose, including commercial
  11. # applications, and to alter it and redistribute it freely, subject to the following restrictions:
  12. #
  13. # 1. The origin of this software must not be misrepresented; you must not claim that you
  14. # wrote the original software. If you use this software in a product, an acknowledgment
  15. # in the product documentation would be appreciated but is not required.
  16. #
  17. # 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  18. # as being the original software.
  19. #
  20. # 3. This notice may not be removed or altered from any source distribution.
  21. #
  22. #**************************************************************************************************
  23. # Define required raylib variables
  24. PLATFORM ?= PLATFORM_ANDROID
  25. RAYLIB_PATH ?= ..\..
  26. # Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
  27. # Starting in 2019 using ARM64 is mandatory for published apps,
  28. # Starting on August 2020, minimum required target API is Android 10 (API level 29)
  29. ANDROID_ARCH ?= ARM64
  30. ANDROID_API_VERSION = 29
  31. # Android required path variables
  32. # NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
  33. ifeq ($(OS),Windows_NT)
  34. ANDROID_NDK = C:/android-ndk
  35. ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
  36. else
  37. ANDROID_NDK ?= /usr/lib/android/ndk
  38. ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
  39. endif
  40. ifeq ($(ANDROID_ARCH),ARM)
  41. ANDROID_ARCH_NAME = armeabi-v7a
  42. endif
  43. ifeq ($(ANDROID_ARCH),ARM64)
  44. ANDROID_ARCH_NAME = arm64-v8a
  45. endif
  46. ifeq ($(ANDROID_ARCH),x86)
  47. ANDROID_ARCH_NAME = i686
  48. endif
  49. ifeq ($(ANDROID_ARCH),x86_64)
  50. ANDROID_ARCH_NAME = x86_64
  51. endif
  52. # Required path variables
  53. # NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
  54. JAVA_HOME ?= C:/open-jdk
  55. ANDROID_HOME ?= C:/android-sdk
  56. ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
  57. ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
  58. # Android project configuration variables
  59. PROJECT_NAME ?= raylib_game
  60. PROJECT_LIBRARY_NAME ?= main
  61. PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
  62. PROJECT_RESOURCES_PATH ?= resources
  63. PROJECT_SOURCE_FILES ?= raylib_game.c
  64. # Some source files are placed in directories, when compiling to some
  65. # output directory other than source, that directory must pre-exist.
  66. # Here we get a list of required folders that need to be created on
  67. # code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
  68. PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
  69. # Android app configuration variables
  70. APP_LABEL_NAME ?= rGame
  71. APP_COMPANY_NAME ?= raylib
  72. APP_PRODUCT_NAME ?= rgame
  73. APP_VERSION_CODE ?= 1
  74. APP_VERSION_NAME ?= 1.0
  75. APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
  76. APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
  77. APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
  78. APP_SCREEN_ORIENTATION ?= landscape
  79. APP_KEYSTORE_PASS ?= raylib
  80. # Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
  81. RAYLIB_LIBTYPE ?= STATIC
  82. # Library path for libraylib.a/libraylib.so
  83. RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
  84. # Shared libs must be added to APK if required
  85. # NOTE: Generated NativeLoader.java automatically load those libraries
  86. ifeq ($(RAYLIB_LIBTYPE),SHARED)
  87. PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
  88. endif
  89. # Compiler and archiver
  90. ifeq ($(ANDROID_ARCH),ARM)
  91. CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
  92. AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
  93. endif
  94. ifeq ($(ANDROID_ARCH),ARM64)
  95. CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
  96. AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
  97. endif
  98. # Compiler flags for arquitecture
  99. ifeq ($(ANDROID_ARCH),ARM)
  100. CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
  101. endif
  102. ifeq ($(ANDROID_ARCH),ARM64)
  103. CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
  104. endif
  105. # Compilation functions attributes options
  106. CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
  107. # Compiler options for the linker
  108. CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
  109. # Preprocessor macro definitions
  110. CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
  111. # Paths containing required header files
  112. INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(ANDROID_NDK)/sources/android/native_app_glue
  113. # Linker options
  114. LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
  115. LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
  116. # Force linking of library module to define symbol
  117. LDFLAGS += -u ANativeActivity_onCreate
  118. # Library paths containing required libs
  119. LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
  120. # Define any libraries to link into executable
  121. # if you want to link libraries (libname.so or libname.a), use the -lname
  122. LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
  123. # Generate target objects list from PROJECT_SOURCE_FILES
  124. OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
  125. # Android APK building process... some steps required...
  126. # NOTE: typing 'make' will invoke the default target entry called 'all',
  127. all: create_temp_project_dirs \
  128. copy_project_required_libs \
  129. copy_project_resources \
  130. generate_loader_script \
  131. generate_android_manifest \
  132. generate_apk_keystore \
  133. config_project_package \
  134. compile_project_code \
  135. compile_project_class \
  136. compile_project_class_dex \
  137. create_project_apk_package \
  138. sign_project_apk_package \
  139. zipalign_project_apk_package
  140. # Create required temp directories for APK building
  141. create_temp_project_dirs:
  142. ifeq ($(OS),Windows_NT)
  143. if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
  144. if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
  145. if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj\src
  146. if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
  147. if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
  148. if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
  149. 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)
  150. if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
  151. if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
  152. if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
  153. if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
  154. if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
  155. if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
  156. if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
  157. if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
  158. if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
  159. if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
  160. if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
  161. else
  162. mkdir -p $(PROJECT_BUILD_PATH)
  163. mkdir -p $(PROJECT_BUILD_PATH)/obj
  164. mkdir -p $(PROJECT_BUILD_PATH)/obj/src
  165. mkdir -p $(PROJECT_BUILD_PATH)/src
  166. mkdir -p $(PROJECT_BUILD_PATH)/src/com
  167. mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
  168. mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
  169. mkdir -p $(PROJECT_BUILD_PATH)/lib
  170. mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
  171. mkdir -p $(PROJECT_BUILD_PATH)/bin
  172. mkdir -p $(PROJECT_BUILD_PATH)/res
  173. mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
  174. mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
  175. mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
  176. mkdir -p $(PROJECT_BUILD_PATH)/res/values
  177. mkdir -p $(PROJECT_BUILD_PATH)/assets
  178. mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
  179. mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
  180. endif
  181. $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
  182. define create_dir
  183. mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
  184. endef
  185. ifeq ($(OS),Windows_NT)
  186. COPY_COMMAND ?= copy /Y
  187. else
  188. COPY_COMMAND ?= cp -f
  189. endif
  190. # Copy required shared libs for integration into APK
  191. # NOTE: If using shared libs they are loaded by generated NativeLoader.java
  192. copy_project_required_libs:
  193. ifeq ($(RAYLIB_LIBTYPE),SHARED)
  194. $(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so
  195. endif
  196. ifeq ($(RAYLIB_LIBTYPE),STATIC)
  197. $(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.a $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.a
  198. endif
  199. # Copy project required resources: strings.xml, icon.png, assets
  200. # NOTE: Required strings.xml is generated and game resources are copied to assets folder
  201. copy_project_resources:
  202. $(COPY_COMMAND) $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
  203. $(COPY_COMMAND) $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
  204. $(COPY_COMMAND) $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
  205. ifeq ($(OS),Windows_NT)
  206. @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
  207. @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
  208. if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
  209. else
  210. @echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
  211. @echo "<resources><string name=\"app_name\">$(APP_LABEL_NAME)</string></resources>" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
  212. @[ -d "$(PROJECT_RESOURCES_PATH)" ] || cp -rf $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
  213. endif
  214. # Generate NativeLoader.java to load required shared libraries
  215. # NOTE: Probably not the bet way to generate this file... but it works.
  216. generate_loader_script:
  217. ifeq ($(OS),Windows_NT)
  218. @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  219. @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  220. @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  221. @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  222. ifeq ($(RAYLIB_LIBTYPE),SHARED)
  223. @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  224. endif
  225. @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  226. @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  227. @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  228. else
  229. @echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  230. @echo "" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  231. @echo "public class NativeLoader extends android.app.NativeActivity {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  232. @echo " static {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  233. ifeq ($(RAYLIB_LIBTYPE),SHARED)
  234. @echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  235. endif
  236. @echo " System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  237. @echo " }" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  238. @echo "}" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  239. endif
  240. # Generate AndroidManifest.xml with all the required options
  241. # NOTE: Probably not the bet way to generate this file... but it works.
  242. generate_android_manifest:
  243. ifeq ($(OS),Windows_NT)
  244. @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  245. @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  246. @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  247. @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  248. @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  249. @echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  250. @echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  251. @echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  252. @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  253. @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  254. @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  255. @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  256. @echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  257. @echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  258. @echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  259. @echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  260. @echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  261. @echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  262. @echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  263. @echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  264. else
  265. @echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  266. @echo "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  267. @echo " package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\" " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  268. @echo " android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  269. @echo " <uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  270. @echo " <uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  271. @echo " <application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  272. @echo " <activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  273. @echo " android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  274. @echo " android:configChanges=\"orientation|keyboardHidden|screenSize\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  275. @echo " android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  276. @echo " android:clearTaskOnLaunch=\"true\">" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  277. @echo " <meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  278. @echo " <intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  279. @echo " <action android:name=\"android.intent.action.MAIN\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  280. @echo " <category android:name=\"android.intent.category.LAUNCHER\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  281. @echo " </intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  282. @echo " </activity>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  283. @echo " </application>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  284. @echo "</manifest>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
  285. endif
  286. # Generate storekey for APK signing: $(PROJECT_NAME).keystore
  287. # NOTE: Configure here your Distinguished Names (-dname) if required!
  288. generate_apk_keystore:
  289. ifeq ($(OS),Windows_NT)
  290. if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
  291. else
  292. @[ -f "$(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore" ] || $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
  293. endif
  294. # Config project package and resource using AndroidManifest.xml and res/values/strings.xml
  295. # NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
  296. config_project_package:
  297. $(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
  298. # Compile native_app_glue code as static library: obj/libnative_app_glue.a
  299. compile_native_app_glue:
  300. $(CC) -c $(ANDROID_NDK)/sources/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
  301. $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
  302. # Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
  303. compile_project_code: $(OBJS)
  304. $(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
  305. # Compile all .c files required into object (.o) files
  306. # NOTE: Those files will be linked into a shared library
  307. $(PROJECT_BUILD_PATH)/obj/%.o:%.c
  308. $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
  309. # Compile project .java code into .class (Java bytecode)
  310. compile_project_class:
  311. $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -d $(PROJECT_BUILD_PATH)/obj $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
  312. # Compile .class files into Dalvik executable bytecode (.dex)
  313. # NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
  314. compile_project_class_dex:
  315. $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
  316. # Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
  317. # NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
  318. # NOTE: Use -A resources to define additional directory in which to find raw asset files
  319. create_project_apk_package:
  320. $(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
  321. cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
  322. # Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
  323. sign_project_apk_package:
  324. $(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
  325. # Create zip-aligned APK package: $(PROJECT_NAME).apk
  326. zipalign_project_apk_package:
  327. $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
  328. # Install $(PROJECT_NAME).apk to default emulator/device
  329. # NOTE: Use -e (emulator) or -d (device) parameters if required
  330. install:
  331. $(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
  332. # Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
  333. check_device_abi:
  334. $(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
  335. # Monitorize output log coming from device, only raylib tag
  336. logcat:
  337. $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
  338. $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
  339. # Install and monitorize $(PROJECT_NAME).apk to default emulator/device
  340. deploy:
  341. $(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
  342. $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
  343. $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
  344. #$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
  345. # Clean everything
  346. clean:
  347. ifeq ($(OS),Windows_NT)
  348. del $(PROJECT_BUILD_PATH)\* /f /s /q
  349. rmdir $(PROJECT_BUILD_PATH) /s /q
  350. else
  351. rm -r $(PROJECT_BUILD_PATH)
  352. endif
  353. @echo Cleaning done