@ -2,7 +2,10 @@
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
# NOTE: Ported by Jean-Sébastien Lebarbier (@jseb) to *nix platform.
# For comments, you can contact me: raylib(at)finiderire.com
#
# Copyright (c) 2017-2021 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.
@ -21,9 +24,6 @@
#
#**************************************************************************************************
# 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
@ -31,55 +31,53 @@ PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ../../
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
# Starting in 2019 using ARM64 is mandatory for published apps,
# Starting on August 2020, minimum required target API is Android 10 (API level 29)
ANDROID_ARCH ?= ARM64
i f e q ( $( ANDROID_ARCH ) , A R M )
ANDROID_ARCH_NAME = armeabi-v7a
# [JSEB] i have a dded ANDROID_TOOLCHAIN_LIBS for linking
# @jseb: A dded ANDROID_TOOLCHAIN_LIBS for linking
ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
e n d i f
i f e q ( $( ANDROID_ARCH ) , A R M 6 4 )
ANDROID_ARCH_NAME = arm64-v8a
# [JSEB] i have a dded ANDROID_TOOLCHAIN_LIBS for linking
# @jseb: A dded ANDROID_TOOLCHAIN_LIBS for linking
ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android
e n d i f
# Required path variables
# no need to define JAVA_HOME , JAVA_BIN in linux environment (binaries are in $PATH)
# NOTE: 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_NDK ?= /opt/android-ndk
ANDROID_TOOLCHAIN ?= $( ANDROID_NDK) /toolchains/llvm/prebuilt/linux-x86_64/
# f ind the highest version available of build tools
# F ind 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/' )
NATIVE_APP_GLUE = $( ANDROID_NDK) /sources/android/native_app_glue
$(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_ID ?= android
PROJECT_BUILD_PATH ?= $( PROJECT_BUILD_ID) .$( PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= simple_game.c
NATIVE_APP_GLUE_PATH = $( ANDROID_NDK) /sources/android/native_app_glue
# 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
@ -139,7 +137,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__= $( ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$( RAYLIB_PATH) /src -I$( NATIVE_APP_GLUE)
INCLUDE_PATHS = -I. -I$( RAYLIB_PATH) /src -I$( NATIVE_APP_GLUE_PATH )
# Linker options
LDFLAGS = -Wl,-soname,lib$( PROJECT_LIBRARY_NAME) .so -Wl,--exclude-libs,libatomic.a
@ -189,42 +187,13 @@ create_temp_project_dirs:
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 ?
# FIXME! Really required 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
@ -238,18 +207,12 @@ copy_project_resources:
$( APP_LABEL_NAME) \n \
</string>\n \
</resources>" > $( 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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
# @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
@if [ -d $( PROJECT_RESOURCES_PATH) ] ; then \
cp -a $( PROJECT_RESOURCES_PATH) $( PROJECT_BUILD_PATH) /assets/; \
else \
else \
echo " [*] Project resources path not found: $( PROJECT_RESOURCES_PATH) " ; \
fi
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
@ -260,28 +223,20 @@ else
nativeloader_sharedlib =
e n d i f
generate_loader_script :
@echo " package com. $( APP_COMPANY_NAME) . $( APP_PRODUCT_NAME) ;\n\n\
@echo " 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)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
# TODO jseb : replacing @drawable/icon with @mipmap/icon ?
# TODO @jseb: Replace @drawable/icon with @mipmap/icon?
# https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr
generate_android_manifest :
@echo " <?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
@echo " <?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
<manifest xmlns:android= \" http://schemas.android.com/apk/res/android\" \n \
package = \" com.$( APP_COMPANY_NAME) .$( APP_PRODUCT_NAME) \" \n \
android:versionCode= \" $( APP_VERSION_CODE) \" android:versionName= \" $( APP_VERSION_NAME) \" >\n \
@ -302,41 +257,19 @@ generate_android_manifest:
</application>\n \
</manifest>" > $( PROJECT_BUILD_PATH) /AndroidManifest.xml
# @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(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"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^</manifest^> >> $(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
# NOTE: 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 \
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 $( PROJECT_NAME) Key -keyalg RSA; \
fi
fi
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
@ -345,7 +278,7 @@ config_project_package:
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
compile_native_app_glue :
$( CC) -c $( NATIVE_APP_GLUE) /android_native_app_glue.c -o $( PROJECT_BUILD_PATH) /obj/native_app_glue.o $( CFLAGS)
$( CC) -c $( NATIVE_APP_GLUE_PATH ) /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
@ -358,7 +291,6 @@ $(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) /$( APP_PRODUCT_NAME) /NativeLoader.java
@ -408,7 +340,7 @@ deploy:
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
# [JSEB] Clean everything, but avoid accidental removing of root dir, or $HOME, or whatever important
# @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) ; \