Browse Source

Reviewed templates Makefiles

pull/1733/head
Ray 3 years ago
parent
commit
5ef777219a
7 changed files with 193 additions and 251 deletions
  1. +39
    -28
      examples/Makefile.Android
  2. +2
    -7
      templates/advance_game/Makefile
  3. +36
    -35
      templates/advance_game/Makefile.Android
  4. +35
    -34
      templates/simple_game/Makefile.Android
  5. +26
    -94
      templates/simple_game/Makefile.Android.linux
  6. +19
    -18
      templates/simple_game/Makefile.Android.macos
  7. +36
    -35
      templates/standard_game/Makefile.Android

+ 39
- 28
examples/Makefile.Android View File

@ -42,55 +42,64 @@ else
endif
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
ANDROID_ARCH_NAME = arm64-v8a
endif
ifeq ($(ANDROID_ARCH),x86)
ANDROID_ARCH_NAME = i686
ANDROID_ARCH_NAME = i686
endif
ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_ARCH_NAME = x86_64
ANDROID_ARCH_NAME = x86_64
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
JAVA_HOME ?= C:/open-jdk
ANDROID_HOME ?= C:/android-sdk
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_BUILD_ID ?= android
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_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 = $(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/raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
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
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
# Define copy command depending on OS
ifeq ($(OS),Windows_NT)
COPY_COMMAND ?= copy /Y
else
COPY_COMMAND ?= cp -f
endif
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
@ -107,6 +116,14 @@ ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86)
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86_64)
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
@ -123,7 +140,7 @@ 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$(ANDROID_NDK)/sources/android/native_app_glue
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
@ -153,8 +170,8 @@ all: create_temp_project_dirs \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
zipalign_project_apk_package \
sign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
@ -203,12 +220,6 @@ define create_dir
mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
endef
ifeq ($(OS),Windows_NT)
COPY_COMMAND ?= copy /Y
else
COPY_COMMAND ?= cp -f
endif
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
copy_project_required_libs:
@ -325,7 +336,7 @@ config_project_package:
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
compile_native_app_glue:
$(CC) -c $(ANDROID_NDK)/sources/android/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

+ 2
- 7
templates/advance_game/Makefile View File

@ -246,6 +246,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# --profiling # include information for code profiling
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map
CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file resources
# Define a custom shell .html and output extension
@ -274,9 +275,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
INCLUDE_PATHS += -I/usr/local/include
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external
INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
endif
endif
@ -307,10 +306,6 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)

+ 36
- 35
templates/advance_game/Makefile.Android View File

@ -31,67 +31,60 @@ RAYLIB_PATH ?= ..\..
ANDROID_ARCH ?= ARM64
ANDROID_API_VERSION = 29
# Android required path variables
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
ifeq ($(OS),Windows_NT)
ANDROID_NDK = C:/android-ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
else
ANDROID_NDK ?= /usr/lib/android/ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
endif
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
ANDROID_ARCH_NAME = arm64-v8a
endif
ifeq ($(ANDROID_ARCH),x86)
ANDROID_ARCH_NAME = i686
ANDROID_ARCH_NAME = i686
endif
ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_ARCH_NAME = x86_64
ANDROID_ARCH_NAME = x86_64
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
JAVA_HOME ?= C:/open-jdk
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_HOME ?= C:/android-sdk
ANDROID_NDK ?= C:/android-ndk
ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_BUILD_ID ?= android
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
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 = $(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\raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
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
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
@ -108,6 +101,14 @@ ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86)
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86_64)
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
@ -124,7 +125,7 @@ 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$(RAYLIB_PATH)/src/external/android/native_app_glue
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
@ -154,8 +155,8 @@ all: create_temp_project_dirs \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
zipalign_project_apk_package \
sign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
@ -253,7 +254,7 @@ config_project_package:
# 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)
$(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

+ 35
- 34
templates/simple_game/Makefile.Android View File

@ -31,67 +31,60 @@ RAYLIB_PATH ?= ..\..
ANDROID_ARCH ?= ARM64
ANDROID_API_VERSION = 29
# Android required path variables
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
ifeq ($(OS),Windows_NT)
ANDROID_NDK = C:/android-ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
else
ANDROID_NDK ?= /usr/lib/android/ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
endif
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
ANDROID_ARCH_NAME = arm64-v8a
endif
ifeq ($(ANDROID_ARCH),x86)
ANDROID_ARCH_NAME = i686
ANDROID_ARCH_NAME = i686
endif
ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_ARCH_NAME = x86_64
ANDROID_ARCH_NAME = x86_64
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
JAVA_HOME ?= C:/open-jdk
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_HOME ?= C:/android-sdk
ANDROID_NDK ?= C:/android-ndk
ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_BUILD_ID ?= android
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_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 = $(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\raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
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
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
@ -108,6 +101,14 @@ ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86)
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86_64)
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
@ -124,7 +125,7 @@ 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$(RAYLIB_PATH)/src/external/android/native_app_glue
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
@ -154,8 +155,8 @@ all: create_temp_project_dirs \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
zipalign_project_apk_package \
sign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
@ -253,7 +254,7 @@ config_project_package:
# 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)
$(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

+ 26
- 94
templates/simple_game/Makefile.Android.linux View File

@ -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
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
# [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
# @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking
ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
# [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
# @jseb: 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)
# 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/
# find the highest version available of build tools
# 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/')
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) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
# Generate NativeLoader.java to load required shared libraries
@ -260,28 +223,20 @@ else
nativeloader_sharedlib=
endif
generate_loader_script:
@echo "package com.$(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); \

+ 19
- 18
templates/simple_game/Makefile.Android.macos View File

@ -73,7 +73,7 @@ APP_KEYSTORE_PASS ?= raylib
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src/
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
@ -82,20 +82,26 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED)
endif
# Compiler and archiver
# NOTE: GCC is being deprecated in Android NDK r16
# NOTE: For some old androild device, maybe you should the CC to arm-linux-androideabi-clang
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi29-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86)
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86_64)
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
CFLAGS = -std=c99 -march=armv7a -mfloat-abi=softfp -mfpu=vfpv3-d16
endif
ifeq ($(ANDROID_ARCH),ARM64)
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
@ -108,7 +114,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE)
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
@ -116,12 +122,10 @@ LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl
# Force linking of library module to define symbol
LDFLAGS += -u ANativeActivity_onCreate
# Library paths containing required libs
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)/sysroot/usr/lib
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
# 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 -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
# Generate target objects list from PROJECT_SOURCE_FILES
@ -140,14 +144,10 @@ all: create_temp_project_dirs \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
# Create required temp directories
zipalign_project_apk_package \
sign_project_apk_package
APK building
# Create required temp directories for APK building
create_temp_project_dirs:
test -d $(PROJECT_BUILD_PATH) || mkdir -p $(PROJECT_BUILD_PATH)
test -d $(PROJECT_BUILD_PATH)/obj || mkdir -p $(PROJECT_BUILD_PATH)/obj
@ -275,6 +275,7 @@ create_project_apk_package:
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:
$(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

+ 36
- 35
templates/standard_game/Makefile.Android View File

@ -31,67 +31,60 @@ RAYLIB_PATH ?= ..\..
ANDROID_ARCH ?= ARM64
ANDROID_API_VERSION = 29
# Android required path variables
# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
ifeq ($(OS),Windows_NT)
ANDROID_NDK = C:/android-ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
else
ANDROID_NDK ?= /usr/lib/android/ndk
ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
endif
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
ANDROID_ARCH_NAME = arm64-v8a
endif
ifeq ($(ANDROID_ARCH),x86)
ANDROID_ARCH_NAME = i686
ANDROID_ARCH_NAME = i686
endif
ifeq ($(ANDROID_ARCH),x86_64)
ANDROID_ARCH_NAME = x86_64
ANDROID_ARCH_NAME = x86_64
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
JAVA_HOME ?= C:/open-jdk
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_HOME ?= C:/android-sdk
ANDROID_NDK ?= C:/android-ndk
ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= raylib_game
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_BUILD_ID ?= android
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
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 = $(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\raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
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
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
@ -108,6 +101,14 @@ ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86)
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
endif
ifeq ($(ANDROID_ARCH),x86_64)
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
@ -124,7 +125,7 @@ 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$(RAYLIB_PATH)/src/external/android/native_app_glue
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
@ -154,8 +155,8 @@ all: create_temp_project_dirs \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
zipalign_project_apk_package \
sign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
@ -253,7 +254,7 @@ config_project_package:
# 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)
$(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

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