@ -0,0 +1,289 @@ | |||
#************************************************************************************************** | |||
# | |||
# 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 ^<?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 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 ^<?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="16" /^> >> $(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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(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 |
@ -0,0 +1,289 @@ | |||
#************************************************************************************************** | |||
# | |||
# 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 ^<?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 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 ^<?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="16" /^> >> $(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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(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 |
@ -0,0 +1,289 @@ | |||
#************************************************************************************************** | |||
# | |||
# 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 ^<?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 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 ^<?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="16" /^> >> $(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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(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 |
@ -0,0 +1,289 @@ | |||
#************************************************************************************************** | |||
# | |||
# 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 ^<?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 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 ^<?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="16" /^> >> $(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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(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 |
@ -0,0 +1,289 @@ | |||
#************************************************************************************************** | |||
# | |||
# 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 ^<?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 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 ^<?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="16" /^> >> $(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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(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 |