diff --git a/games/just_do/Makefile b/games/just_do/Makefile
index 6dc096fbb..3d41ff973 100644
--- a/games/just_do/Makefile
+++ b/games/just_do/Makefile
@@ -1,6 +1,6 @@
#**************************************************************************************************
#
-# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
#
@@ -23,29 +23,30 @@
.PHONY: all clean
-# define raylib platform to compile for
-# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
+# Define required raylib variables
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
+RAYLIB_PATH ?= ..\..
+PROJECT_NAME ?= just_do
-# define NO to use OpenAL Soft as static library (shared by default)
-SHARED_OPENAL ?= NO
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+# NOTE: Libraries should be provided in the selected form
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+# On PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
- SHARED_OPENAL = NO
+ OPENAL_LIBTYPE = SHARED
endif
-# define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
-
-# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
- UNAMEOS:=$(shell uname)
+ UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
@@ -58,243 +59,226 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
-# define compiler: gcc for C program, define as g++ for C++
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # define emscripten compiler
- CC = emcc
-else
-ifeq ($(PLATFORM_OS),OSX)
- # define llvm compiler for mac
- CC = clang
-else
- # define default gcc compiler
- CC = gcc
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI cross-compiler
+ RPI_CROSS_COMPILE ?= NO
endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH = C:/emsdk
+ EMSCRIPTEN_VERSION = 1.37.21
+ CLANG_VERSION=e1.37.21_64bit
+ PYTHON_VERSION=2.7.5.3_64bit
+ NODE_VERSION=4.1.1_64bit
+ export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
+ EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
-# define compiler flags:
-# -O2 defines optimization level
-# -Og enable debugging
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -fgnu89-inline declaring inline functions support (GCC optimized)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+# Define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
- CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 --profiling --preload-file resources
- # -O2 # if used, also set --memory-init-file 0
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # --preload-file file.res # embbed file.res resource into .data file
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
endif
-#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
-# define raylib release directory for compiled library
+# Define default C compiler: gcc
+CC = gcc
+
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
- endif
ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
+ # OSX default compiler
+ CC = clang
endif
endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
-endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
+ ifeq ($(RPI_CROSS_COMPILE),YES)
+ # RPI cross-compiler
+ CC = armv6j-hardfloat-linux-gnueabi-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ CC = emcc
endif
-# define any directories containing required header files
-INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
-ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries headers
- # GLFW3
- INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
- # OpenAL Soft
- INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
- endif
ifeq ($(PLATFORM_OS),LINUX)
- # you may optionally create this directory and install raylib
- # and related headers there. Edit ../src/Makefile appropriately.
- INCLUDES += -I/usr/local/include/raylib
+ MAKE = make
endif
- ifeq ($(PLATFORM_OS),OSX)
- # additional directories for MacOS
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
+# -Og enable debugging
+# -s strip unnecessary data from build
+# -Wall turns on most, but not all, compiler warnings
+# -std=c99 defines C language mode (standard C from 1999 revision)
+# -std=gnu99 defines C language mode (GNU C from 1999 revision)
+# -fgnu89-inline declaring inline functions support (GCC optimized)
+# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
+# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ CFLAGS += -no-pie -D_DEFAULT_SOURCE
endif
endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # -O2 # if used, also set --memory-init-file 0
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
+endif
-# define library paths containing required libs
-LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS += -L/opt/vc/lib
+ # RPI requried libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries to link with
- # GLFW3
- LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
- # OpenAL Soft
- LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
- endif
+
+# Define library paths containing required libs
+LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LDFLAGS += -L/opt/vc/lib
endif
-# define any libraries to link into executable
+# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- # libraries for Debian GNU/Linux desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
- # on XWindow requires also below libraries
- LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- else
- ifeq ($(PLATFORM_OS),OSX)
- # libraries for OSX 10.9 desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
- else
- # libraries for Windows desktop compiling
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
- # if static OpenAL Soft required, define the corresponding libs
- ifeq ($(SHARED_OPENAL),NO)
- LIBS += -lopenal32 -lwinmm
- CFLAGS += -Wl,-allow-multiple-definition
+ LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
+
+ # Define required flags and libs for OpenAL Soft STATIC/SHARED usage
+ # NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
+ ifeq ($(OPENAL_LIBTYPE),STATIC)
+ LDLIBS += -lopenal32 -lwinmm
+ CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
else
- LIBS += -lopenal32dll
+ LDLIBS += -lopenal32dll
endif
endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- # libraries for Raspberry Pi compiling
- # NOTE: OpenAL Soft library should be installed (libopenal1 package)
- LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libopenal1
+ LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- # NOTE: Set the correct path to libraylib.bc
- LIBS = $(RAYLIB_RELEASE)/libraylib.bc
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
-# define additional parameters and flags for windows
+# Define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
- # resources file contains windows exe icon
+ # resources file contains raylib icon for windows .exe
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
+ CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
+# Define output extension to generate a .html file using provided shell
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
-# define all screen object files required
-SCREENS = \
- screens/screen_logo.o \
- screens/screen_level00.o \
- screens/screen_level01.o \
- screens/screen_level02.o \
- screens/screen_level03.o \
- screens/screen_level04.o \
- screens/screen_level05.o \
- screens/screen_level06.o \
- screens/screen_level07.o \
- screens/screen_level08.o \
- screens/screen_level09.o \
-
-# typing 'make' will invoke the default target entry
-default: just_do
-
-# compile program
-just_do: just_do.c $(SCREENS)
- $(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
-
-# compile screen LOGO
-screens/screen_logo.o: screens/screen_logo.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen LEVEL00
-screens/screen_level00.o: screens/screen_level00.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen LEVEL01
-screens/screen_level01.o: screens/screen_level01.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Define all source files required
+PROJECT_SOURCE_FILES ?= just_do.c \
+ screens/screen_logo.c \
+ screens/screen_level00.c \
+ screens/screen_level01.c \
+ screens/screen_level02.c \
+ screens/screen_level03.c \
+ screens/screen_level04.c \
+ screens/screen_level05.c \
+ screens/screen_level06.c \
+ screens/screen_level07.c \
+ screens/screen_level08.c \
+ screens/screen_level09.c
-# compile screen LEVEL02
-screens/screen_level02.o: screens/screen_level02.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Define all object files from source files
+OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-# compile screen LEVEL03
-screens/screen_level03.o: screens/screen_level03.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen LEVEL04
-screens/screen_level04.o: screens/screen_level04.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export PROJECT_SOURCE_FILES
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
-# compile screen LEVEL05
-screens/screen_level05.o: screens/screen_level05.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
-# compile screen LEVEL06
-screens/screen_level06.o: screens/screen_level06.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen LEVEL07
-screens/screen_level07.o: screens/screen_level07.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen LEVEL08
-screens/screen_level08.o: screens/screen_level08.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-# compile screen LEVEL09
-screens/screen_level09.o: screens/screen_level09.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+%.o: %.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-# clean everything
+# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- else
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
- else
- del *.o *.exe /s
endif
+ ifeq ($(PLATFORM_OS),OSX)
+ find . -type f -perm +ugo+x -delete
+ rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@@ -306,7 +290,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
@echo Cleaning done
-# instead of defining every module one by one, we can define a pattern
-# this pattern below will automatically compile every module defined on $(OBJS)
-#%.exe : %.c
-# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
diff --git a/games/just_do/Makefile.Android b/games/just_do/Makefile.Android
new file mode 100644
index 000000000..1c8684544
--- /dev/null
+++ b/games/just_do/Makefile.Android
@@ -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 ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+ @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ @echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Generate AndroidManifest.xml with all the required options
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_android_manifest:
+ @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# Generate storekey for APK signing: $(PROJECT_NAME).keystore
+# NOTE: Configure here your Distinguished Names (-dname) if required!
+generate_apk_keystore:
+ if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
+config_project_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
+ $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
+
+# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
+compile_project_code: $(OBJS)
+ $(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
+
+# Compile all .c files required into object (.o) files
+# NOTE: Those files will be linked into a shared library
+$(PROJECT_BUILD_PATH)/obj/%.o:%.c
+ $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+
+# Compile project .java code into .class (Java bytecode)
+compile_project_class:
+ $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Compile .class files into Dalvik executable bytecode (.dex)
+# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
+compile_project_class_dex:
+ $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
+
+# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
+# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
+# NOTE: Use -A resources to define additional directory in which to find raw asset files
+create_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
+ cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
+
+# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
+sign_project_apk_package:
+ $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
+
+# Create zip-aligned APK package: $(PROJECT_NAME).apk
+zipalign_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
+
+# Install $(PROJECT_NAME).apk to default emulator/device
+# NOTE: Use -e (emulator) or -d (device) parameters if required
+install:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+
+# Monitorize output log coming from device, only raylib tag
+logcat:
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
+deploy:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
+
+# Clean everything
+clean:
+ del $(PROJECT_BUILD_PATH)\* /f /s /q
+ rmdir $(PROJECT_BUILD_PATH) /s /q
+ @echo Cleaning done
diff --git a/games/just_do/just_do.c b/games/just_do/just_do.c
index 2ec178a40..a9fef18cb 100644
--- a/games/just_do/just_do.c
+++ b/games/just_do/just_do.c
@@ -16,6 +16,10 @@
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines currentScreen
+#if defined(PLATFORM_ANDROID)
+ #include "android_native_app_glue.h"
+#endif
+
#if defined(PLATFORM_WEB)
#include
#endif
@@ -49,14 +53,19 @@ void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+void android_main(struct android_app *app)
+#else
int main(void)
+#endif
{
// Initialization
//---------------------------------------------------------
- const char windowTitle[30] = "JUST DO";
-
- //SetupFlags(FLAG_FULLSCREEN_MODE);
- InitWindow(screenWidth, screenHeight, windowTitle);
+#if defined(PLATFORM_ANDROID)
+ InitWindow(screenWidth, screenHeight, app);
+#else
+ InitWindow(screenWidth, screenHeight, "GGJ15 - JUST DO");
+#endif
// Load global data here (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
@@ -95,8 +104,9 @@ int main(void)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
-
+#if !defined(PLATFORM_ANDROID)
return 0;
+#endif
}
//----------------------------------------------------------------------------------
diff --git a/games/koala_seasons/Makefile b/games/koala_seasons/Makefile
index 921c3aa3c..90676e356 100644
--- a/games/koala_seasons/Makefile
+++ b/games/koala_seasons/Makefile
@@ -1,6 +1,6 @@
#**************************************************************************************************
#
-# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
#
@@ -23,29 +23,30 @@
.PHONY: all clean
-# define raylib platform to compile for
-# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
+# Define required raylib variables
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
+RAYLIB_PATH ?= ..\..
+PROJECT_NAME ?= koala_seasons
-# define NO to use OpenAL Soft as static library (shared by default)
-SHARED_OPENAL ?= NO
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+# NOTE: Libraries should be provided in the selected form
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+# On PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
- SHARED_OPENAL = NO
+ OPENAL_LIBTYPE = SHARED
endif
-# define raylib directory for include and library
-RAYLIB_PATH ?= C:\GitHub\raylib
-
-# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
- UNAMEOS:=$(shell uname)
+ UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
@@ -58,213 +59,219 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
-# define compiler: gcc for C program, define as g++ for C++
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # define emscripten compiler
- CC = emcc
-else
-ifeq ($(PLATFORM_OS),OSX)
- # define llvm compiler for mac
- CC = clang
-else
- # define default gcc compiler
- CC = gcc
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI cross-compiler
+ RPI_CROSS_COMPILE ?= NO
endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH = C:/emsdk
+ EMSCRIPTEN_VERSION = 1.37.21
+ CLANG_VERSION=e1.37.21_64bit
+ PYTHON_VERSION=2.7.5.3_64bit
+ NODE_VERSION=4.1.1_64bit
+ export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
+ EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
-# define compiler flags:
-# -O2 defines optimization level
-# -Og enable debugging
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -fgnu89-inline declaring inline functions support (GCC optimized)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+# Define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
- CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS = -O1 -Wall -std=c99 -DPLATFORM_WEB -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
- # -O2 # if used, also set --memory-init-file 0
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # --preload-file file.res # embbed file.res resource into .data file
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
endif
-#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
-# define raylib release directory for compiled library
+# Define default C compiler: gcc
+CC = gcc
+
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
- endif
ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
+ # OSX default compiler
+ CC = clang
endif
endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
-endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
+ ifeq ($(RPI_CROSS_COMPILE),YES)
+ # RPI cross-compiler
+ CC = armv6j-hardfloat-linux-gnueabi-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ CC = emcc
endif
-# define any directories containing required header files
-INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
-ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries headers
- # GLFW3
- INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
- # OpenAL Soft
- INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
- endif
ifeq ($(PLATFORM_OS),LINUX)
- # you may optionally create this directory and install raylib
- # and related headers there. Edit ../src/Makefile appropriately.
- INCLUDES += -I/usr/local/include/raylib
+ MAKE = make
endif
- ifeq ($(PLATFORM_OS),OSX)
- # additional directories for MacOS
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
+# -Og enable debugging
+# -s strip unnecessary data from build
+# -Wall turns on most, but not all, compiler warnings
+# -std=c99 defines C language mode (standard C from 1999 revision)
+# -std=gnu99 defines C language mode (GNU C from 1999 revision)
+# -fgnu89-inline declaring inline functions support (GCC optimized)
+# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
+# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ CFLAGS += -no-pie -D_DEFAULT_SOURCE
endif
endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # -O2 # if used, also set --memory-init-file 0
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
+endif
-# define library paths containing required libs
-LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS += -L/opt/vc/lib
+ # RPI requried libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries to link with
- # GLFW3
- LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
- # OpenAL Soft
- LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
- endif
+
+# Define library paths containing required libs
+LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LDFLAGS += -L/opt/vc/lib
endif
-# define any libraries to link into executable
+# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- # libraries for Debian GNU/Linux desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
- # on XWindow requires also below libraries
- LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- else
- ifeq ($(PLATFORM_OS),OSX)
- # libraries for OS X 10.9 desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
- else
- # libraries for Windows desktop compiling
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
- # if static OpenAL Soft required, define the corresponding libs
- ifeq ($(SHARED_OPENAL),NO)
- LIBS += -lopenal32 -lwinmm
- CFLAGS += -Wl,-allow-multiple-definition
+ LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
+
+ # Define required flags and libs for OpenAL Soft STATIC/SHARED usage
+ # NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
+ ifeq ($(OPENAL_LIBTYPE),STATIC)
+ LDLIBS += -lopenal32 -lwinmm
+ CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
else
- LIBS += -lopenal32dll
+ LDLIBS += -lopenal32dll
endif
endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- # libraries for Raspberry Pi compiling
- # NOTE: OpenAL Soft library should be installed (libopenal1 package)
- LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libopenal1
+ LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- # NOTE: Set the correct path to libraylib.bc
- LIBS = $(RAYLIB_RELEASE)/libraylib.bc
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
-# define additional parameters and flags for windows
+# Define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
- # resources file contains windows exe icon
+ # resources file contains raylib icon for windows .exe
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = $(RAYLIB_PATH)/src/resources
- #-Wl,--subsystem,windows
+ CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
+# Define output extension to generate a .html file using provided shell
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
-# define all screen object files required
-SCREENS = \
- screens/screen_logo.o \
- screens/screen_title.o \
- screens/screen_gameplay.o \
- screens/screen_ending.o \
-
-# typing 'make' will invoke the default target entry
-default: koala_seasons
+# Define all source files required
+PROJECT_SOURCE_FILES ?= koala_seasons.c \
+ screens/screen_logo.c \
+ screens/screen_title.c \
+ screens/screen_gameplay.c \
+ screens/screen_ending.c
-# compile program
-koala_seasons: koala_seasons.c $(SCREENS)
- $(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
+# Define all object files from source files
+OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-# compile screen LOGO
-screens/screen_logo.o: screens/screen_logo.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen TITLE
-screens/screen_title.o: screens/screen_title.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export PROJECT_SOURCE_FILES
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
-# compile screen OPTIONS
-screens/screen_options.o: screens/screen_options.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
-# compile screen GAMEPLAY
-screens/screen_gameplay.o: screens/screen_gameplay.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-# compile screen ENDING
-screens/screen_ending.o: screens/screen_ending.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+%.o: %.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-# clean everything
+# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- else
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
- else
- del *.o *.exe /s
endif
+ ifeq ($(PLATFORM_OS),OSX)
+ find . -type f -perm +ugo+x -delete
+ rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@@ -276,7 +283,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
@echo Cleaning done
-# instead of defining every module one by one, we can define a pattern
-# this pattern below will automatically compile every module defined on $(OBJS)
-#%.exe : %.c
-# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
diff --git a/games/koala_seasons/Makefile.Android b/games/koala_seasons/Makefile.Android
new file mode 100644
index 000000000..1c8684544
--- /dev/null
+++ b/games/koala_seasons/Makefile.Android
@@ -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 ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+ @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ @echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Generate AndroidManifest.xml with all the required options
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_android_manifest:
+ @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# Generate storekey for APK signing: $(PROJECT_NAME).keystore
+# NOTE: Configure here your Distinguished Names (-dname) if required!
+generate_apk_keystore:
+ if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
+config_project_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
+ $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
+
+# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
+compile_project_code: $(OBJS)
+ $(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
+
+# Compile all .c files required into object (.o) files
+# NOTE: Those files will be linked into a shared library
+$(PROJECT_BUILD_PATH)/obj/%.o:%.c
+ $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+
+# Compile project .java code into .class (Java bytecode)
+compile_project_class:
+ $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Compile .class files into Dalvik executable bytecode (.dex)
+# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
+compile_project_class_dex:
+ $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
+
+# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
+# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
+# NOTE: Use -A resources to define additional directory in which to find raw asset files
+create_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
+ cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
+
+# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
+sign_project_apk_package:
+ $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
+
+# Create zip-aligned APK package: $(PROJECT_NAME).apk
+zipalign_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
+
+# Install $(PROJECT_NAME).apk to default emulator/device
+# NOTE: Use -e (emulator) or -d (device) parameters if required
+install:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+
+# Monitorize output log coming from device, only raylib tag
+logcat:
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
+deploy:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
+
+# Clean everything
+clean:
+ del $(PROJECT_BUILD_PATH)\* /f /s /q
+ rmdir $(PROJECT_BUILD_PATH) /s /q
+ @echo Cleaning done
diff --git a/games/koala_seasons/koala_seasons.c b/games/koala_seasons/koala_seasons.c
index 47311ca06..770cf3ded 100644
--- a/games/koala_seasons/koala_seasons.c
+++ b/games/koala_seasons/koala_seasons.c
@@ -15,6 +15,10 @@
#include "raylib.h"
#include "screens/screens.h" // NOTE: Defines currentScreen
+#if defined(PLATFORM_ANDROID)
+ #include "android_native_app_glue.h"
+#endif
+
#if defined(PLATFORM_WEB)
#include
#endif
diff --git a/games/light_my_ritual/Makefile b/games/light_my_ritual/Makefile
index 7bede523a..394c7be59 100644
--- a/games/light_my_ritual/Makefile
+++ b/games/light_my_ritual/Makefile
@@ -1,6 +1,6 @@
#**************************************************************************************************
#
-# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
#
@@ -23,29 +23,30 @@
.PHONY: all clean
-# define raylib platform to compile for
-# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
+# Define required raylib variables
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
+RAYLIB_PATH ?= ..\..
+PROJECT_NAME ?= light_my_ritual
-# define NO to use OpenAL Soft as static library (shared by default)
-SHARED_OPENAL ?= NO
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+# NOTE: Libraries should be provided in the selected form
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+# On PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
- SHARED_OPENAL = NO
+ OPENAL_LIBTYPE = SHARED
endif
-# define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
-
-# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
- UNAMEOS:=$(shell uname)
+ UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
@@ -58,203 +59,218 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
-# define compiler: gcc for C program, define as g++ for C++
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # define emscripten compiler
- CC = emcc
-else
-ifeq ($(PLATFORM_OS),OSX)
- # define llvm compiler for mac
- CC = clang
-else
- # define default gcc compiler
- CC = gcc
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI cross-compiler
+ RPI_CROSS_COMPILE ?= NO
endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH = C:/emsdk
+ EMSCRIPTEN_VERSION = 1.37.21
+ CLANG_VERSION=e1.37.21_64bit
+ PYTHON_VERSION=2.7.5.3_64bit
+ NODE_VERSION=4.1.1_64bit
+ export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
+ EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
-# define compiler flags:
-# -O2 defines optimization level
-# -Og enable debugging
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -fgnu89-inline declaring inline functions support (GCC optimized)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+# Define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
- CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 --profiling --preload-file resources -s TOTAL_MEMORY=33554432
- # -O2 # if used, also set --memory-init-file 0
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # --preload-file file.res # embbed file.res resource into .data file
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
endif
-#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
-# define raylib release directory for compiled library
+# Define default C compiler: gcc
+CC = gcc
+
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
- endif
ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
+ # OSX default compiler
+ CC = clang
endif
endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
-endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
+ ifeq ($(RPI_CROSS_COMPILE),YES)
+ # RPI cross-compiler
+ CC = armv6j-hardfloat-linux-gnueabi-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ CC = emcc
endif
-# define any directories containing required header files
-INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
-ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries headers
- # GLFW3
- INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
- # OpenAL Soft
- INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
- endif
ifeq ($(PLATFORM_OS),LINUX)
- # you may optionally create this directory and install raylib
- # and related headers there. Edit ../src/Makefile appropriately.
- INCLUDES += -I/usr/local/include/raylib
+ MAKE = make
endif
- ifeq ($(PLATFORM_OS),OSX)
- # additional directories for MacOS
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
+# -Og enable debugging
+# -s strip unnecessary data from build
+# -Wall turns on most, but not all, compiler warnings
+# -std=c99 defines C language mode (standard C from 1999 revision)
+# -std=gnu99 defines C language mode (GNU C from 1999 revision)
+# -fgnu89-inline declaring inline functions support (GCC optimized)
+# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
+# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ CFLAGS += -no-pie -D_DEFAULT_SOURCE
endif
endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # -O2 # if used, also set --memory-init-file 0
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
+endif
-# define library paths containing required libs
-LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS += -L/opt/vc/lib
+ # RPI requried libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries to link with
- # GLFW3
- LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
- # OpenAL Soft
- LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
- endif
+
+# Define library paths containing required libs
+LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LDFLAGS += -L/opt/vc/lib
endif
-# define any libraries to link into executable
+# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- # libraries for Debian GNU/Linux desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
- # on XWindow requires also below libraries
- LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- else
- ifeq ($(PLATFORM_OS),OSX)
- # libraries for OSX 10.9 desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
- else
- # libraries for Windows desktop compiling
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
- # if static OpenAL Soft required, define the corresponding libs
- ifeq ($(SHARED_OPENAL),NO)
- LIBS += -lopenal32 -lwinmm
- CFLAGS += -Wl,-allow-multiple-definition
+ LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
+
+ # Define required flags and libs for OpenAL Soft STATIC/SHARED usage
+ # NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
+ ifeq ($(OPENAL_LIBTYPE),STATIC)
+ LDLIBS += -lopenal32 -lwinmm
+ CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
else
- LIBS += -lopenal32dll
+ LDLIBS += -lopenal32dll
endif
endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- # libraries for Raspberry Pi compiling
- # NOTE: OpenAL Soft library should be installed (libopenal1 package)
- LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libopenal1
+ LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- # NOTE: Set the correct path to libraylib.bc
- LIBS = $(RAYLIB_RELEASE)/libraylib.bc
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
-# define additional parameters and flags for windows
+# Define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
- # resources file contains windows exe icon
+ # resources file contains raylib icon for windows .exe
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
+ CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
+# Define output extension to generate a .html file using provided shell
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
-# define all screen object files required
-SCREENS = \
- screens/screen_logo_raylib.o \
- screens/screen_title.o \
- screens/screen_gameplay.o \
+# Define all source files required
+PROJECT_SOURCE_FILES ?= light_my_ritual.c \
+ screens/screen_logo_raylib.c \
+ screens/screen_title.c \
+ screens/screen_gameplay.c
+
+# Define all object files from source files
+OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-# typing 'make' will invoke the default target entry
-default: light_my_ritual
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export PROJECT_SOURCE_FILES
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
-# compile program
-light_my_ritual: light_my_ritual.c $(SCREENS)
- $(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
-
-# compile screen LOGO raylib
-screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
-# compile screen TITLE
-screens/screen_title.o: screens/screen_title.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-# compile screen ENDING
-screens/screen_gameplay.o: screens/screen_gameplay.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+%.o: %.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-# clean everything
+# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- else
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
- else
- del *.o *.exe /s
endif
+ ifeq ($(PLATFORM_OS),OSX)
+ find . -type f -perm +ugo+x -delete
+ rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@@ -266,7 +282,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
@echo Cleaning done
-# instead of defining every module one by one, we can define a pattern
-# this pattern below will automatically compile every module defined on $(OBJS)
-#%.exe : %.c
-# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
diff --git a/games/light_my_ritual/Makefile.Android b/games/light_my_ritual/Makefile.Android
new file mode 100644
index 000000000..1c8684544
--- /dev/null
+++ b/games/light_my_ritual/Makefile.Android
@@ -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 ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+ @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ @echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Generate AndroidManifest.xml with all the required options
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_android_manifest:
+ @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# Generate storekey for APK signing: $(PROJECT_NAME).keystore
+# NOTE: Configure here your Distinguished Names (-dname) if required!
+generate_apk_keystore:
+ if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
+config_project_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
+ $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
+
+# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
+compile_project_code: $(OBJS)
+ $(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
+
+# Compile all .c files required into object (.o) files
+# NOTE: Those files will be linked into a shared library
+$(PROJECT_BUILD_PATH)/obj/%.o:%.c
+ $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+
+# Compile project .java code into .class (Java bytecode)
+compile_project_class:
+ $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Compile .class files into Dalvik executable bytecode (.dex)
+# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
+compile_project_class_dex:
+ $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
+
+# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
+# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
+# NOTE: Use -A resources to define additional directory in which to find raw asset files
+create_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
+ cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
+
+# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
+sign_project_apk_package:
+ $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
+
+# Create zip-aligned APK package: $(PROJECT_NAME).apk
+zipalign_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
+
+# Install $(PROJECT_NAME).apk to default emulator/device
+# NOTE: Use -e (emulator) or -d (device) parameters if required
+install:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+
+# Monitorize output log coming from device, only raylib tag
+logcat:
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
+deploy:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
+
+# Clean everything
+clean:
+ del $(PROJECT_BUILD_PATH)\* /f /s /q
+ rmdir $(PROJECT_BUILD_PATH) /s /q
+ @echo Cleaning done
diff --git a/games/light_my_ritual/light_my_ritual.c b/games/light_my_ritual/light_my_ritual.c
index 152bdeb67..bc5a46238 100644
--- a/games/light_my_ritual/light_my_ritual.c
+++ b/games/light_my_ritual/light_my_ritual.c
@@ -19,6 +19,10 @@
#include
+#if defined(PLATFORM_ANDROID)
+ #include "android_native_app_glue.h"
+#endif
+
#if defined(PLATFORM_WEB)
#include
#endif
@@ -51,11 +55,19 @@ void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+void android_main(struct android_app *app)
+#else
int main(void)
+#endif
{
// Initialization
//---------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+ InitWindow(screenWidth, screenHeight, app);
+#else
InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!");
+#endif
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
@@ -117,8 +129,9 @@ int main(void)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
-
+#if !defined(PLATFORM_ANDROID)
return 0;
+#endif
}
void TransitionToScreen(int screen)
diff --git a/games/skully_escape/Makefile b/games/skully_escape/Makefile
index 70f7f5a3a..7baf82e8a 100644
--- a/games/skully_escape/Makefile
+++ b/games/skully_escape/Makefile
@@ -1,6 +1,6 @@
#**************************************************************************************************
#
-# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
#
@@ -23,29 +23,30 @@
.PHONY: all clean
-# define raylib platform to compile for
-# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
+# Define required raylib variables
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
+RAYLIB_PATH ?= ..\..
+PROJECT_NAME ?= skully_escape
-# define NO to use OpenAL Soft as static library (shared by default)
-SHARED_OPENAL ?= NO
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+# NOTE: Libraries should be provided in the selected form
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+# On PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
- SHARED_OPENAL = NO
+ OPENAL_LIBTYPE = SHARED
endif
-# define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
-
-# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
- UNAMEOS:=$(shell uname)
+ UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
@@ -58,253 +59,228 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
-# define compiler: gcc for C program, define as g++ for C++
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # define emscripten compiler
- CC = emcc
-else
-ifeq ($(PLATFORM_OS),OSX)
- # define llvm compiler for mac
- CC = clang
-else
- # define default gcc compiler
- CC = gcc
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI cross-compiler
+ RPI_CROSS_COMPILE ?= NO
endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH = C:/emsdk
+ EMSCRIPTEN_VERSION = 1.37.21
+ CLANG_VERSION=e1.37.21_64bit
+ PYTHON_VERSION=2.7.5.3_64bit
+ NODE_VERSION=4.1.1_64bit
+ export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
+ EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
-# define compiler flags:
-# -O2 defines optimization level
-# -Og enable debugging
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -fgnu89-inline declaring inline functions support (GCC optimized)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+# Define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
- CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
- # -O2 # if used, also set --memory-init-file 0
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # --preload-file file.res # embbed file.res resource into .data file
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
endif
-#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
-# define raylib release directory for compiled library
+# Define default C compiler: gcc
+CC = gcc
+
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
- endif
ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
+ # OSX default compiler
+ CC = clang
endif
endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
-endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
+ ifeq ($(RPI_CROSS_COMPILE),YES)
+ # RPI cross-compiler
+ CC = armv6j-hardfloat-linux-gnueabi-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ CC = emcc
endif
-# define any directories containing required header files
-INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
-ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries headers
- # GLFW3
- INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
- # OpenAL Soft
- INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
- endif
ifeq ($(PLATFORM_OS),LINUX)
- # you may optionally create this directory and install raylib
- # and related headers there. Edit ../src/Makefile appropriately.
- INCLUDES += -I/usr/local/include/raylib
+ MAKE = make
endif
- ifeq ($(PLATFORM_OS),OSX)
- # additional directories for MacOS
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
+# -Og enable debugging
+# -s strip unnecessary data from build
+# -Wall turns on most, but not all, compiler warnings
+# -std=c99 defines C language mode (standard C from 1999 revision)
+# -std=gnu99 defines C language mode (GNU C from 1999 revision)
+# -fgnu89-inline declaring inline functions support (GCC optimized)
+# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
+# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ CFLAGS += -no-pie -D_DEFAULT_SOURCE
endif
endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # -O2 # if used, also set --memory-init-file 0
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
+endif
-# define library paths containing required libs
-LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS += -L/opt/vc/lib
+ # RPI requried libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries to link with
- # GLFW3
- LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
- # OpenAL Soft
- LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
- endif
+
+# Define library paths containing required libs
+LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LDFLAGS += -L/opt/vc/lib
endif
-# define any libraries to link into executable
+# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- # libraries for Debian GNU/Linux desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
- # on XWindow requires also below libraries
- LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- else
- ifeq ($(PLATFORM_OS),OSX)
- # libraries for OSX 10.9 desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
- else
- # libraries for Windows desktop compiling
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
- # if static OpenAL Soft required, define the corresponding libs
- ifeq ($(SHARED_OPENAL),NO)
- LIBS += -lopenal32 -lwinmm
- CFLAGS += -Wl,-allow-multiple-definition
+ LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
+
+ # Define required flags and libs for OpenAL Soft STATIC/SHARED usage
+ # NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
+ ifeq ($(OPENAL_LIBTYPE),STATIC)
+ LDLIBS += -lopenal32 -lwinmm
+ CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
else
- LIBS += -lopenal32dll
+ LDLIBS += -lopenal32dll
endif
endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- # libraries for Raspberry Pi compiling
- # NOTE: OpenAL Soft library should be installed (libopenal1 package)
- LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libopenal1
+ LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- # NOTE: Set the correct path to libraylib.bc
- LIBS = $(RAYLIB_RELEASE)/libraylib.bc
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
-# define additional parameters and flags for windows
+# Define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
- # resources file contains windows exe icon
+ # resources file contains raylib icon for windows .exe
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
+ CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
+# Define output extension to generate a .html file using provided shell
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
-# define all screen object files required
-SCREENS = \
- screens/screen_logo.o \
- screens/screen_logo_raylib.o \
- screens/screen_title.o \
- screens/screen_attic.o \
- screens/screen_aisle01.o \
- screens/screen_aisle02.o \
- screens/screen_armory.o \
- screens/screen_livingroom.o \
- screens/screen_kitchen.o \
- screens/screen_bathroom.o \
- screens/screen_ending.o \
- player.o \
- monster.o \
-
-# typing 'make' will invoke the default target entry
-default: skully_escape
-
-# compile program
-skully_escape: skully_escape.c $(SCREENS)
- $(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
-
-# compile screen LOGO
-screens/screen_logo.o: screens/screen_logo.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen LOGO raylib
-screens/screen_logo_raylib.o: screens/screen_logo_raylib.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen TITLE
-screens/screen_title.o: screens/screen_title.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen ATTIC
-screens/screen_attic.o: screens/screen_attic.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen AISLE01
-screens/screen_aisle01.o: screens/screen_aisle01.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen AISLE02
-screens/screen_aisle02.o: screens/screen_aisle02.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen BATHROOM
-screens/screen_bathroom.o: screens/screen_bathroom.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen LIVINGROOM
-screens/screen_livingroom.o: screens/screen_livingroom.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen KITCHEN
-screens/screen_kitchen.o: screens/screen_kitchen.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen ARMORY
-screens/screen_armory.o: screens/screen_armory.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Define all source files required
+PROJECT_SOURCE_FILES ?= skully_escape.c \
+ player.c \
+ monster.c \
+ screens/screen_logo.c \
+ screens/screen_logo_raylib.c \
+ screens/screen_title.c \
+ screens/screen_attic.c \
+ screens/screen_aisle01.c \
+ screens/screen_aisle02.c \
+ screens/screen_armory.c \
+ screens/screen_livingroom.c \
+ screens/screen_kitchen.c \
+ screens/screen_bathroom.c \
+ screens/screen_ending.c
+
+# Define all object files from source files
+OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
+
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export PROJECT_SOURCE_FILES
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
-# compile screen ENDING
-screens/screen_ending.o: screens/screen_ending.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
-# compile screen LOGO
-player.o: player.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-# compile screen LOGO
-monster.o: monster.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+%.o: %.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-# clean everything
+# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- else
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
- else
- del *.o *.exe /s
endif
+ ifeq ($(PLATFORM_OS),OSX)
+ find . -type f -perm +ugo+x -delete
+ rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@@ -316,7 +292,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
@echo Cleaning done
-# instead of defining every module one by one, we can define a pattern
-# this pattern below will automatically compile every module defined on $(OBJS)
-#%.exe : %.c
-# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
diff --git a/games/skully_escape/Makefile.Android b/games/skully_escape/Makefile.Android
new file mode 100644
index 000000000..1c8684544
--- /dev/null
+++ b/games/skully_escape/Makefile.Android
@@ -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 ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+ @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ @echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Generate AndroidManifest.xml with all the required options
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_android_manifest:
+ @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# Generate storekey for APK signing: $(PROJECT_NAME).keystore
+# NOTE: Configure here your Distinguished Names (-dname) if required!
+generate_apk_keystore:
+ if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
+config_project_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
+ $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
+
+# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
+compile_project_code: $(OBJS)
+ $(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
+
+# Compile all .c files required into object (.o) files
+# NOTE: Those files will be linked into a shared library
+$(PROJECT_BUILD_PATH)/obj/%.o:%.c
+ $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+
+# Compile project .java code into .class (Java bytecode)
+compile_project_class:
+ $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Compile .class files into Dalvik executable bytecode (.dex)
+# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
+compile_project_class_dex:
+ $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
+
+# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
+# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
+# NOTE: Use -A resources to define additional directory in which to find raw asset files
+create_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
+ cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
+
+# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
+sign_project_apk_package:
+ $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
+
+# Create zip-aligned APK package: $(PROJECT_NAME).apk
+zipalign_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
+
+# Install $(PROJECT_NAME).apk to default emulator/device
+# NOTE: Use -e (emulator) or -d (device) parameters if required
+install:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+
+# Monitorize output log coming from device, only raylib tag
+logcat:
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
+deploy:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
+
+# Clean everything
+clean:
+ del $(PROJECT_BUILD_PATH)\* /f /s /q
+ rmdir $(PROJECT_BUILD_PATH) /s /q
+ @echo Cleaning done
diff --git a/games/skully_escape/skully_escape.c b/games/skully_escape/skully_escape.c
index fb8729550..3a0e4cb01 100644
--- a/games/skully_escape/skully_escape.c
+++ b/games/skully_escape/skully_escape.c
@@ -14,6 +14,10 @@
#include "player.h"
+#if defined(PLATFORM_ANDROID)
+ #include "android_native_app_glue.h"
+#endif
+
#if defined(PLATFORM_WEB)
#include
#endif
@@ -48,13 +52,19 @@ void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+void android_main(struct android_app *app)
+#else
int main(void)
+#endif
{
// Initialization
//---------------------------------------------------------
- const char windowTitle[30] = "SKULLY ESCAPE [KING GAMEJAM]";
-
- InitWindow(screenWidth, screenHeight, windowTitle);
+#if defined(PLATFORM_ANDROID)
+ InitWindow(screenWidth, screenHeight, app);
+#else
+ InitWindow(screenWidth, screenHeight, "SKULLY ESCAPE [KING GAMEJAM]");
+#endif
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
@@ -102,8 +112,9 @@ int main(void)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
-
+#if !defined(PLATFORM_ANDROID)
return 0;
+#endif
}
void TransitionToScreen(int screen)
diff --git a/games/wave_collector/Makefile b/games/wave_collector/Makefile
index 618ef22b7..7ea3653a9 100644
--- a/games/wave_collector/Makefile
+++ b/games/wave_collector/Makefile
@@ -1,6 +1,6 @@
#**************************************************************************************************
#
-# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
#
@@ -23,29 +23,30 @@
.PHONY: all clean
-# define raylib platform to compile for
-# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
+# Define required raylib variables
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
+RAYLIB_PATH ?= ..\..
+PROJECT_NAME ?= wave_collector
-# define NO to use OpenAL Soft as static library (shared by default)
-SHARED_OPENAL ?= NO
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+# NOTE: Libraries should be provided in the selected form
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+# On PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
- SHARED_OPENAL = NO
+ OPENAL_LIBTYPE = SHARED
endif
-# define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
-
-# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
- UNAMEOS:=$(shell uname)
+ UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
@@ -58,208 +59,219 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
-# define compiler: gcc for C program, define as g++ for C++
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # define emscripten compiler
- CC = emcc
-else
-ifeq ($(PLATFORM_OS),OSX)
- # define llvm compiler for mac
- CC = clang
-else
- # define default gcc compiler
- CC = gcc
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI cross-compiler
+ RPI_CROSS_COMPILE ?= NO
endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH = C:/emsdk
+ EMSCRIPTEN_VERSION = 1.37.21
+ CLANG_VERSION=e1.37.21_64bit
+ PYTHON_VERSION=2.7.5.3_64bit
+ NODE_VERSION=4.1.1_64bit
+ export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
+ EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
-# define compiler flags:
-# -O2 defines optimization level
-# -Og enable debugging
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -fgnu89-inline declaring inline functions support (GCC optimized)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+# Define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
- CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
- CFLAGS = -O2 -s -Wall -std=c99
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
- # -O2 # if used, also set --memory-init-file 0
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # --preload-file file.res # embbed file.res resource into .data file
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
endif
-#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
-# define raylib release directory for compiled library
+# Define default C compiler: gcc
+CC = gcc
+
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
- endif
ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
+ # OSX default compiler
+ CC = clang
endif
endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
-endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
+ ifeq ($(RPI_CROSS_COMPILE),YES)
+ # RPI cross-compiler
+ CC = armv6j-hardfloat-linux-gnueabi-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ CC = emcc
endif
-# define any directories containing required header files
-INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
-ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries headers
- # GLFW3
- INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
- # OpenAL Soft
- INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
- endif
ifeq ($(PLATFORM_OS),LINUX)
- # you may optionally create this directory and install raylib
- # and related headers there. Edit ../src/Makefile appropriately.
- INCLUDES += -I/usr/local/include/raylib
+ MAKE = make
endif
- ifeq ($(PLATFORM_OS),OSX)
- # additional directories for MacOS
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
+# -Og enable debugging
+# -s strip unnecessary data from build
+# -Wall turns on most, but not all, compiler warnings
+# -std=c99 defines C language mode (standard C from 1999 revision)
+# -std=gnu99 defines C language mode (GNU C from 1999 revision)
+# -fgnu89-inline declaring inline functions support (GCC optimized)
+# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
+# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ CFLAGS += -no-pie -D_DEFAULT_SOURCE
endif
endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # -O2 # if used, also set --memory-init-file 0
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
+endif
-# define library paths containing required libs
-LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS += -L/opt/vc/lib
+ # RPI requried libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries to link with
- # GLFW3
- LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
- # OpenAL Soft
- LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
- endif
+
+# Define library paths containing required libs
+LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LDFLAGS += -L/opt/vc/lib
endif
-# define any libraries to link into executable
+# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- # libraries for Debian GNU/Linux desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
- # on XWindow requires also below libraries
- LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- else
- ifeq ($(PLATFORM_OS),OSX)
- # libraries for OSX 10.9 desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
- else
- # libraries for Windows desktop compiling
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
- # if static OpenAL Soft required, define the corresponding libs
- ifeq ($(SHARED_OPENAL),NO)
- LIBS += -lopenal32 -lwinmm
- CFLAGS += -Wl,-allow-multiple-definition
+ LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
+
+ # Define required flags and libs for OpenAL Soft STATIC/SHARED usage
+ # NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
+ ifeq ($(OPENAL_LIBTYPE),STATIC)
+ LDLIBS += -lopenal32 -lwinmm
+ CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
else
- LIBS += -lopenal32dll
+ LDLIBS += -lopenal32dll
endif
endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- # libraries for Raspberry Pi compiling
- # NOTE: OpenAL Soft library should be installed (libopenal1 package)
- LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libopenal1
+ LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- # NOTE: Set the correct path to libraylib.bc
- LIBS = $(RAYLIB_RELEASE)/libraylib.bc
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
-# define additional parameters and flags for windows
+# Define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
- # resources file contains windows exe icon
+ # resources file contains raylib icon for windows .exe
# -Wl,--subsystem,windows hides the console window
- WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
+ CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
+# Define output extension to generate a .html file using provided shell
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
-# define all screen object files required
-SCREENS = \
- screens/screen_logo.o \
- screens/screen_title.o \
- screens/screen_gameplay.o \
- screens/screen_ending.o \
+# Define all source files required
+PROJECT_SOURCE_FILES ?= wave_collector.c \
+ screens/screen_logo.c \
+ screens/screen_title.c \
+ screens/screen_gameplay.c \
+ screens/screen_ending.c
-# typing 'make' will invoke the default target entry
-default: wave_collector
+# Define all object files from source files
+OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-# compile program
-wave_collector: wave_collector.c $(SCREENS)
- $(CC) -o $@$(EXT) $^ $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL)
-
-# compile screen LOGO
-screens/screen_logo.o: screens/screen_logo.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export PROJECT_SOURCE_FILES
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
-# compile screen TITLE
-screens/screen_title.o: screens/screen_title.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
-# compile screen GAMEPLAY
-screens/screen_gameplay.o: screens/screen_gameplay.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-# compile screen ENDING
-screens/screen_ending.o: screens/screen_ending.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+%.o: %.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-# clean everything
+# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- else
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
- else
- del *.o *.exe /s
endif
+ ifeq ($(PLATFORM_OS),OSX)
+ find . -type f -perm +ugo+x -delete
+ rm -f *.o
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@@ -271,7 +283,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
@echo Cleaning done
-# instead of defining every module one by one, we can define a pattern
-# this pattern below will automatically compile every module defined on $(OBJS)
-#%.exe : %.c
-# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
diff --git a/games/wave_collector/Makefile.Android b/games/wave_collector/Makefile.Android
new file mode 100644
index 000000000..1c8684544
--- /dev/null
+++ b/games/wave_collector/Makefile.Android
@@ -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 ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+ @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ @echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Generate AndroidManifest.xml with all the required options
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_android_manifest:
+ @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# Generate storekey for APK signing: $(PROJECT_NAME).keystore
+# NOTE: Configure here your Distinguished Names (-dname) if required!
+generate_apk_keystore:
+ if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
+config_project_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-16/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
+ $(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
+
+# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
+compile_project_code: $(OBJS)
+ $(CC) -o $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
+
+# Compile all .c files required into object (.o) files
+# NOTE: Those files will be linked into a shared library
+$(PROJECT_BUILD_PATH)/obj/%.o:%.c
+ $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
+
+# Compile project .java code into .class (Java bytecode)
+compile_project_class:
+ $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-16/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Compile .class files into Dalvik executable bytecode (.dex)
+# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
+compile_project_class_dex:
+ $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
+
+# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
+# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
+# NOTE: Use -A resources to define additional directory in which to find raw asset files
+create_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
+ cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
+
+# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
+sign_project_apk_package:
+ $(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
+
+# Create zip-aligned APK package: $(PROJECT_NAME).apk
+zipalign_project_apk_package:
+ $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
+
+# Install $(PROJECT_NAME).apk to default emulator/device
+# NOTE: Use -e (emulator) or -d (device) parameters if required
+install:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+
+# Monitorize output log coming from device, only raylib tag
+logcat:
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
+deploy:
+ $(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+ $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
+
+# Clean everything
+clean:
+ del $(PROJECT_BUILD_PATH)\* /f /s /q
+ rmdir $(PROJECT_BUILD_PATH) /s /q
+ @echo Cleaning done
diff --git a/games/wave_collector/wave_collector.c b/games/wave_collector/wave_collector.c
index ebfc809ca..d4ce33d98 100644
--- a/games/wave_collector/wave_collector.c
+++ b/games/wave_collector/wave_collector.c
@@ -22,6 +22,10 @@
#include // Required for: printf()
#include // Required for: strcpy()
+#if defined(PLATFORM_ANDROID)
+ #include "android_native_app_glue.h"
+#endif
+
#if defined(PLATFORM_WEB)
#include
#endif
@@ -56,11 +60,15 @@ static void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
-int main(int argc, char *argv[])
+#if defined(PLATFORM_ANDROID)
+void android_main(struct android_app *app)
+#else
+int main(void)
+#endif
{
// Initialization
//---------------------------------------------------------
-#if !defined(PLATFORM_WEB)
+#if defined(PLATFORM_DESKTOP)
// TODO: Support for dropped files on the exe
// Support command line argument for custom music file
@@ -81,8 +89,12 @@ int main(int argc, char *argv[])
}
#endif
+#if defined(PLATFORM_ANDROID)
+ InitWindow(screenWidth, screenHeight, app);
+#else
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "GGJ17 - WAVE COLLECTOR");
+#endif
// Global data loading (assets that must be available in all screens, i.e. fonts)
InitAudioDevice();
@@ -131,8 +143,9 @@ int main(int argc, char *argv[])
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
-
+#if !defined(PLATFORM_ANDROID)
return 0;
+#endif
}
//----------------------------------------------------------------------------------