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Keep working on Android custom building...

...almost there! raylib already works, issues with OpenAL Soft
linkage...
pull/363/head
Ray San преди 7 години
родител
ревизия
c418aa2fb0
променени са 17 файла, в които са добавени 1353 реда и са изтрити 19 реда
  1. +34
    -19
      templates/android_project/Makefile
  2. +0
    -0
      templates/android_project/assets/EMPTY
  3. Двоични данни
      templates/android_project/assets/ambient.ogg
  4. Двоични данни
      templates/android_project/assets/coin.wav
  5. Двоични данни
      templates/android_project/assets/raylib_logo.png
  6. +172
    -0
      templates/android_project/src/game_basic.c
  7. +0
    -0
      templates/android_project/src/game_raylib_stripped.c
  8. +0
    -0
      templates/android_project/src/game_standalone.c
  9. +1147
    -0
      templates/android_project/src/include/raylib.h
  10. Двоични данни
      templates/android_project/src/libs/libopenal.so
  11. +0
    -0
      templates/android_project/src/raylib_stripped/core.c
  12. +0
    -0
      templates/android_project/src/raylib_stripped/raylib.h
  13. +0
    -0
      templates/android_project/src/raylib_stripped/raymath.h
  14. +0
    -0
      templates/android_project/src/raylib_stripped/rlgl.c
  15. +0
    -0
      templates/android_project/src/raylib_stripped/rlgl.h
  16. +0
    -0
      templates/android_project/src/raylib_stripped/utils.c
  17. +0
    -0
      templates/android_project/src/raylib_stripped/utils.h

+ 34
- 19
templates/android_project/Makefile Целия файл

@ -44,27 +44,38 @@ ANDROID_BUILD_TOOLS = C:/android-sdk/build-tools/26.0.1
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
# Compilers
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
# Define compiler flags
CFLAGS = -Wall -std=c99 -DPLATFORM_ANDROID -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
# Define any directories containing required header files
INCLUDES = -I. -Ijni/include -I$(ANDROID_NDK)/sources/android/native_app_glue
# Define library paths containing required libs
LFLAGS = -L. -Ljni -Llib -Ljni/libs
# 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
INCLUDES = -I. -Isrc/include -I$(ANDROID_NDK)/sources/android/native_app_glue
# Linker options
LFLAGS = -Wl,-soname,lib$(LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
LFLAGS = -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
LFLAGS = -u ANativeActivity_onCreate
# Library paths containing required libs
LFLAGS += -L. -Lsrc -Llib -Lsrc/libs
# Define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
LIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES
LIBS = -lnative_app_glue -lraylib -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm
# Building APK
# NOTE: typing 'make' will invoke the default target entry called 'all',
all: project_dirs \
native_app_glue \
project_code \
project_code_ok \
gen_keystore \
project_package \
project_class \
@ -90,13 +101,17 @@ native_app_glue:
# Compile project code as shared libraries
# OUTPUT: $(PROJECT_DIR)/lib/lib$(LIBRARY_NAME).so
project_code:
$(CC) -c src/core.c -o temp/obj/core.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC
$(CC) -c src/rlgl.c -o temp/obj/rlgl.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC -DGRAPHICS_API_OPENGL_ES2
$(CC) -c src/utils.c -o temp/obj/utils.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC
$(CC) -c src/game_crash.c -o temp/obj/game_crash.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -fPIC
$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_crash.o temp/obj/core.o temp/obj/rlgl.o temp/obj/utils.o -shared $(INCLUDES) $(LFLAGS) -lnative_app_glue $(LIBS) -u ANativeActivity_onCreate
project_code_ok:
$(CC) -c src/game_basic.c -o temp/obj/game_basic.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_basic.o -shared $(INCLUDES) $(LFLAGS) $(LIBS)
project_code:
$(CC) -c src/core.c -o temp/obj/core.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
$(CC) -c src/rlgl.c -o temp/obj/rlgl.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot -DGRAPHICS_API_OPENGL_ES2
$(CC) -c src/utils.c -o temp/obj/utils.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
$(CC) -c src/game_crash.c -o temp/obj/game_crash.o $(INCLUDES) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
$(CC) -o lib/armeabi-v7a/lib$(LIBRARY_NAME).so temp/obj/game_crash.o temp/obj/core.o temp/obj/rlgl.o temp/obj/utils.o -shared $(INCLUDES) $(LFLAGS) $(LIBS)
# Generate key for APK signing
# OUTPUT: $(PROJECT_DIR)/temp/$(PROJECT_NAME).keystore
gen_keystore:
@ -125,7 +140,7 @@ project_class_dex:
# NOTE: Use -A resources to define additional directory in which to find raw asset files
project_apk:
$(ANDROID_BUILD_TOOLS)/aapt package -v -f -M AndroidManifest.xml -S res -A assets -I $(ANDROID_HOME)/platforms/android-16/android.jar -F temp/bin/$(PROJECT_NAME).unsigned.apk temp/bin
$(ANDROID_BUILD_TOOLS)/aapt add -v $(PROJECT_DIR)/temp/bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so
$(ANDROID_BUILD_TOOLS)/aapt add -v $(PROJECT_DIR)/temp/bin/$(PROJECT_NAME).unsigned.apk lib/armeabi-v7a/lib$(LIBRARY_NAME).so lib/armeabi-v7a/libopenal.so
# Create temp/bin/$(PROJECT_NAME).signed.apk
apk_signing:
@ -139,7 +154,7 @@ apk_zip_align:
deploy:
$(ANDROID_HOME)/platform-tools/adb install -r $(PROJECT_NAME).apk
$(ANDROID_HOME)/platform-tools/adb logcat -c
$(ANDROID_HOME)/platform-tools/adb logcat *:W
$(ANDROID_HOME)/platform-tools/adb -d logcat raylib:V *:S
#$(ANDROID_HOME)/platform-tools/adb logcat *:W
#$(ANDROID_HOME)/platform-tools/adb -d logcat raylib:V *:S

+ 0
- 0
templates/android_project/assets/EMPTY Целия файл


Двоични данни
templates/android_project/assets/ambient.ogg Целия файл


Двоични данни
templates/android_project/assets/coin.wav Целия файл


Двоични данни
templates/android_project/assets/raylib_logo.png Целия файл

Преди След
Ширина: 256  |  Височина: 256  |  Големина: 3.7 KiB

+ 172
- 0
templates/android_project/src/game_basic.c Целия файл

@ -0,0 +1,172 @@
/*******************************************************************************************
*
* raylib - Android Basic Game template
*
* <Game title>
* <Game description>
*
* This game has been created using raylib v1.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "android_native_app_glue.h"
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
//----------------------------------------------------------------------------------
// Android Main entry point
//----------------------------------------------------------------------------------
void android_main(struct android_app *app)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
GameScreen currentScreen = LOGO;
InitWindow(screenWidth, screenHeight, app);
// TODO: Initialize all required variables and load all required data here!
InitAudioDevice(); // Initialize audio device
Texture2D texture = LoadTexture("raylib_logo.png"); // Load texture (placed on assets folder)
Sound fx = LoadSound("coin.wav"); // Load WAV audio file (placed on assets folder)
Music ambient = LoadMusicStream("ambient.ogg");
PlayMusicStream(ambient);
int framesCounter = 0; // Used to count frames
SetTargetFPS(60); // Not required on Android, already locked to 60 fps
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(ambient);
switch(currentScreen)
{
case LOGO:
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 4 seconds (240 frames) before jumping to TITLE screen
if (framesCounter > 240)
{
currentScreen = TITLE;
}
} break;
case TITLE:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsGestureDetected(GESTURE_TAP))
{
PlaySound(fx);
currentScreen = GAMEPLAY;
}
} break;
case GAMEPLAY:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsGestureDetected(GESTURE_TAP))
{
PlaySound(fx);
currentScreen = ENDING;
}
} break;
case ENDING:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsGestureDetected(GESTURE_TAP))
{
PlaySound(fx);
currentScreen = TITLE;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen)
{
case LOGO:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
DrawText("WAIT for 4 SECONDS...", 290, 400, 20, GRAY);
} break;
case TITLE:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("TAP SCREEN to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
} break;
case GAMEPLAY:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("TAP SCREEN to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
} break;
case ENDING:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("TAP SCREEN to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded data (textures, fonts, audio) here!
UnloadSound(fx); // Unload sound data
UnloadMusicStream(ambient); // Unload music stream data
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
UnloadTexture(texture); // Unload texture data
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

templates/android_project/src/game_crash.c → templates/android_project/src/game_raylib_stripped.c Целия файл


templates/android_project/src/game_ok.c → templates/android_project/src/game_standalone.c Целия файл


+ 1147
- 0
templates/android_project/src/include/raylib.h
Файловите разлики са ограничени, защото са твърде много
Целия файл


Двоични данни
templates/android_project/src/libs/libopenal.so Целия файл


templates/android_project/src/core.c → templates/android_project/src/raylib_stripped/core.c Целия файл


templates/android_project/src/raylib.h → templates/android_project/src/raylib_stripped/raylib.h Целия файл


templates/android_project/src/raymath.h → templates/android_project/src/raylib_stripped/raymath.h Целия файл


templates/android_project/src/rlgl.c → templates/android_project/src/raylib_stripped/rlgl.c Целия файл


templates/android_project/src/rlgl.h → templates/android_project/src/raylib_stripped/rlgl.h Целия файл


templates/android_project/src/utils.c → templates/android_project/src/raylib_stripped/utils.c Целия файл


templates/android_project/src/utils.h → templates/android_project/src/raylib_stripped/utils.h Целия файл


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