#**************************************************************************************************
#
#   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.
#
#**************************************************************************************************
# Note : ported by Jean-Sébastien Lebarbier (@jseb) to *nix by using the Ramon Santamaria ms-windows version.
# 	 For comments, you can contact me : raylib(at)finiderire.com
# debug : adb logcat *:W | grep -i raylib
# Define required raylib variables
PLATFORM               ?= PLATFORM_ANDROID
RAYLIB_PATH            ?= ../../
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
ANDROID_ARCH           ?= ARM64
ifeq ($(ANDROID_ARCH),ARM)
    ANDROID_ARCH_NAME   = armeabi-v7a
    # [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
    ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
endif
ifeq ($(ANDROID_ARCH),ARM64)
    ANDROID_ARCH_NAME   = arm64-v8a
    # [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
    ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android
endif
# Required path variables
# no need to define JAVA_HOME , JAVA_BIN in linux environment (binaries are in $PATH)
#JAVA_HOME              ?= C:/JavaJDK/
#JAVA_BIN		?= $(JAVA_HOME)/bin/
ANDROID_HOME            ?= /opt/android-sdk
#ANDROID_TOOLCHAIN       = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
ANDROID_TOOLCHAIN ?= /opt/android-ndk/toolchains/llvm/prebuilt/linux-x86_64/
# find the highest version available of build tools
ANDROID_BUILD_TOOLS = $(shell ls -1d $(ANDROID_HOME)/build-tools/* | tail -n 1)/
# and extracts the API version
ANDROID_API_VERSION     = $(shell echo $(ANDROID_BUILD_TOOLS) | sed 's/.*\/\([0-9]\+\).*/\1/')
$(warning  [*] Using $(ANDROID_BUILD_TOOLS) , API version: $(ANDROID_API_VERSION))
# ANDROID_PLATFORM_TOOLS should be in $PATH too with linux (see /etc/profile.d/android* )
# but anyway, let's define it here
ANDROID_PLATFORM_TOOLS  = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME           ?= raylib_game
PROJECT_LIBRARY_NAME   ?= main
PROJECT_BUILD_ID ?= android
PROJECT_BUILD_PATH     ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES   ?= simple_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)))
PROJECT_SOURCE_DIRS = $(dir $(PROJECT_SOURCE_FILES))
# Android app configuration variables
APP_LABEL_NAME ?= rGame
APP_COMPANY_NAME ?= raylib
APP_PRODUCT_NAME ?= rgame
APP_VERSION_CODE ?= 1
APP_VERSION_NAME ?= 1.0
APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
APP_SCREEN_ORIENTATION ?= landscape
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src/
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
ifeq ($(RAYLIB_LIBTYPE),SHARED)
    PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so 
endif
# Compiler and archiver
ifeq ($(ANDROID_ARCH),ARM)
    CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
    AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
    #CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
    #AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
    CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
    AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
    CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
endif
ifeq ($(ANDROID_ARCH),ARM64)
    CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
endif
# Compilation functions attributes options
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
# Compiler options for the linker
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
# Preprocessor macro definitions
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(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$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
# Define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -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_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 [ -d $(PROJECT_BUILD_PATH) ]; then \
	  echo " [*] directories for $(PROJECT_BUILD_PATH) are already built."; \
	else \
	  echo " [*] creating directories for $(PROJECT_BUILD_PATH)"; \
	  mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME); \
	  mkdir -p $(PROJECT_BUILD_PATH)/obj/screens; \
	  mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME); \
	  mkdir -p $(PROJECT_BUILD_PATH)/bin; \
	  mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-{l,m,h}dpi; \
	  mkdir -p $(PROJECT_BUILD_PATH)/res/values; \
	  mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH); \
	  $(foreach dir, $(PROJECT_SOURCE_DIRS), mkdir -p $(PROJECT_BUILD_PATH)/obj/$(dir) ); \
	fi
#	if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) 
#	if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
#	if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
#	if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
#	if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
#	if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
#	if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
#	if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
#	if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
#	if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
#	if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
#	if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
#	if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
#	if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
#	if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
#	if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
#	if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
#	$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
#define create_dir
#    if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
#endef
    
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
#
# FIXME really necessary to copy libraylib.a , which will be put into exe at link step ?
copy_project_required_libs:
	cp $(RAYLIB_LIB_PATH)/libraylib.* $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
#ifeq ($(RAYLIB_LIBTYPE),SHARED)
#	copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so 
#endif
#ifeq ($(RAYLIB_LIBTYPE),STATIC)
#	copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a 
#endif
# Copy project required resources: strings.xml, icon.png, assets
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
copy_project_resources:
	cp $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
	cp $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
	cp $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
	@echo -e "\n\
	   \n\
	       \n\
		  $(APP_LABEL_NAME)\n\
	       \n\
	   " > $(PROJECT_BUILD_PATH)/res/values/strings.xml
#	copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
#	copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
#	copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
#	@echo ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
#	@echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
	@if [ -d $(PROJECT_RESOURCES_PATH) ]; then \
	    cp -a $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/; \
	 else \
	    echo " [*] Project resources path not found: $(PROJECT_RESOURCES_PATH)"; \
	 fi
	    
#	if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
ifeq ($(RAYLIB_LIBTYPE),SHARED)
nativeloader_sharedlib=System.loadLibrary(\"raylib\")
else
nativeloader_sharedlib=
endif
generate_loader_script:
	 @echo -e "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\
	public class NativeLoader extends android.app.NativeActivity {\n\
	  static {\n\
	    $(nativeloader_sharedlib);\n\
	    System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");\n\
	  }\n\
	}\n" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
#	@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
#	@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
#	@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
#	@echo     static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
#	@echo         System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java 
#	@echo     } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
#	@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
# TODO jseb : replacing @drawable/icon with @mipmap/icon ?
# https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr
generate_android_manifest:
	 @echo -e "\n\
	    	   \n\
		   \n\
	    	   \n\
		   \n\
	           \n\
	           \n\
	             \n\
	               \n\
	                   \n\
		     \n\
	           \n\
	           \n\
	         " > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
#        @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 $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
# infos sur keytools ici: https://coderwall.com/p/r09hoq/android-generate-release-debug-keystores
#	keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
	@if [ -s $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore ]; then \
	       echo " [*] $(PROJECT_NAME).keystore already exists."; \
	    else \
	       echo " [*] $(PROJECT_NAME).keystore : generating now."; \
	       $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA; \
	 fi 
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(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 $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/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 $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/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) 
# pour Unix, le séparateur pour les chemins indiqués dans -cp (-classpath) est ':' (pour windows: ';')
compile_project_class:
	$(JAVA_BIN)javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar:$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# 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 $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/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/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk 
sign_project_apk_package:
	#keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
	$(JAVA_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 --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
    
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
check_device_abi:
	$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
# 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
# [JSEB] Clean everything, but avoid accidental removing of root dir, or $HOME, or whatever important
clean:
	@if [ "$(shell echo $(PROJECT_BUILD_PATH) | grep "$(PROJECT_BUILD_ID)")" != "" ]; then \
	  rm -rf $(PROJECT_BUILD_PATH); \
	  echo Cleaning done; \
	else \
	  echo "Error ! Project name ($(PROJECT_BUILD_PATH)) must contains this string : $(PROJECT_BUILD_ID)"; \
	fi