2019-10-29 15:54:01 +01:00
#**************************************************************************************************
#
# 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
2021-01-13 19:07:34 -03:00
RAYLIB_PATH ?= ../../
2019-10-29 15:54:01 +01:00
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
ANDROID_ARCH ?= ARM64
i f e q ( $( ANDROID_ARCH ) , A R M )
ANDROID_ARCH_NAME = armeabi-v7a
# [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
e n d i f
i f e q ( $( ANDROID_ARCH ) , A R M 6 4 )
ANDROID_ARCH_NAME = arm64-v8a
# [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android
e n d i f
# Required path variables
# no need to define JAVA_HOME , JAVA_BIN in linux environment (binaries are in $PATH)
#JAVA_HOME ?= C:/JavaJDK/
#JAVA_BIN ?= $(JAVA_HOME)/bin/
2021-01-13 19:07:34 -03:00
ANDROID_HOME ?= /opt/android-sdk
2019-10-29 15:54:01 +01:00
#ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
2021-01-13 19:07:34 -03:00
ANDROID_TOOLCHAIN ?= /opt/android-ndk/toolchains/llvm/prebuilt/linux-x86_64/
2019-10-29 15:54:01 +01:00
# 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)
2021-01-13 19:07:34 -03:00
RAYLIB_LIBTYPE ?= STATIC
2019-10-29 15:54:01 +01:00
# Library path for libraylib.a/libraylib.so
2021-01-13 19:07:34 -03:00
RAYLIB_LIB_PATH = $( RAYLIB_PATH) /src/
2019-10-29 15:54:01 +01:00
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
i f e q ( $( RAYLIB_LIBTYPE ) , S H A R E D )
PROJECT_SHARED_LIBS = lib/$( ANDROID_ARCH_NAME) /libraylib.so
e n d i f
# Compiler and archiver
i f e q ( $( ANDROID_ARCH ) , A R M )
CC = $( ANDROID_TOOLCHAIN) /bin/arm-linux-androideabi-clang
AR = $( ANDROID_TOOLCHAIN) /bin/arm-linux-androideabi-ar
e n d i f
i f e q ( $( ANDROID_ARCH ) , A R M 6 4 )
#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
e n d i f
# Compiler flags for arquitecture
i f e q ( $( ANDROID_ARCH ) , A R M )
CFLAGS = -std= c99 -march= armv7-a -mfloat-abi= softfp -mfpu= vfpv3-d16
e n d i f
i f e q ( $( ANDROID_ARCH ) , A R M 6 4 )
CFLAGS = -std= c99 -target aarch64 -mfix-cortex-a53-835769
e n d i f
# 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
2021-01-13 19:07:34 -03:00
LDFLAGS += -L. -L$( PROJECT_BUILD_PATH) /obj -L$( PROJECT_BUILD_PATH) /lib/$( ANDROID_ARCH_NAME)
2019-10-29 15:54:01 +01:00
# 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 " <?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
<resources>\n \
<string name = \" app_name\" >\n \
$( APP_LABEL_NAME) \n \
</string>\n \
</resources>" > $( PROJECT_BUILD_PATH) /res/values/strings.xml
# copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
# copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
# copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
# @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
# @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
@if [ -d $( PROJECT_RESOURCES_PATH) ] ; then \
cp -a $( PROJECT_RESOURCES_PATH) $( PROJECT_BUILD_PATH) /assets/; \
else \
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.
i f e q ( $( RAYLIB_LIBTYPE ) , S H A R E D )
nativeloader_sharedlib = System.loadLibrary( \" raylib\" )
e l s e
nativeloader_sharedlib =
e n d i f
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)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
# TODO jseb : replacing @drawable/icon with @mipmap/icon ?
# https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr
generate_android_manifest :
@echo -e " <?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
<manifest xmlns:android= \" http://schemas.android.com/apk/res/android\" \n \
package = \" com.$( APP_COMPANY_NAME) .$( APP_PRODUCT_NAME) \" \n \
android:versionCode= \" $( APP_VERSION_CODE) \" android:versionName= \" $( APP_VERSION_NAME) \" >\n \
<uses-sdk android:minSdkVersion= \" $( ANDROID_API_VERSION) \" />\n \
<uses-feature android:glEsVersion= \" 0x00020000\" android:required= \" true\" />\n \
<application android:allowBackup= \" false\" android:label= \" @string/app_name\" android:icon= \" @drawable/icon\" >\n \
<activity android:name= \" com.$( APP_COMPANY_NAME) .$( APP_PRODUCT_NAME) .NativeLoader\" \n \
android:theme= \" @android:style/Theme.NoTitleBar.Fullscreen\" \n \
android:configChanges= \" orientation| keyboardHidden| screenSize\" \n \
android:screenOrientation= \" $( APP_SCREEN_ORIENTATION) \" android:launchMode= \" singleTask\" \n \
android:clearTaskOnLaunch= \" true\" >\n \
<meta-data android:name= \" android.app.lib_name\" android:value= \" $( PROJECT_LIBRARY_NAME) \" />\n \
<intent-filter>\n \
<action android:name= \" android.intent.action.MAIN\" />\n \
<category android:name= \" android.intent.category.LAUNCHER\" />\n \
</intent-filter>\n \
</activity>\n \
</application>\n \
</manifest>" > $( PROJECT_BUILD_PATH) /AndroidManifest.xml
# @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# @echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore :
# if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
# infos sur keytools ici: https://coderwall.com/p/r09hoq/android-generate-release-debug-keystores
# keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
@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