Move android and rpi examples to others

This commit is contained in:
Milan Nikolic 2018-05-06 12:54:20 +02:00
parent 5f11d4eab4
commit 438d1cfad7
16 changed files with 2 additions and 2 deletions

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### Android example
To compile example to shared library you will need [Android NDK](https://developer.android.com/ndk/downloads/index.html).
To build Android apk you will need [Android SDK](http://developer.android.com/sdk/index.html#Other).
Export path to Android NDK, point to location where you have unpacked archive:
export ANDROID_NDK_HOME=/opt/android-ndk
Add toolchain bin directory to PATH:
export PATH=${ANDROID_NDK_HOME}/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64/bin:${PATH}
Export sysroot path:
export ANDROID_SYSROOT=${ANDROID_NDK_HOME}/platforms/android-16/arch-arm
And compile shared library:
CC=arm-linux-androideabi-gcc \
CGO_CFLAGS="-I${ANDROID_SYSROOT}/usr/include --sysroot=${ANDROID_SYSROOT}" \
CGO_LDFLAGS="-L${ANDROID_SYSROOT}/usr/lib --sysroot=${ANDROID_SYSROOT}" \
CGO_ENABLED=1 GOOS=android GOARCH=arm \
go build -buildmode=c-shared -ldflags="-s -w -extldflags=-Wl,-soname,libexample.so" \
-o=android/libs/armeabi-v7a/libexample.so
To build apk export path to Android SDK, point to location where you unpacked archive:
export ANDROID_HOME=/opt/android-sdk
And build apk with ant:
cd android
ant clean debug
If everything is successfully built apk can be found in bin/ directory.

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.github.gen2brain.raylib.go"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="14" android:targetSdkVersion="25" />
<uses-feature android:glEsVersion="0x00020000" android:required="true" />
<!-- We do not have Java code. Therefore android:hasCode is set to false. -->
<application android:allowBackup="false" android:hasCode="false"
android:label="@string/app_name"
android:icon="@drawable/icon"
android:theme="@android:style/Theme.Holo.NoActionBar.Fullscreen" >
<!-- Our activity is the built-in NativeActivity framework class. -->
<activity android:name="android.app.NativeActivity"
android:configChanges="orientation|keyboardHidden|screenSize"
android:screenOrientation="landscape"
android:clearTaskOnLaunch="true">
<!-- Tell NativeActivity the name of our .so -->
<meta-data android:name="android.app.lib_name" android:value="example" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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<?xml version="1.0" encoding="UTF-8"?>
<project name="example" default="help">
<!-- The local.properties file is created and updated by the 'android' tool.
It contains the path to the SDK. It should *NOT* be checked into
Version Control Systems. -->
<property file="local.properties" />
<!-- The ant.properties file can be created by you. It is only edited by the
'android' tool to add properties to it.
This is the place to change some Ant specific build properties.
Here are some properties you may want to change/update:
source.dir
The name of the source directory. Default is 'src'.
out.dir
The name of the output directory. Default is 'bin'.
For other overridable properties, look at the beginning of the rules
files in the SDK, at tools/ant/build.xml
Properties related to the SDK location or the project target should
be updated using the 'android' tool with the 'update' action.
This file is an integral part of the build system for your
application and should be checked into Version Control Systems.
-->
<property file="ant.properties" />
<!-- if sdk.dir was not set from one of the property file, then
get it from the ANDROID_HOME env var.
This must be done before we load project.properties since
the proguard config can use sdk.dir -->
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<!-- The project.properties file is created and updated by the 'android'
tool, as well as ADT.
This contains project specific properties such as project target, and library
dependencies. Lower level build properties are stored in ant.properties
(or in .classpath for Eclipse projects).
This file is an integral part of the build system for your
application and should be checked into Version Control Systems. -->
<loadproperties srcFile="project.properties" />
<!-- quick check on sdk.dir -->
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<!--
Import per project custom build rules if present at the root of the project.
This is the place to put custom intermediary targets such as:
-pre-build
-pre-compile
-post-compile (This is typically used for code obfuscation.
Compiled code location: ${out.classes.absolute.dir}
If this is not done in place, override ${out.dex.input.absolute.dir})
-post-package
-post-build
-pre-clean
-->
<import file="custom_rules.xml" optional="true" />
<!-- Import the actual build file.
To customize existing targets, there are two options:
- Customize only one target:
- copy/paste the target into this file, *before* the
<import> task.
- customize it to your needs.
- Customize the whole content of build.xml
- copy/paste the content of the rules files (minus the top node)
into this file, replacing the <import> task.
- customize to your needs.
***********************
****** IMPORTANT ******
***********************
In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
in order to avoid having your file be overridden by tools such as "android update project"
-->
<!-- version-tag: 1 -->
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

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# Project target.
target=android-27

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">raylib-go</string>
</resources>

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package main
import (
"os"
"runtime"
"github.com/gen2brain/raylib-go/raylib"
)
// Game states
const (
Logo = iota
Title
GamePlay
Ending
)
func init() {
raylib.SetCallbackFunc(main)
}
func main() {
screenWidth := int32(800)
screenHeight := int32(450)
raylib.SetConfigFlags(raylib.FlagVsyncHint)
raylib.InitWindow(screenWidth, screenHeight, "Android example")
raylib.InitAudioDevice()
currentScreen := Logo
windowShouldClose := false
texture := raylib.LoadTexture("raylib_logo.png") // Load texture (placed on assets folder)
fx := raylib.LoadSound("coin.wav") // Load WAV audio file (placed on assets folder)
ambient := raylib.LoadMusicStream("ambient.ogg") // Load music
raylib.PlayMusicStream(ambient)
framesCounter := 0 // Used to count frames
//raylib.SetTargetFPS(60)
for !windowShouldClose {
raylib.UpdateMusicStream(ambient)
if runtime.GOOS == "android" && raylib.IsKeyDown(raylib.KeyBack) || raylib.WindowShouldClose() {
windowShouldClose = true
}
switch currentScreen {
case Logo:
framesCounter++ // Count frames
// Wait for 4 seconds (240 frames) before jumping to Title screen
if framesCounter > 240 {
currentScreen = Title
}
break
case Title:
// Press enter to change to GamePlay screen
if raylib.IsGestureDetected(raylib.GestureTap) {
raylib.PlaySound(fx)
currentScreen = GamePlay
}
break
case GamePlay:
// Press enter to change to Ending screen
if raylib.IsGestureDetected(raylib.GestureTap) {
raylib.PlaySound(fx)
currentScreen = Ending
}
break
case Ending:
// Press enter to return to Title screen
if raylib.IsGestureDetected(raylib.GestureTap) {
raylib.PlaySound(fx)
currentScreen = Title
}
break
}
raylib.BeginDrawing()
raylib.ClearBackground(raylib.RayWhite)
switch currentScreen {
case Logo:
raylib.DrawText("LOGO SCREEN", 20, 20, 40, raylib.LightGray)
raylib.DrawTexture(texture, screenWidth/2-texture.Width/2, screenHeight/2-texture.Height/2, raylib.White)
raylib.DrawText("WAIT for 4 SECONDS...", 290, 400, 20, raylib.Gray)
break
case Title:
raylib.DrawRectangle(0, 0, screenWidth, screenHeight, raylib.Green)
raylib.DrawText("TITLE SCREEN", 20, 20, 40, raylib.DarkGreen)
raylib.DrawText("TAP SCREEN to JUMP to GAMEPLAY SCREEN", 160, 220, 20, raylib.DarkGreen)
break
case GamePlay:
raylib.DrawRectangle(0, 0, screenWidth, screenHeight, raylib.Purple)
raylib.DrawText("GAMEPLAY SCREEN", 20, 20, 40, raylib.Maroon)
raylib.DrawText("TAP SCREEN to JUMP to ENDING SCREEN", 170, 220, 20, raylib.Maroon)
break
case Ending:
raylib.DrawRectangle(0, 0, screenWidth, screenHeight, raylib.Blue)
raylib.DrawText("ENDING SCREEN", 20, 20, 40, raylib.DarkBlue)
raylib.DrawText("TAP SCREEN to RETURN to TITLE SCREEN", 160, 220, 20, raylib.DarkBlue)
break
default:
break
}
raylib.EndDrawing()
}
raylib.UnloadSound(fx) // Unload sound data
raylib.UnloadMusicStream(ambient) // Unload music stream data
raylib.CloseAudioDevice() // Close audio device (music streaming is automatically stopped)
raylib.UnloadTexture(texture) // Unload texture data
raylib.CloseWindow() // Close window
os.Exit(0)
}

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### Raspberry Pi example
To cross compile example for Raspberry Pi you will need [RPi toolchain](https://github.com/raspberrypi/tools/tree/master/arm-bcm2708) and [userspace libraries](https://github.com/raspberrypi/firmware) (opt/vc).
Export path to RPi toolchain:
export RPI_HOME=/opt/tools/arm-bcm2708/arm-linux-gnueabihf
Add toolchain bin directory to PATH:
export PATH=${RPI_HOME}/bin:${PATH}
And compile example:
CC=arm-linux-gnueabihf-gcc \
CGO_CFLAGS="-I/opt/vc/include -I/opt/vc/include/interface/vcos -I/opt/vc/include/interface/vmcs_host/linux -I/opt/vc/include/interface/vcos/pthreads --sysroot=${RPI_HOME}/arm-linux-gnueabihf/sysroot" \
CGO_LDFLAGS="-L/opt/vc/lib -L/opt/vc/lib64 --sysroot=${RPI_HOME}/arm-linux-gnueabihf/sysroot" \
CGO_ENABLED=1 GOOS=linux GOARCH=arm go build

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package main
import "github.com/gen2brain/raylib-go/raylib"
func main() {
raylib.InitWindow(800, 450, "raylib [rpi] example - basic window")
raylib.SetTargetFPS(60)
for !raylib.WindowShouldClose() {
raylib.BeginDrawing()
raylib.ClearBackground(raylib.RayWhite)
raylib.DrawText("Congrats! You created your first window!", 190, 200, 20, raylib.LightGray)
raylib.EndDrawing()
}
raylib.CloseWindow()
}