This commit is contained in:
Konstantin8105 2022-11-22 18:50:35 +03:00
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commit fe6d2c0ed3
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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 and libdirs:
export ANDROID_SYSROOT=${ANDROID_NDK_HOME}/sysroot
export ANDROID_PLATFORM=${ANDROID_NDK_HOME}/platforms/android-16/arch-arm
export ANDROID_TOOLCHAIN=${ANDROID_NDK_HOME}/toolchains/arm-linux-androideabi-4.9/prebuilt/linux-x86_64
And compile shared library:
CC="arm-linux-androideabi-gcc" \
CGO_CFLAGS="-I${ANDROID_SYSROOT}/usr/include -I${ANDROID_SYSROOT}/usr/include/arm-linux-androideabi --sysroot=${ANDROID_SYSROOT} -D__ANDROID_API__=16" \
CGO_LDFLAGS="-L${ANDROID_SYSROOT}/usr/lib/arm-linux-androideabi -L${ANDROID_PLATFORM}/usr/lib -L${ANDROID_TOOLCHAIN}/arm-linux-androideabi/lib -L${ANDROID_TOOLCHAIN}/lib/gcc/arm-linux-androideabi/4.9.x --sysroot=${ANDROID_PLATFORM}" \
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
Or with gradle:
./gradlew assembleDebug
If everything is successfully built apk can be found in bin/ directory or in the android/build/outputs in case `gradle` is used.

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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="16" android:targetSdkVersion="27" />
<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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apply plugin: 'com.android.application'
android {
compileSdkVersion 27
buildToolsVersion '27.0.3'
defaultConfig {
applicationId "com.example.android"
minSdkVersion 16
targetSdkVersion 27
versionCode 1
versionName '1.0'
}
buildTypes {
release {
minifyEnabled false
zipAlignEnabled true
}
}
sourceSets {
main {
jniLibs.srcDirs = ['libs']
res.srcDirs = ['res']
assets.srcDirs = ['assets']
manifest.srcFile 'AndroidManifest.xml'
}
}
}
dependencies {
}

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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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buildscript {
repositories {
jcenter()
google()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.0.1'
}
}
allprojects {
repositories {
jcenter()
google()
}
}

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#Mon Nov 13 02:02:23 CET 2017
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-4.1-all.zip

160
examples/others/android/example/gradlew vendored Executable file
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#!/usr/bin/env bash
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn ( ) {
echo "$*"
}
die ( ) {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
esac
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=$((i+1))
done
case $i in
(0) set -- ;;
(1) set -- "$args0" ;;
(2) set -- "$args0" "$args1" ;;
(3) set -- "$args0" "$args1" "$args2" ;;
(4) set -- "$args0" "$args1" "$args2" "$args3" ;;
(5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
(6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
(7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
(8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
(9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules
function splitJvmOpts() {
JVM_OPTS=("$@")
}
eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS
JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME"
exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@"

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@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS=
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto init
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windowz variants
if not "%OS%" == "Windows_NT" goto win9xME_args
if "%@eval[2+2]" == "4" goto 4NT_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
goto execute
:4NT_args
@rem Get arguments from the 4NT Shell from JP Software
set CMD_LINE_ARGS=%$
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

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

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include ':android'