diff --git a/templates/advance_game/Makefile b/templates/advance_game/Makefile
deleted file mode 100644
index 244f9138b..000000000
--- a/templates/advance_game/Makefile
+++ /dev/null
@@ -1,433 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
-#
-# Copyright (c) 2013-2021 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.
-#
-#**************************************************************************************************
-
-.PHONY: all clean
-
-# Define required raylib variables
-PROJECT_NAME ?= advance_game
-RAYLIB_VERSION ?= 3.8.0
-RAYLIB_PATH ?= ../..
-
-# Define default options
-
-# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
-PLATFORM ?= PLATFORM_DESKTOP
-
-# Locations of your newly installed library and associated headers. See ../src/Makefile
-# On Linux, if you have installed raylib but cannot compile the examples, check that
-# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
-# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
-# To enable compile-time linking to a special version of libraylib.so, change these variables here.
-# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
-# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
-# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
-# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
-DESTDIR ?= /usr/local
-RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
-# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
-RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
-
-# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE ?= STATIC
-
-# Build mode for project: DEBUG or RELEASE
-BUILD_MODE ?= RELEASE
-
-# Use external GLFW library instead of rglfw module
-# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
-USE_EXTERNAL_GLFW ?= FALSE
-
-# Use Wayland display server protocol on Linux desktop
-# by default it uses X11 windowing system
-USE_WAYLAND_DISPLAY ?= FALSE
-
-# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
- # ifeq ($(UNAME),Msys) -> Windows
- ifeq ($(OS),Windows_NT)
- PLATFORM_OS=WINDOWS
- else
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
- ifeq ($(UNAMEOS),FreeBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),OpenBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),NetBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),DragonFly)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),Darwin)
- PLATFORM_OS=OSX
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
-endif
-
-# RAYLIB_PATH adjustment for different platforms.
-# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
-# Required for ldconfig or other tools that do not perform path expansion.
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_PREFIX ?= ..
- RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
- endif
-endif
-# Default path for raylib on Raspberry Pi, if installed in different path, update it!
-# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
-# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
-ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_PATH ?= /home/pi/raylib
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- RAYLIB_PATH ?= /home/pi/raylib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # Emscripten required variables
- EMSDK_PATH ?= C:/emsdk
- EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
- CLANG_PATH = $(EMSDK_PATH)/upstream/bin
- PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
- NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
- export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
-endif
-
-# Define raylib release directory for compiled library.
-# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
-RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
-
-# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
-# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
-# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
-# without formal installation from ../src/Makefile. It aids portability and is useful if you have
-# multiple versions of raylib, have raylib installed to a non-standard location, or want to
-# bundle libraylib.so with your game. Change it to your liking.
-# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
-# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
-# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
-# To see which libraries a built example is linking to, ldd core/core_basic_window;
-# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
-EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
-
-# Define default C compiler: gcc
-# NOTE: define g++ compiler if using C++
-CC = gcc
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- # OSX default compiler
- CC = clang
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
- CC = clang
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
- # Define RPI cross-compiler
- #CC = armv6j-hardfloat-linux-gnueabi-gcc
- CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # HTML5 emscripten compiler
- # WARNING: To compile to HTML5, code must be redesigned
- # to use emscripten.h and emscripten_set_main_loop()
- CC = emcc
-endif
-
-# Define default make program
-MAKE = make
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- MAKE = mingw32-make
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
- MAKE = mingw32-make
-endif
-
-# Define compiler flags:
-# -O1 defines optimization level
-# -g include debug information on compilation
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
-CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
-
-ifeq ($(BUILD_MODE),DEBUG)
- CFLAGS += -g
- ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS += -s ASSERTIONS=1 --profiling
- endif
-else
- ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS += -Os
- else
- CFLAGS += -s -O1
- endif
-endif
-
-# Additional flags for compiler (if desired)
-#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- ifeq ($(RAYLIB_LIBTYPE),STATIC)
- CFLAGS += -D_DEFAULT_SOURCE
- endif
- ifeq ($(RAYLIB_LIBTYPE),SHARED)
- # Explicitly enable runtime link to libraylib.so
- CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS += -std=gnu99
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- CFLAGS += -std=gnu99 -DEGL_NO_X11
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # -Os # size optimization
- # -O2 # optimization level 2, if used, also set --memory-init-file 0
- # -s USE_GLFW=3 # Use glfw3 library (context/input management)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
- # -s USE_PTHREADS=1 # multithreading support
- # -s WASM=0 # disable Web Assembly, emitted by default
- # -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
- # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
- # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
- # --profiling # include information for code profiling
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # --preload-file resources # specify a resources folder for data compilation
- # --source-map-base # allow debugging in browser with source map
- CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file resources
-
- # Define a custom shell .html and output extension
- CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
- EXT = .html
-endif
-
-# Define include paths for required headers
-# NOTE: Several external required libraries (stb and others)
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-
-# Define additional directories containing required header files
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # RPI required libraries
- INCLUDE_PATHS += -I/opt/vc/include
- INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
- INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- # DRM required libraries
- INCLUDE_PATHS += -I/usr/include/libdrm
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),BSD)
- # Consider -L$(RAYLIB_H_INSTALL_PATH)
- INCLUDE_PATHS += -I/usr/local/include
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
- endif
-endif
-
-# Define library paths containing required libs.
-LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # resource file contains windows executable icon and properties
- LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
- # -Wl,--subsystem,windows hides the console window
- ifeq ($(BUILD_MODE), RELEASE)
- LDFLAGS += -Wl,--subsystem,windows
- endif
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # Consider -L$(RAYLIB_INSTALL_PATH)
- LDFLAGS += -L. -Lsrc -L/usr/local/lib
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Reset everything.
- # Precedence: immediately local, installed version, raysan5 provided libs
- LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
- endif
-endif
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
- LDFLAGS += -L/opt/vc/lib
-endif
-
-# Define any libraries required on linking
-# if you want to link libraries (libname.so or libname.a), use the -lname
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # Libraries for Windows desktop compilation
- # NOTE: WinMM library required to set high-res timer resolution
- LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
- # Required for physac examples
- LDLIBS += -static -lpthread
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Libraries for Debian GNU/Linux desktop compiling
- # NOTE: Required packages: libegl1-mesa-dev
- LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
-
- # On X11 requires also below libraries
- LDLIBS += -lX11
- # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
- #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-
- # On Wayland windowing system, additional libraries requires
- ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
- LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
- endif
- # Explicit link to libc
- ifeq ($(RAYLIB_LIBTYPE),SHARED)
- LDLIBS += -lc
- endif
- endif
- ifeq ($(PLATFORM_OS),OSX)
- # Libraries for OSX 10.9 desktop compiling
- # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
- LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
- # NOTE: Required packages: mesa-libs
- LDLIBS = -lraylib -lGL -lpthread -lm
-
- # On XWindow requires also below libraries
- LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- endif
- ifeq ($(USE_EXTERNAL_GLFW),TRUE)
- # NOTE: It could require additional packages installed: libglfw3-dev
- LDLIBS += -lglfw
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # Libraries for Raspberry Pi compiling
- # NOTE: Required packages: libasound2-dev (ALSA)
- LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- # Libraries for DRM compiling
- # NOTE: Required packages: libasound2-dev (ALSA)
- LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # Libraries for web (HTML5) compiling
- LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
-endif
-
-# Define all source files required
-PROJECT_SOURCE_FILES ?= \
- advance_game.c \
- screen_logo.c \
- screen_title.c \
- screen_options.c \
- screen_gameplay.c \
- screen_ending.c
-
-# Define all object files from source files
-OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-
-# For Android platform we call a custom Makefile.Android
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
- MAKEFILE_PARAMS = -f Makefile.Android
- export PROJECT_NAME
- export PROJECT_SOURCE_FILES
-else
- MAKEFILE_PARAMS = $(PROJECT_NAME)
-endif
-
-# Default target entry
-# NOTE: We call this Makefile target or Makefile.Android target
-all:
- $(MAKE) $(MAKEFILE_PARAMS)
-
-# Project target defined by PROJECT_NAME
-$(PROJECT_NAME): $(OBJS)
- $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-
-# Compile source files
-# NOTE: This pattern will compile every module defined on $(OBJS)
-%.o: %.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-
-# Clean everything
-clean:
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- del *.o *.exe /s
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- find . -type f -executable -delete
- rm -fv *.o
- endif
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- find . -type f -executable -delete
- rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- find . -type f -executable -delete
- rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- del *.o *.html *.js
-endif
- @echo Cleaning done
-
diff --git a/templates/advance_game/Makefile.Android b/templates/advance_game/Makefile.Android
deleted file mode 100644
index 5d1373fb1..000000000
--- a/templates/advance_game/Makefile.Android
+++ /dev/null
@@ -1,319 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Android project (APK building)
-#
-# Copyright (c) 2017-2021 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.
-#
-#**************************************************************************************************
-
-# Define required raylib variables
-PLATFORM ?= PLATFORM_ANDROID
-RAYLIB_PATH ?= ..\..
-
-# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
-# Starting in 2019 using ARM64 is mandatory for published apps,
-# Starting on August 2020, minimum required target API is Android 10 (API level 29)
-ANDROID_ARCH ?= ARM64
-ANDROID_API_VERSION = 29
-
-ifeq ($(ANDROID_ARCH),ARM)
- ANDROID_ARCH_NAME = armeabi-v7a
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- ANDROID_ARCH_NAME = arm64-v8a
-endif
-ifeq ($(ANDROID_ARCH),x86)
- ANDROID_ARCH_NAME = i686
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
- ANDROID_ARCH_NAME = x86_64
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
-JAVA_HOME ?= C:/open-jdk
-ANDROID_HOME ?= C:/android-sdk
-ANDROID_NDK ?= C:/android-ndk
-ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
-ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
-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
-NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
-
-# 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)))
-
-# 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/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
- CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
- CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-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$(NATIVE_APP_GLUE_PATH)
-
-# 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) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
-
-# 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 \
- zipalign_project_apk_package \
- sign_project_apk_package
-
-# Create required temp directories for APK building
-create_temp_project_dirs:
- 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
-copy_project_required_libs:
-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
-# TODO: Review xcopy usage, it can not be found in some systems!
-copy_project_resources:
- 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 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.
-generate_loader_script:
- @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
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
- @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-endif
- @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.
-generate_android_manifest:
- @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_HOME)/bin/keytool -genkeypair -validity 10000 -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
-
-# 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 $(NATIVE_APP_GLUE_PATH)/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)
-compile_project_class:
- $(JAVA_HOME)/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:
- $(JAVA_HOME)/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 $(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 $(PROJECT_NAME).apk
- $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
- $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
-
-# Clean everything
-clean:
- del $(PROJECT_BUILD_PATH)\* /f /s /q
- rmdir $(PROJECT_BUILD_PATH) /s /q
- @echo Cleaning done
diff --git a/templates/advance_game/advance_game.c b/templates/advance_game/advance_game.c
deleted file mode 100644
index edfd7cf44..000000000
--- a/templates/advance_game/advance_game.c
+++ /dev/null
@@ -1,294 +0,0 @@
-/*******************************************************************************************
-*
-* raylib - Advance Game template
-*
-*
-*
-*
-* This game has been created using raylib (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h" // NOTE: Declares global (extern) variables and screens functions
-
-#if defined(PLATFORM_WEB)
- #include
-#endif
-
-//----------------------------------------------------------------------------------
-// Shared Variables Definition (global)
-//----------------------------------------------------------------------------------
-GameScreen currentScreen = 0;
-Font font = { 0 };
-Music music = { 0 };
-Sound fxCoin = { 0 };
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-static const int screenWidth = 800;
-static const int screenHeight = 450;
-
-// Required variables to manage screen transitions (fade-in, fade-out)
-static float transAlpha = 0.0f;
-static bool onTransition = false;
-static bool transFadeOut = false;
-static int transFromScreen = -1;
-static int transToScreen = -1;
-
-//----------------------------------------------------------------------------------
-// Local Functions Declaration
-//----------------------------------------------------------------------------------
-static void ChangeToScreen(int screen); // Change to screen, no transition effect
-
-static void TransitionToScreen(int screen); // Request transition to next screen
-static void UpdateTransition(void); // Update transition effect
-static void DrawTransition(void); // Draw transition effect (full-screen rectangle)
-
-static void UpdateDrawFrame(void); // Update and draw one frame
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization (Note windowTitle is unused on Android)
- //---------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "raylib template - advance game");
-
- // Global data loading (assets that must be available in all screens, i.e. fonts)
- InitAudioDevice();
-
- font = LoadFont("resources/mecha.png");
- music = LoadMusicStream("resources/ambient.ogg");
- fxCoin = LoadSound("resources/coin.wav");
-
- SetMusicVolume(music, 1.0f);
- PlayMusicStream(music);
-
- // Setup and Init first screen
- currentScreen = LOGO;
- InitLogoScreen();
-
-#if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
-#else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
-#endif
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // Unload current screen data before closing
- switch (currentScreen)
- {
- case LOGO: UnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- case ENDING: UnloadEndingScreen(); break;
- default: break;
- }
-
- // Unload all global loaded data (i.e. fonts) here!
- UnloadFont(font);
- UnloadMusicStream(music);
- UnloadSound(fxCoin);
-
- CloseAudioDevice(); // Close audio context
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-// Change to next screen, no transition
-static void ChangeToScreen(int screen)
-{
- // Unload current screen
- switch (currentScreen)
- {
- case LOGO: UnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- case ENDING: UnloadEndingScreen(); break;
- default: break;
- }
-
- // Init next screen
- switch (screen)
- {
- case LOGO: InitLogoScreen(); break;
- case TITLE: InitTitleScreen(); break;
- case GAMEPLAY: InitGameplayScreen(); break;
- case ENDING: InitEndingScreen(); break;
- default: break;
- }
-
- currentScreen = screen;
-}
-
-// Request transition to next screen
-static void TransitionToScreen(int screen)
-{
- onTransition = true;
- transFadeOut = false;
- transFromScreen = currentScreen;
- transToScreen = screen;
- transAlpha = 0.0f;
-}
-
-// Update transition effect
-static void UpdateTransition(void)
-{
- if (!transFadeOut)
- {
- transAlpha += 0.05f;
-
- // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
- // For that reason we compare against 1.01f, to avoid last frame loading stop
- if (transAlpha > 1.01f)
- {
- transAlpha = 1.0f;
-
- // Unload current screen
- switch (transFromScreen)
- {
- case LOGO: UnloadLogoScreen(); break;
- case TITLE: UnloadTitleScreen(); break;
- case OPTIONS: UnloadOptionsScreen(); break;
- case GAMEPLAY: UnloadGameplayScreen(); break;
- case ENDING: UnloadEndingScreen(); break;
- default: break;
- }
-
- // Load next screen
- switch (transToScreen)
- {
- case LOGO: InitLogoScreen(); break;
- case TITLE: InitTitleScreen(); break;
- case GAMEPLAY: InitGameplayScreen(); break;
- case ENDING: InitEndingScreen(); break;
- default: break;
- }
-
- currentScreen = transToScreen;
-
- // Activate fade out effect to next loaded screen
- transFadeOut = true;
- }
- }
- else // Transition fade out logic
- {
- transAlpha -= 0.02f;
-
- if (transAlpha < -0.01f)
- {
- transAlpha = 0.0f;
- transFadeOut = false;
- onTransition = false;
- transFromScreen = -1;
- transToScreen = -1;
- }
- }
-}
-
-// Draw transition effect (full-screen rectangle)
-static void DrawTransition(void)
-{
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
-}
-
-// Update and draw game frame
-static void UpdateDrawFrame(void)
-{
- // Update
- //----------------------------------------------------------------------------------
- UpdateMusicStream(music); // NOTE: Music keeps playing between screens
-
- if (!onTransition)
- {
- switch(currentScreen)
- {
- case LOGO:
- {
- UpdateLogoScreen();
-
- if (FinishLogoScreen()) TransitionToScreen(TITLE);
-
- } break;
- case TITLE:
- {
- UpdateTitleScreen();
-
- if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS);
- else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
-
- } break;
- case OPTIONS:
- {
- UpdateOptionsScreen();
-
- if (FinishOptionsScreen()) TransitionToScreen(TITLE);
-
- } break;
- case GAMEPLAY:
- {
- UpdateGameplayScreen();
-
- if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
- //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
-
- } break;
- case ENDING:
- {
- UpdateEndingScreen();
-
- if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
-
- } break;
- default: break;
- }
- }
- else UpdateTransition(); // Update transition (fade-in, fade-out)
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- switch(currentScreen)
- {
- case LOGO: DrawLogoScreen(); break;
- case TITLE: DrawTitleScreen(); break;
- case OPTIONS: DrawOptionsScreen(); break;
- case GAMEPLAY: DrawGameplayScreen(); break;
- case ENDING: DrawEndingScreen(); break;
- default: break;
- }
-
- // Draw full screen rectangle in front of everything
- if (onTransition) DrawTransition();
-
- //DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
-}
diff --git a/templates/advance_game/resources/ambient.ogg b/templates/advance_game/resources/ambient.ogg
deleted file mode 100644
index af7f836ed..000000000
Binary files a/templates/advance_game/resources/ambient.ogg and /dev/null differ
diff --git a/templates/advance_game/resources/coin.wav b/templates/advance_game/resources/coin.wav
deleted file mode 100644
index 6684ffc6a..000000000
Binary files a/templates/advance_game/resources/coin.wav and /dev/null differ
diff --git a/templates/advance_game/resources/mecha.png b/templates/advance_game/resources/mecha.png
deleted file mode 100644
index 9213fa2d1..000000000
Binary files a/templates/advance_game/resources/mecha.png and /dev/null differ
diff --git a/templates/advance_game/screen_ending.c b/templates/advance_game/screen_ending.c
deleted file mode 100644
index 725ce2bbb..000000000
--- a/templates/advance_game/screen_ending.c
+++ /dev/null
@@ -1,79 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Advance Game template
-*
-* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Ending Screen Initialization logic
-void InitEndingScreen(void)
-{
- // TODO: Initialize ENDING screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Ending Screen Update logic
-void UpdateEndingScreen(void)
-{
- // TODO: Update ENDING screen variables here!
-
- // Press enter or tap to return to TITLE screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- finishScreen = 1;
- PlaySound(fxCoin);
- }
-}
-
-// Ending Screen Draw logic
-void DrawEndingScreen(void)
-{
- // TODO: Draw ENDING screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
- DrawTextEx(font, "ENDING SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, DARKBLUE);
- DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
-}
-
-// Ending Screen Unload logic
-void UnloadEndingScreen(void)
-{
- // TODO: Unload ENDING screen variables here!
-}
-
-// Ending Screen should finish?
-int FinishEndingScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/advance_game/screen_gameplay.c b/templates/advance_game/screen_gameplay.c
deleted file mode 100644
index a82629cc1..000000000
--- a/templates/advance_game/screen_gameplay.c
+++ /dev/null
@@ -1,79 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Advance Game template
-*
-* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Gameplay Screen Initialization logic
-void InitGameplayScreen(void)
-{
- // TODO: Initialize GAMEPLAY screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Gameplay Screen Update logic
-void UpdateGameplayScreen(void)
-{
- // TODO: Update GAMEPLAY screen variables here!
-
- // Press enter or tap to change to ENDING screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- finishScreen = 1;
- PlaySound(fxCoin);
- }
-}
-
-// Gameplay Screen Draw logic
-void DrawGameplayScreen(void)
-{
- // TODO: Draw GAMEPLAY screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
- DrawTextEx(font, "GAMEPLAY SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, MAROON);
- DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
-}
-
-// Gameplay Screen Unload logic
-void UnloadGameplayScreen(void)
-{
- // TODO: Unload GAMEPLAY screen variables here!
-}
-
-// Gameplay Screen should finish?
-int FinishGameplayScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/advance_game/screen_logo.c b/templates/advance_game/screen_logo.c
deleted file mode 100644
index 16d4e1550..000000000
--- a/templates/advance_game/screen_logo.c
+++ /dev/null
@@ -1,202 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Advance Game template
-*
-* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-static int logoPositionX = 0;
-static int logoPositionY = 0;
-
-static int lettersCount = 0;
-
-static int topSideRecWidth = 0;
-static int leftSideRecHeight = 0;
-
-static int bottomSideRecWidth = 0;
-static int rightSideRecHeight = 0;
-
-static char raylib[8] = { 0 }; // raylib text array, max 8 letters
-static int state = 0; // Tracking animation states (State Machine)
-static float alpha = 1.0f; // Useful for fading
-
-//----------------------------------------------------------------------------------
-// Logo Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Logo Screen Initialization logic
-void InitLogoScreen(void)
-{
- // Initialize LOGO screen variables here!
- finishScreen = 0;
- framesCounter = 0;
- lettersCount = 0;
-
- logoPositionX = GetScreenWidth()/2 - 128;
- logoPositionY = GetScreenHeight()/2 - 128;
-
- for (int i = 0; i < 8; i++) raylib[i] = '\0';
-
- state = 0;
- alpha = 1.0f;
-}
-
-// Logo Screen Update logic
-void UpdateLogoScreen(void)
-{
- // Update LOGO screen variables here!
- if (state == 0) // State 0: Small box blinking
- {
- framesCounter++;
-
- if (framesCounter == 80)
- {
- state = 1;
- framesCounter = 0; // Reset counter... will be used later...
- }
- }
- else if (state == 1) // State 1: Top and left bars growing
- {
- topSideRecWidth += 8;
- leftSideRecHeight += 8;
-
- if (topSideRecWidth == 256) state = 2;
- }
- else if (state == 2) // State 2: Bottom and right bars growing
- {
- bottomSideRecWidth += 8;
- rightSideRecHeight += 8;
-
- if (bottomSideRecWidth == 256) state = 3;
- }
- else if (state == 3) // State 3: Letters appearing (one by one)
- {
- framesCounter++;
-
- if (framesCounter/10) // Every 12 frames, one more letter!
- {
- lettersCount++;
- framesCounter = 0;
- }
-
- switch (lettersCount)
- {
- case 1: raylib[0] = 'r'; break;
- case 2: raylib[1] = 'a'; break;
- case 3: raylib[2] = 'y'; break;
- case 4: raylib[3] = 'l'; break;
- case 5: raylib[4] = 'i'; break;
- case 6: raylib[5] = 'b'; break;
- default: break;
- }
-
- // When all letters have appeared...
- if (lettersCount >= 10)
- {
- state = 4;
- framesCounter = 0;
- }
- }
- else if (state == 4)
- {
- framesCounter++;
-
- if (framesCounter > 100)
- {
- alpha -= 0.02f;
-
- if (alpha <= 0.0f)
- {
- alpha = 0.0f;
- finishScreen = 1;
- }
- }
- }
-}
-
-// Logo Screen Draw logic
-void DrawLogoScreen(void)
-{
- if (state == 0)
- {
- if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
- }
- else if (state == 1)
- {
- DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
- DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
- }
- else if (state == 2)
- {
- DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
- DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
-
- DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
- DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
- }
- else if (state == 3)
- {
- DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
- DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
-
- DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
- DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
-
- DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
-
- DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
- }
- else if (state == 4)
- {
- DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
- DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
-
- DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
- DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
-
- DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
-
- DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
-
- if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
- }
-}
-
-// Logo Screen Unload logic
-void UnloadLogoScreen(void)
-{
- // Unload LOGO screen variables here!
-}
-
-// Logo Screen should finish?
-int FinishLogoScreen(void)
-{
- return finishScreen;
-}
diff --git a/templates/advance_game/screen_options.c b/templates/advance_game/screen_options.c
deleted file mode 100644
index 791ed9704..000000000
--- a/templates/advance_game/screen_options.c
+++ /dev/null
@@ -1,69 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Advance Game template
-*
-* Options Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-//----------------------------------------------------------------------------------
-// Options Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Options Screen Initialization logic
-void InitOptionsScreen(void)
-{
- // TODO: Initialize OPTIONS screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Options Screen Update logic
-void UpdateOptionsScreen(void)
-{
- // TODO: Update OPTIONS screen variables here!
-}
-
-// Options Screen Draw logic
-void DrawOptionsScreen(void)
-{
- // TODO: Draw OPTIONS screen here!
-}
-
-// Options Screen Unload logic
-void UnloadOptionsScreen(void)
-{
- // TODO: Unload OPTIONS screen variables here!
-}
-
-// Options Screen should finish?
-int FinishOptionsScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/advance_game/screen_title.c b/templates/advance_game/screen_title.c
deleted file mode 100644
index 1b2ec3ea1..000000000
--- a/templates/advance_game/screen_title.c
+++ /dev/null
@@ -1,80 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Advance Game template
-*
-* Title Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Title Screen Initialization logic
-void InitTitleScreen(void)
-{
- // TODO: Initialize TITLE screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Title Screen Update logic
-void UpdateTitleScreen(void)
-{
- // TODO: Update TITLE screen variables here!
-
- // Press enter or tap to change to GAMEPLAY screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- //finishScreen = 1; // OPTIONS
- finishScreen = 2; // GAMEPLAY
- PlaySound(fxCoin);
- }
-}
-
-// Title Screen Draw logic
-void DrawTitleScreen(void)
-{
- // TODO: Draw TITLE screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
- DrawTextEx(font, "TITLE SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, DARKGREEN);
- DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
-}
-
-// Title Screen Unload logic
-void UnloadTitleScreen(void)
-{
- // TODO: Unload TITLE screen variables here!
-}
-
-// Title Screen should finish?
-int FinishTitleScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/advance_game/screens.h b/templates/advance_game/screens.h
deleted file mode 100644
index 01d38a00f..000000000
--- a/templates/advance_game/screens.h
+++ /dev/null
@@ -1,95 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Advance Game template
-*
-* Screens Functions Declarations (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#ifndef SCREENS_H
-#define SCREENS_H
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
-
-//----------------------------------------------------------------------------------
-// Global Variables Declaration (shared by several modules)
-//----------------------------------------------------------------------------------
-extern GameScreen currentScreen;
-extern Font font;
-extern Music music;
-extern Sound fxCoin;
-
-#ifdef __cplusplus
-extern "C" { // Prevents name mangling of functions
-#endif
-
-//----------------------------------------------------------------------------------
-// Logo Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitLogoScreen(void);
-void UpdateLogoScreen(void);
-void DrawLogoScreen(void);
-void UnloadLogoScreen(void);
-int FinishLogoScreen(void);
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitTitleScreen(void);
-void UpdateTitleScreen(void);
-void DrawTitleScreen(void);
-void UnloadTitleScreen(void);
-int FinishTitleScreen(void);
-
-//----------------------------------------------------------------------------------
-// Options Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitOptionsScreen(void);
-void UpdateOptionsScreen(void);
-void DrawOptionsScreen(void);
-void UnloadOptionsScreen(void);
-int FinishOptionsScreen(void);
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitGameplayScreen(void);
-void UpdateGameplayScreen(void);
-void DrawGameplayScreen(void);
-void UnloadGameplayScreen(void);
-int FinishGameplayScreen(void);
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitEndingScreen(void);
-void UpdateEndingScreen(void);
-void DrawEndingScreen(void);
-void UnloadEndingScreen(void);
-int FinishEndingScreen(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // SCREENS_H
\ No newline at end of file
diff --git a/templates/simple_game/Makefile b/templates/simple_game/Makefile
deleted file mode 100644
index 09510a96b..000000000
--- a/templates/simple_game/Makefile
+++ /dev/null
@@ -1,453 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
-#
-# Copyright (c) 2013-2021 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.
-#
-#**************************************************************************************************
-
-.PHONY: all clean
-
-# Define required raylib variables
-PROJECT_NAME ?= simple_game
-RAYLIB_VERSION ?= 3.8.0
-RAYLIB_PATH ?= ../..
-
-# Define default options
-
-# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
-PLATFORM ?= PLATFORM_DESKTOP
-
-# Locations of your newly installed library and associated headers. See ../src/Makefile
-# On Linux, if you have installed raylib but cannot compile the examples, check that
-# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
-# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
-# To enable compile-time linking to a special version of libraylib.so, change these variables here.
-# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
-# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
-# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
-# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
-DESTDIR ?= /usr/local
-RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
-# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
-RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
-
-# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE ?= STATIC
-
-# Build mode for project: DEBUG or RELEASE
-BUILD_MODE ?= RELEASE
-
-# Use external GLFW library instead of rglfw module
-# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
-USE_EXTERNAL_GLFW ?= FALSE
-
-# Use Wayland display server protocol on Linux desktop
-# by default it uses X11 windowing system
-USE_WAYLAND_DISPLAY ?= FALSE
-
-# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
- # ifeq ($(UNAME),Msys) -> Windows
- ifeq ($(OS),Windows_NT)
- PLATFORM_OS=WINDOWS
- else
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
- ifeq ($(UNAMEOS),FreeBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),OpenBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),NetBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),DragonFly)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),Darwin)
- PLATFORM_OS=OSX
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
- ifeq ($(UNAMEOS),Darwin)
- PLATFORM_OS=OSX
- endif
-endif
-
-# RAYLIB_PATH adjustment for different platforms.
-# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
-# Required for ldconfig or other tools that do not perform path expansion.
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_PREFIX ?= ..
- RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
- endif
-endif
-# Default path for raylib on Raspberry Pi, if installed in different path, update it!
-# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
-# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
-ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_PATH ?= /home/pi/raylib
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- RAYLIB_PATH ?= /home/pi/raylib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # Emscripten required variables
- EMSDK_PATH ?= C:/emsdk
- EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
- CLANG_PATH = $(EMSDK_PATH)/upstream/bin
- PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
- NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
- export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
-endif
-
-# Define raylib release directory for compiled library.
-# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
-RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
-
-# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
-# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
-# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
-# without formal installation from ../src/Makefile. It aids portability and is useful if you have
-# multiple versions of raylib, have raylib installed to a non-standard location, or want to
-# bundle libraylib.so with your game. Change it to your liking.
-# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
-# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
-# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
-# To see which libraries a built example is linking to, ldd core/core_basic_window;
-# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
-EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
-
-# Define default C compiler: gcc
-# NOTE: define g++ compiler if using C++
-CC = gcc
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- # OSX default compiler
- CC = clang
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
- CC = clang
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
- # Define RPI cross-compiler
- #CC = armv6j-hardfloat-linux-gnueabi-gcc
- CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # HTML5 emscripten compiler
- # WARNING: To compile to HTML5, code must be redesigned
- # to use emscripten.h and emscripten_set_main_loop()
- CC = emcc
-endif
-
-# Define default make program
-MAKE = make
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- MAKE = mingw32-make
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
- MAKE = mingw32-make
-endif
-
-# Define compiler flags:
-# -O1 defines optimization level
-# -g include debug information on compilation
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
-CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
-
-ifeq ($(BUILD_MODE),DEBUG)
- CFLAGS += -g
- ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS += -s ASSERTIONS=1 --profiling
- endif
-else
- ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS += -Os
- else
- CFLAGS += -s -O1
- endif
-endif
-
-# Additional flags for compiler (if desired)
-#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- ifeq ($(RAYLIB_LIBTYPE),STATIC)
- CFLAGS += -D_DEFAULT_SOURCE
- endif
- ifeq ($(RAYLIB_LIBTYPE),SHARED)
- # Explicitly enable runtime link to libraylib.so
- CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS += -std=gnu99
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- CFLAGS += -std=gnu99 -DEGL_NO_X11
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # -Os # size optimization
- # -O2 # optimization level 2, if used, also set --memory-init-file 0
- # -s USE_GLFW=3 # Use glfw3 library (context/input management)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
- # -s USE_PTHREADS=1 # multithreading support
- # -s WASM=0 # disable Web Assembly, emitted by default
- # -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
- # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
- # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
- # --profiling # include information for code profiling
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # --preload-file resources # specify a resources folder for data compilation
- CFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1
-
- # NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
- # we can compile same code for ALL platforms with no change required, but, working on bigger
- # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
- # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
-
- # Define a custom shell .html and output extension
- CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
- EXT = .html
-endif
-
-# Define include paths for required headers
-# NOTE: Several external required libraries (stb and others)
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-
-# Define additional directories containing required header files
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # RPI required libraries
- INCLUDE_PATHS += -I/opt/vc/include
- INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
- INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- # DRM required libraries
- INCLUDE_PATHS += -I/usr/include/libdrm
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),BSD)
- # Consider -L$(RAYLIB_H_INSTALL_PATH)
- INCLUDE_PATHS += -I/usr/local/include
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Reset everything.
- # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
- INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external
- endif
-endif
-
-# Define library paths containing required libs.
-LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # resource file contains windows executable icon and properties
- LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
- # -Wl,--subsystem,windows hides the console window
- ifeq ($(BUILD_MODE), RELEASE)
- LDFLAGS += -Wl,--subsystem,windows
- endif
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # Consider -L$(RAYLIB_INSTALL_PATH)
- LDFLAGS += -L. -Lsrc -L/usr/local/lib
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Reset everything.
- # Precedence: immediately local, installed version, raysan5 provided libs
- LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
- endif
-endif
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
- LDFLAGS += -L/opt/vc/lib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_DRM)
- LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
-endif
-
-# Define any libraries required on linking
-# if you want to link libraries (libname.so or libname.a), use the -lname
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # Libraries for Windows desktop compilation
- # NOTE: WinMM library required to set high-res timer resolution
- LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
- # Required for physac examples
- LDLIBS += -static -lpthread
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Libraries for Debian GNU/Linux desktop compiling
- # NOTE: Required packages: libegl1-mesa-dev
- LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
-
- # On X11 requires also below libraries
- LDLIBS += -lX11
- # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
- #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-
- # On Wayland windowing system, additional libraries requires
- ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
- LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
- endif
- # Explicit link to libc
- ifeq ($(RAYLIB_LIBTYPE),SHARED)
- LDLIBS += -lc
- endif
- endif
- ifeq ($(PLATFORM_OS),OSX)
- # Libraries for OSX 10.9 desktop compiling
- # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
- LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
- # NOTE: Required packages: mesa-libs
- LDLIBS = -lraylib -lGL -lpthread -lm
-
- # On XWindow requires also below libraries
- LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- endif
- ifeq ($(USE_EXTERNAL_GLFW),TRUE)
- # NOTE: It could require additional packages installed: libglfw3-dev
- LDLIBS += -lglfw
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # Libraries for Raspberry Pi compiling
- # NOTE: Required packages: libasound2-dev (ALSA)
- LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- # Libraries for DRM compiling
- # NOTE: Required packages: libasound2-dev (ALSA)
- LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # Libraries for web (HTML5) compiling
- LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
-endif
-
-# Define all source files required
-PROJECT_SOURCE_FILES ?= simple_game.c
-
-# Define all object files from source files
-OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-
-# For Android platform we call a custom Makefile.Android
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
- MAKEFILE_PARAMS = -f Makefile.Android
- # For Linux and macOS set make and makefile
- ifeq ($(PLATFORM_OS),LINUX)
- MAKEFILE_PARAMS = -f Makefile.Android.linux
- endif
- ifeq ($(PLATFORM_OS),OSX)
- MAKEFILE_PARAMS = -f Makefile.Android.macos
- endif
- export PROJECT_NAME
- export PROJECT_SOURCE_FILES
-else
- MAKEFILE_PARAMS = $(PROJECT_NAME)
-endif
-
-# Default target entry
-# NOTE: We call this Makefile target or Makefile.Android target
-all:
- $(MAKE) $(MAKEFILE_PARAMS)
-
-# Project target defined by PROJECT_NAME
-$(PROJECT_NAME): $(OBJS)
- $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-
-# Compile source files
-# NOTE: This pattern will compile every module defined on $(OBJS)
-%.o: %.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-
-# Clean everything
-clean:
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- del *.o *.exe /s
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- find . -type f -executable -delete
- rm -fv *.o
- endif
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- find . -type f -executable -delete
- rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- find . -type f -executable -delete
- rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- del *.o *.html *.js
-endif
- @echo Cleaning done
-
diff --git a/templates/simple_game/Makefile.Android b/templates/simple_game/Makefile.Android
deleted file mode 100644
index 4cfd1f5f0..000000000
--- a/templates/simple_game/Makefile.Android
+++ /dev/null
@@ -1,319 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Android project (APK building)
-#
-# Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
-#
-# This software is provided "as-is", without any express or implied warranty. In no event
-# will the authors be held liable for any damages arising from the use of this software.
-#
-# Permission is granted to anyone to use this software for any purpose, including commercial
-# applications, and to alter it and redistribute it freely, subject to the following restrictions:
-#
-# 1. The origin of this software must not be misrepresented; you must not claim that you
-# wrote the original software. If you use this software in a product, an acknowledgment
-# in the product documentation would be appreciated but is not required.
-#
-# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-# as being the original software.
-#
-# 3. This notice may not be removed or altered from any source distribution.
-#
-#**************************************************************************************************
-
-# Define required raylib variables
-PLATFORM ?= PLATFORM_ANDROID
-RAYLIB_PATH ?= ..\..
-
-# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
-# Starting in 2019 using ARM64 is mandatory for published apps,
-# Starting on August 2020, minimum required target API is Android 10 (API level 29)
-ANDROID_ARCH ?= ARM64
-ANDROID_API_VERSION = 29
-
-ifeq ($(ANDROID_ARCH),ARM)
- ANDROID_ARCH_NAME = armeabi-v7a
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- ANDROID_ARCH_NAME = arm64-v8a
-endif
-ifeq ($(ANDROID_ARCH),x86)
- ANDROID_ARCH_NAME = i686
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
- ANDROID_ARCH_NAME = x86_64
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
-JAVA_HOME ?= C:/open-jdk
-ANDROID_HOME ?= C:/android-sdk
-ANDROID_NDK ?= C:/android-ndk
-ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
-ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
-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 ?= raylib_game.c
-NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
-
-# 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)))
-
-# 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 = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
- CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
- CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(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$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
-
-# 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) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
-
-# 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 \
- zipalign_project_apk_package \
- sign_project_apk_package
-
-# Create required temp directories for APK building
-create_temp_project_dirs:
- 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 $(PROJECT_BUILD_PATH)\obj\$(1)
-endef
-
-# Copy required shared libs for integration into APK
-# NOTE: If using shared libs they are loaded by generated NativeLoader.java
-copy_project_required_libs:
-ifeq ($(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
-# TODO: Review xcopy usage, it can not be found in some systems!
-copy_project_resources:
- 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 exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
-
-# Generate NativeLoader.java to load required shared libraries
-# NOTE: Probably not the bet way to generate this file... but it works.
-generate_loader_script:
- @echo package com.$(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)/$(APP_PRODUCT_NAME)/NativeLoader.java
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
- @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-endif
- @echo System.loadLibrary("$(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.
-generate_android_manifest:
- @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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
-
-# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
-# NOTE: Generates resources file: src/com/$(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 $(NATIVE_APP_GLUE_PATH)/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)
-compile_project_class:
- $(JAVA_HOME)/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:
- $(JAVA_HOME)/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 $(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 $(PROJECT_NAME).apk
- $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
- $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
-
-# Clean everything
-clean:
- del $(PROJECT_BUILD_PATH)\* /f /s /q
- rmdir $(PROJECT_BUILD_PATH) /s /q
- @echo Cleaning done
diff --git a/templates/simple_game/Makefile.Android.linux b/templates/simple_game/Makefile.Android.linux
deleted file mode 100644
index ed9117f29..000000000
--- a/templates/simple_game/Makefile.Android.linux
+++ /dev/null
@@ -1,350 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Android project (APK building)
-#
-# NOTE: Ported by Jean-Sébastien Lebarbier (@jseb) to *nix platform.
-# For comments, you can contact me: raylib(at)finiderire.com
-#
-# Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
-#
-# This software is provided "as-is", without any express or implied warranty. In no event
-# will the authors be held liable for any damages arising from the use of this software.
-#
-# Permission is granted to anyone to use this software for any purpose, including commercial
-# applications, and to alter it and redistribute it freely, subject to the following restrictions:
-#
-# 1. The origin of this software must not be misrepresented; you must not claim that you
-# wrote the original software. If you use this software in a product, an acknowledgment
-# in the product documentation would be appreciated but is not required.
-#
-# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-# as being the original software.
-#
-# 3. This notice may not be removed or altered from any source distribution.
-#
-#**************************************************************************************************
-
-# debug : adb logcat *:W | grep -i raylib
-
-# Define required raylib variables
-PLATFORM ?= PLATFORM_ANDROID
-RAYLIB_PATH ?= ../../
-
-# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
-# Starting in 2019 using ARM64 is mandatory for published apps,
-# Starting on August 2020, minimum required target API is Android 10 (API level 29)
-ANDROID_ARCH ?= ARM64
-
-ifeq ($(ANDROID_ARCH),ARM)
- ANDROID_ARCH_NAME = armeabi-v7a
- # @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking
- ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- ANDROID_ARCH_NAME = arm64-v8a
- # @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking
- ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android
-endif
-
-# Required path variables
-# NOTE: 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_NDK ?= /opt/android-ndk
-ANDROID_TOOLCHAIN ?= $(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* )
-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
-NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
-
-# 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 = $(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 = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
- CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
- CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(ANDROID_ARCH),ARM)
- CFLAGS = -std=c99 -march=armv7a -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$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
-
-# 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 \
- zipalign_project_apk_package \
- sign_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-ldpi; \
- mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi; \
- mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi; \
- 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
-
-# Copy required shared libs for integration into APK
-# NOTE: If using shared libs they are loaded by generated NativeLoader.java
-#
-# FIXME! Really required 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)
-
-# 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
- @printf "\n\
- \n\
- \n\
- $(APP_LABEL_NAME)\n\
- \n\
- " > $(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: $(PROJECT_RESOURCES_PATH)"; \
- fi
-
-
-
-# Generate NativeLoader.java to load required shared libraries
-# NOTE: Probably not the bet way to generate this file... but it works.
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
-nativeloader_sharedlib=System.loadLibrary(\"raylib\")
-else
-nativeloader_sharedlib=
-endif
-generate_loader_script:
- @printf "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
-
-# Generate AndroidManifest.xml with all the required options
-# NOTE: Probably not the bet way to generate this file... but it works.
-# TODO @jseb: Replace @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:
- @printf "\n\
- \n\
- \n\
- \n\
- \n\
- \n\
- \n\
- \n\
- \n\
- \n\
- \n\
- \n\
- \n\
- " > $(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:
-# NOTE: 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 $(NATIVE_APP_GLUE_PATH)/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)
-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
- $(ANDROID_BUILD_TOOLS)/apksigner sign --ks $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore --ks-pass pass:$(APP_KEYSTORE_PASS) --out $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).zipaligned.apk
- rm $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).zipaligned.apk
-
-# Create zip-aligned APK package: $(PROJECT_NAME).apk
-zipalign_project_apk_package:
- $(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).zipaligned.apk
- rm $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.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 : $(PROJECT_BUILD_ID)"; \
- fi
diff --git a/templates/simple_game/Makefile.Android.macos b/templates/simple_game/Makefile.Android.macos
deleted file mode 100644
index 16f65c1d3..000000000
--- a/templates/simple_game/Makefile.Android.macos
+++ /dev/null
@@ -1,311 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Android project (APK building)
-#
-# Copyright (c) 2017 Ramon Santamaria (@raysan5)
-#
-# This software is provided "as-is", without any express or implied warranty. In no event
-# will the authors be held liable for any damages arising from the use of this software.
-#
-# Permission is granted to anyone to use this software for any purpose, including commercial
-# applications, and to alter it and redistribute it freely, subject to the following restrictions:
-#
-# 1. The origin of this software must not be misrepresented; you must not claim that you
-# wrote the original software. If you use this software in a product, an acknowledgment
-# in the product documentation would be appreciated but is not required.
-#
-# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-# as being the original software.
-#
-# 3. This notice may not be removed or altered from any source distribution.
-#
-#**************************************************************************************************
-
-# Define required raylib variables
-PLATFORM ?= PLATFORM_ANDROID
-RAYLIB_PATH ?= ../..
-
-# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
-ANDROID_ARCH ?= ARM
-ANDROID_API_VERSION = 29
-ifeq ($(ANDROID_ARCH),ARM)
- ANDROID_ARCH_NAME = armeabi-v7a
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- ANDROID_ARCH_NAME = arm64-v8a
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK
-# You should change the username and prepare the android_toolchain
-JAVA_HOME ?= /Library/Java/JavaVirtualMachines/adoptopenjdk-13.0.1.jdk/Contents/Home
-ANDROID_HOME = $(HOME)/Library/Android/sdk
-ANDROID_TOOLCHAIN = $(HOME)/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
-ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.2
-ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
-
-# Android project configuration variables
-PROJECT_NAME ?= simple_game
-PROJECT_LIBRARY_NAME ?= main
-PROJECT_BUILD_PATH ?= android.$(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)))
-
-# 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 = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
- CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
- CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(ANDROID_ARCH),ARM)
- CFLAGS = -std=c99 -march=armv7a -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$(RAYLIB_PATH)/src -I$(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 \
- zipalign_project_apk_package \
- sign_project_apk_package
-
-# Create required temp directories for APK building
-create_temp_project_dirs:
- test -d $(PROJECT_BUILD_PATH) || mkdir -p $(PROJECT_BUILD_PATH)
- test -d $(PROJECT_BUILD_PATH)/obj || mkdir -p $(PROJECT_BUILD_PATH)/obj
- test -d $(PROJECT_BUILD_PATH)/src || mkdir -p $(PROJECT_BUILD_PATH)/src
- test -d $(PROJECT_BUILD_PATH)/src/com || mkdir -p $(PROJECT_BUILD_PATH)/src/com
- test -d $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
- test -d $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
- test -d $(PROJECT_BUILD_PATH)/lib || mkdir -p $(PROJECT_BUILD_PATH)/lib
- test -d $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
- test -d $(PROJECT_BUILD_PATH)/bin || mkdir -p $(PROJECT_BUILD_PATH)/bin
- test -d $(PROJECT_BUILD_PATH)/res || mkdir -p $(PROJECT_BUILD_PATH)/res
- test -d $(PROJECT_BUILD_PATH)/res/drawable-ldpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
- test -d $(PROJECT_BUILD_PATH)/res/drawable-mdpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
- test -d $(PROJECT_BUILD_PATH)/res/drawable-hdpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
- test -d $(PROJECT_BUILD_PATH)/res/values || mkdir -p $(PROJECT_BUILD_PATH)/res/values
- test -d $(PROJECT_BUILD_PATH)/assets || mkdir -p $(PROJECT_BUILD_PATH)/assets
- test -d $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH) || mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
- test -d $(PROJECT_BUILD_PATH)/obj/screens || mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
-
-# NOTE: You should uncomment and edit this line if your source files are in different directories
-# $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
-
-#define create_dir
-# test -d $(PROJECT_BUILD_PATH)/obj/$(1) || mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
-#endef
-
-# Copy required shared libs for integration into APK
-# NOTE: If using shared libs they are loaded by generated NativeLoader.java
-copy_project_required_libs:
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
- cp $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so
-endif
-ifeq ($(RAYLIB_LIBTYPE),STATIC)
- cp $(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
-# TODO: Review xcopy usage, it can not be found in some systems!
-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 "" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
- @echo "$(APP_LABEL_NAME)" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
-# test -d $(PROJECT_RESOURCES_PATH) && cp $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
-
-# Generate NativeLoader.java to load required shared libraries
-# NOTE: Probably not the bet way to generate this file... but it works.
-generate_loader_script:
- @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)/$(APP_PRODUCT_NAME)/NativeLoader.java
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
- @echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-endif
- @echo " System.loadLibrary(\"$(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.
-generate_android_manifest:
- @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:
- test -f $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore || 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 $(PROJECT_NAME)Key -keyalg RSA
-
-# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
-# NOTE: Generates resources file: src/com/$(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)
-compile_project_class:
-# $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/lib/jrt-fs.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
- $(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/lib/jrt-fs.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -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:
- $(JAVA_HOME)/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
-
-# Clean everything
-clean:
- rm -r $(PROJECT_BUILD_PATH)
- @echo Cleaning done
diff --git a/templates/simple_game/simple_game.c b/templates/simple_game/simple_game.c
deleted file mode 100644
index cd0883e63..000000000
--- a/templates/simple_game/simple_game.c
+++ /dev/null
@@ -1,151 +0,0 @@
-/*******************************************************************************************
-*
-* raylib - Simple Game template
-*
-*
-*
-*
-* This game has been created using raylib (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization (Note windowTitle is unused on Android)
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib template - simple game");
-
- GameScreen currentScreen = LOGO;
-
- // TODO: Initialize all required variables and load all required data here!
-
- int framesCounter = 0; // Useful to count frames
-
- SetTargetFPS(60); // Set desired framerate (frames-per-second)
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- switch(currentScreen)
- {
- case LOGO:
- {
- // TODO: Update LOGO screen variables here!
-
- framesCounter++; // Count frames
-
- // Wait for 2 seconds (120 frames) before jumping to TITLE screen
- if (framesCounter > 120)
- {
- currentScreen = TITLE;
- }
- } break;
- case TITLE:
- {
- // TODO: Update TITLE screen variables here!
-
- // Press enter to change to GAMEPLAY screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- currentScreen = GAMEPLAY;
- }
- } break;
- case GAMEPLAY:
- {
- // TODO: Update GAMEPLAY screen variables here!
-
- // Press enter to change to ENDING screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- currentScreen = ENDING;
- }
- } break;
- case ENDING:
- {
- // TODO: Update ENDING screen variables here!
-
- // Press enter to return to TITLE screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- 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);
- DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
-
- } break;
- case TITLE:
- {
- // TODO: Draw TITLE screen here!
- DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
- DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
- DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 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("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 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("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
-
- } break;
- default: break;
- }
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // TODO: Unload all loaded data (textures, fonts, audio) here!
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/templates/standard_game/Makefile b/templates/standard_game/Makefile
deleted file mode 100644
index faab9deb8..000000000
--- a/templates/standard_game/Makefile
+++ /dev/null
@@ -1,441 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
-#
-# Copyright (c) 2013-2021 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.
-#
-#**************************************************************************************************
-
-.PHONY: all clean
-
-# Define required raylib variables
-PROJECT_NAME ?= standard_game
-RAYLIB_VERSION ?= 3.8.0
-RAYLIB_PATH ?= ../..
-
-# Define default options
-
-# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
-PLATFORM ?= PLATFORM_DESKTOP
-
-# Locations of your newly installed library and associated headers. See ../src/Makefile
-# On Linux, if you have installed raylib but cannot compile the examples, check that
-# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
-# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
-# To enable compile-time linking to a special version of libraylib.so, change these variables here.
-# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
-# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
-# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
-# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
-DESTDIR ?= /usr/local
-RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
-# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
-RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
-
-# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE ?= STATIC
-
-# Build mode for project: DEBUG or RELEASE
-BUILD_MODE ?= RELEASE
-
-# Use external GLFW library instead of rglfw module
-# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
-USE_EXTERNAL_GLFW ?= FALSE
-
-# Use Wayland display server protocol on Linux desktop
-# by default it uses X11 windowing system
-USE_WAYLAND_DISPLAY ?= FALSE
-
-# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
- # ifeq ($(UNAME),Msys) -> Windows
- ifeq ($(OS),Windows_NT)
- PLATFORM_OS=WINDOWS
- else
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
- ifeq ($(UNAMEOS),FreeBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),OpenBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),NetBSD)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),DragonFly)
- PLATFORM_OS=BSD
- endif
- ifeq ($(UNAMEOS),Darwin)
- PLATFORM_OS=OSX
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- UNAMEOS=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- endif
-endif
-
-# RAYLIB_PATH adjustment for different platforms.
-# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
-# Required for ldconfig or other tools that do not perform path expansion.
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_PREFIX ?= ..
- RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
- endif
-endif
-# Default path for raylib on Raspberry Pi, if installed in different path, update it!
-# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
-# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
-ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_PATH ?= /home/pi/raylib
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- RAYLIB_PATH ?= /home/pi/raylib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # Emscripten required variables
- EMSDK_PATH ?= C:/emsdk
- EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
- CLANG_PATH = $(EMSDK_PATH)/upstream/bin
- PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
- NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
- export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
-endif
-
-# Define raylib release directory for compiled library.
-# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
-RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
-
-# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
-# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
-# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
-# without formal installation from ../src/Makefile. It aids portability and is useful if you have
-# multiple versions of raylib, have raylib installed to a non-standard location, or want to
-# bundle libraylib.so with your game. Change it to your liking.
-# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
-# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
-# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
-# To see which libraries a built example is linking to, ldd core/core_basic_window;
-# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
-EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
-
-# Define default C compiler: gcc
-# NOTE: define g++ compiler if using C++
-CC = gcc
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- # OSX default compiler
- CC = clang
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
- CC = clang
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
- # Define RPI cross-compiler
- #CC = armv6j-hardfloat-linux-gnueabi-gcc
- CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # HTML5 emscripten compiler
- # WARNING: To compile to HTML5, code must be redesigned
- # to use emscripten.h and emscripten_set_main_loop()
- CC = emcc
-endif
-
-# Define default make program
-MAKE = make
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- MAKE = mingw32-make
- endif
-endif
-
-# Define compiler flags:
-# -O1 defines optimization level
-# -g include debug information on compilation
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
-CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
-
-ifeq ($(BUILD_MODE),DEBUG)
- CFLAGS += -g
- ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS += -s ASSERTIONS=1 --profiling
- endif
-else
- ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS += -Os
- else
- CFLAGS += -s -O1
- endif
-endif
-
-# Additional flags for compiler (if desired)
-#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- ifeq ($(RAYLIB_LIBTYPE),STATIC)
- CFLAGS += -D_DEFAULT_SOURCE
- endif
- ifeq ($(RAYLIB_LIBTYPE),SHARED)
- # Explicitly enable runtime link to libraylib.so
- CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS += -std=gnu99
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- CFLAGS += -std=gnu99 -DEGL_NO_X11
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # -Os # size optimization
- # -O2 # optimization level 2, if used, also set --memory-init-file 0
- # -s USE_GLFW=3 # Use glfw3 library (context/input management)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # -s USE_PTHREADS=1 # multithreading support
- # -s WASM=0 # disable Web Assembly, emitted by default
- # -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
- # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
- # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
- # --profiling # include information for code profiling
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # --preload-file resources # specify a resources folder for data compilation
- CFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1
-
- # NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
- # we can compile same code for ALL platforms with no change required, but, working on bigger
- # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
- # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
-
- # Define a custom shell .html and output extension
- CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
- EXT = .html
-endif
-
-# Define include paths for required headers
-# NOTE: Several external required libraries (stb and others)
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-
-# Define additional directories containing required header files
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # RPI required libraries
- INCLUDE_PATHS += -I/opt/vc/include
- INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
- INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- # DRM required libraries
- INCLUDE_PATHS += -I/usr/include/libdrm
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),BSD)
- # Consider -L$(RAYLIB_H_INSTALL_PATH)
- INCLUDE_PATHS += -I/usr/local/include
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Reset everything.
- # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
- #INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
- INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external
- endif
-endif
-
-# Define library paths containing required libs.
-LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # resource file contains windows executable icon and properties
- LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
- # -Wl,--subsystem,windows hides the console window
- ifeq ($(BUILD_MODE), RELEASE)
- LDFLAGS += -Wl,--subsystem,windows
- endif
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # Consider -L$(RAYLIB_INSTALL_PATH)
- LDFLAGS += -L. -Lsrc -L/usr/local/lib
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Reset everything.
- # Precedence: immediately local, installed version, raysan5 provided libs
- LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
- endif
-endif
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
- LDFLAGS += -L/opt/vc/lib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_DRM)
- LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
-endif
-
-# Define any libraries required on linking
-# if you want to link libraries (libname.so or libname.a), use the -lname
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # Libraries for Windows desktop compilation
- # NOTE: WinMM library required to set high-res timer resolution
- LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
- # Required for physac examples
- LDLIBS += -static -lpthread
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # Libraries for Debian GNU/Linux desktop compiling
- # NOTE: Required packages: libegl1-mesa-dev
- LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
-
- # On X11 requires also below libraries
- LDLIBS += -lX11
- # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
- #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-
- # On Wayland windowing system, additional libraries requires
- ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
- LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
- endif
- # Explicit link to libc
- ifeq ($(RAYLIB_LIBTYPE),SHARED)
- LDLIBS += -lc
- endif
- endif
- ifeq ($(PLATFORM_OS),OSX)
- # Libraries for OSX 10.9 desktop compiling
- # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
- LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
- endif
- ifeq ($(PLATFORM_OS),BSD)
- # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
- # NOTE: Required packages: mesa-libs
- LDLIBS = -lraylib -lGL -lpthread -lm
-
- # On XWindow requires also below libraries
- LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- endif
- ifeq ($(USE_EXTERNAL_GLFW),TRUE)
- # NOTE: It could require additional packages installed: libglfw3-dev
- LDLIBS += -lglfw
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # Libraries for Raspberry Pi compiling
- # NOTE: Required packages: libasound2-dev (ALSA)
- LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- # Libraries for DRM compiling
- # NOTE: Required packages: libasound2-dev (ALSA)
- LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # Libraries for web (HTML5) compiling
- LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
-endif
-
-# Define all source files required
-PROJECT_SOURCE_FILES ?= \
- standard_game.c \
- screens/screen_logo.c \
- screens/screen_title.c \
- screens/screen_options.c \
- screens/screen_gameplay.c \
- screens/screen_ending.c
-
-# Define all object files from source files
-OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-
-# For Android platform we call a custom Makefile.Android
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
- MAKEFILE_PARAMS = -f Makefile.Android
- export PROJECT_NAME
- export PROJECT_SOURCE_FILES
-else
- MAKEFILE_PARAMS = $(PROJECT_NAME)
-endif
-
-# Default target entry
-# NOTE: We call this Makefile target or Makefile.Android target
-all:
- $(MAKE) $(MAKEFILE_PARAMS)
-
-# Project target defined by PROJECT_NAME
-$(PROJECT_NAME): $(OBJS)
- $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
-
-# Compile source files
-# NOTE: This pattern will compile every module defined on $(OBJS)
-%.o: %.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-
-# Clean everything
-clean:
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- del *.o *.exe /s
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- find . -type f -executable -delete
- rm -fv *.o
- endif
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- find . -type f -executable -delete
- rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
- find . -type f -executable -delete
- rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- del *.o *.html *.js
-endif
- @echo Cleaning done
-
diff --git a/templates/standard_game/Makefile.Android b/templates/standard_game/Makefile.Android
deleted file mode 100644
index 5d1373fb1..000000000
--- a/templates/standard_game/Makefile.Android
+++ /dev/null
@@ -1,319 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for Android project (APK building)
-#
-# Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
-#
-# This software is provided "as-is", without any express or implied warranty. In no event
-# will the authors be held liable for any damages arising from the use of this software.
-#
-# Permission is granted to anyone to use this software for any purpose, including commercial
-# applications, and to alter it and redistribute it freely, subject to the following restrictions:
-#
-# 1. The origin of this software must not be misrepresented; you must not claim that you
-# wrote the original software. If you use this software in a product, an acknowledgment
-# in the product documentation would be appreciated but is not required.
-#
-# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-# as being the original software.
-#
-# 3. This notice may not be removed or altered from any source distribution.
-#
-#**************************************************************************************************
-
-# Define required raylib variables
-PLATFORM ?= PLATFORM_ANDROID
-RAYLIB_PATH ?= ..\..
-
-# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
-# Starting in 2019 using ARM64 is mandatory for published apps,
-# Starting on August 2020, minimum required target API is Android 10 (API level 29)
-ANDROID_ARCH ?= ARM64
-ANDROID_API_VERSION = 29
-
-ifeq ($(ANDROID_ARCH),ARM)
- ANDROID_ARCH_NAME = armeabi-v7a
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- ANDROID_ARCH_NAME = arm64-v8a
-endif
-ifeq ($(ANDROID_ARCH),x86)
- ANDROID_ARCH_NAME = i686
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
- ANDROID_ARCH_NAME = x86_64
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
-JAVA_HOME ?= C:/open-jdk
-ANDROID_HOME ?= C:/android-sdk
-ANDROID_NDK ?= C:/android-ndk
-ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
-ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
-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
-NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
-
-# 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)))
-
-# 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 = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
- CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
- CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
- CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
- AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(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$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
-
-# 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) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
-
-# 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 \
- zipalign_project_apk_package \
- sign_project_apk_package
-
-# Create required temp directories for APK building
-create_temp_project_dirs:
- 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 $(PROJECT_BUILD_PATH)\obj\$(1)
-endef
-
-# Copy required shared libs for integration into APK
-# NOTE: If using shared libs they are loaded by generated NativeLoader.java
-copy_project_required_libs:
-ifeq ($(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
-# TODO: Review xcopy usage, it can not be found in some systems!
-copy_project_resources:
- 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 exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
-
-# Generate NativeLoader.java to load required shared libraries
-# NOTE: Probably not the bet way to generate this file... but it works.
-generate_loader_script:
- @echo package com.$(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)/$(APP_PRODUCT_NAME)/NativeLoader.java
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
- @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-endif
- @echo System.loadLibrary("$(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.
-generate_android_manifest:
- @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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
-
-# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
-# NOTE: Generates resources file: src/com/$(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 $(NATIVE_APP_GLUE_PATH)/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)
-compile_project_class:
- $(JAVA_HOME)/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:
- $(JAVA_HOME)/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 $(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 $(PROJECT_NAME).apk
- $(ANDROID_PLATFORM_TOOLS)/adb logcat -c
- $(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
-
-# Clean everything
-clean:
- del $(PROJECT_BUILD_PATH)\* /f /s /q
- rmdir $(PROJECT_BUILD_PATH) /s /q
- @echo Cleaning done
diff --git a/templates/standard_game/screens/screen_ending.c b/templates/standard_game/screens/screen_ending.c
deleted file mode 100644
index 16bb6628b..000000000
--- a/templates/standard_game/screens/screen_ending.c
+++ /dev/null
@@ -1,80 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Standard Game template
-*
-* Ending Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-
-// Ending screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Ending Screen Initialization logic
-void InitEndingScreen(void)
-{
- // TODO: Initialize ENDING screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Ending Screen Update logic
-void UpdateEndingScreen(void)
-{
- // TODO: Update ENDING screen variables here!
-
- // Press enter or tap to return to TITLE screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- finishScreen = 1;
- }
-}
-
-// Ending Screen Draw logic
-void DrawEndingScreen(void)
-{
- // TODO: Draw ENDING screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
- DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
- DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
-}
-
-// Ending Screen Unload logic
-void UnloadEndingScreen(void)
-{
- // TODO: Unload ENDING screen variables here!
-}
-
-// Ending Screen should finish?
-int FinishEndingScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/standard_game/screens/screen_gameplay.c b/templates/standard_game/screens/screen_gameplay.c
deleted file mode 100644
index a0d84c932..000000000
--- a/templates/standard_game/screens/screen_gameplay.c
+++ /dev/null
@@ -1,80 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Standard Game template
-*
-* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-
-// Gameplay screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Gameplay Screen Initialization logic
-void InitGameplayScreen(void)
-{
- // TODO: Initialize GAMEPLAY screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Gameplay Screen Update logic
-void UpdateGameplayScreen(void)
-{
- // TODO: Update GAMEPLAY screen variables here!
-
- // Press enter or tap to change to ENDING screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- finishScreen = 1;
- }
-}
-
-// Gameplay Screen Draw logic
-void DrawGameplayScreen(void)
-{
- // TODO: Draw GAMEPLAY screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
- DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
- DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
-}
-
-// Gameplay Screen Unload logic
-void UnloadGameplayScreen(void)
-{
- // TODO: Unload GAMEPLAY screen variables here!
-}
-
-// Gameplay Screen should finish?
-int FinishGameplayScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/standard_game/screens/screen_logo.c b/templates/standard_game/screens/screen_logo.c
deleted file mode 100644
index d0f74dfd5..000000000
--- a/templates/standard_game/screens/screen_logo.c
+++ /dev/null
@@ -1,81 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Standard Game template
-*
-* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-
-// Logo screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Logo Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Logo Screen Initialization logic
-void InitLogoScreen(void)
-{
- // TODO: Initialize LOGO screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Logo Screen Update logic
-void UpdateLogoScreen(void)
-{
- // TODO: Update LOGO screen variables here!
-
- framesCounter++; // Count frames
-
- // Wait for 2 seconds (120 frames) before jumping to TITLE screen
- if (framesCounter > 120)
- {
- finishScreen = true;
- }
-}
-
-// Logo Screen Draw logic
-void DrawLogoScreen(void)
-{
- // TODO: Draw LOGO screen here!
- DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
- DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
-}
-
-// Logo Screen Unload logic
-void UnloadLogoScreen(void)
-{
- // TODO: Unload LOGO screen variables here!
-}
-
-// Logo Screen should finish?
-int FinishLogoScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/standard_game/screens/screen_options.c b/templates/standard_game/screens/screen_options.c
deleted file mode 100644
index d3e5d335d..000000000
--- a/templates/standard_game/screens/screen_options.c
+++ /dev/null
@@ -1,71 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Standard Game template
-*
-* Options Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-
-// Options screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Options Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Options Screen Initialization logic
-void InitOptionsScreen(void)
-{
- // TODO: Initialize OPTIONS screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Options Screen Update logic
-void UpdateOptionsScreen(void)
-{
- // TODO: Update OPTIONS screen variables here!
-}
-
-// Options Screen Draw logic
-void DrawOptionsScreen(void)
-{
- // TODO: Draw OPTIONS screen here!
-}
-
-// Options Screen Unload logic
-void UnloadOptionsScreen(void)
-{
- // TODO: Unload OPTIONS screen variables here!
-}
-
-// Options Screen should finish?
-int FinishOptionsScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/standard_game/screens/screen_title.c b/templates/standard_game/screens/screen_title.c
deleted file mode 100644
index 5ecf0415e..000000000
--- a/templates/standard_game/screens/screen_title.c
+++ /dev/null
@@ -1,81 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Standard Game template
-*
-* Title Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-
-// Title screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Title Screen Initialization logic
-void InitTitleScreen(void)
-{
- // TODO: Initialize TITLE screen variables here!
- framesCounter = 0;
- finishScreen = 0;
-}
-
-// Title Screen Update logic
-void UpdateTitleScreen(void)
-{
- // TODO: Update TITLE screen variables here!
-
- // Press enter or tap to change to GAMEPLAY screen
- if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
- {
- //finishScreen = 1; // OPTIONS
- finishScreen = 2; // GAMEPLAY
- }
-}
-
-// Title Screen Draw logic
-void DrawTitleScreen(void)
-{
- // TODO: Draw TITLE screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
- DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
- DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
-}
-
-// Title Screen Unload logic
-void UnloadTitleScreen(void)
-{
- // TODO: Unload TITLE screen variables here!
-}
-
-// Title Screen should finish?
-int FinishTitleScreen(void)
-{
- return finishScreen;
-}
\ No newline at end of file
diff --git a/templates/standard_game/screens/screens.h b/templates/standard_game/screens/screens.h
deleted file mode 100644
index 77a2fa8aa..000000000
--- a/templates/standard_game/screens/screens.h
+++ /dev/null
@@ -1,92 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Standard Game template
-*
-* Screens Functions Declarations (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014-2021 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.
-*
-**********************************************************************************************/
-
-#ifndef SCREENS_H
-#define SCREENS_H
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-GameScreen currentScreen;
-
-#ifdef __cplusplus
-extern "C" { // Prevents name mangling of functions
-#endif
-
-//----------------------------------------------------------------------------------
-// Logo Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitLogoScreen(void);
-void UpdateLogoScreen(void);
-void DrawLogoScreen(void);
-void UnloadLogoScreen(void);
-int FinishLogoScreen(void);
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitTitleScreen(void);
-void UpdateTitleScreen(void);
-void DrawTitleScreen(void);
-void UnloadTitleScreen(void);
-int FinishTitleScreen(void);
-
-//----------------------------------------------------------------------------------
-// Options Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitOptionsScreen(void);
-void UpdateOptionsScreen(void);
-void DrawOptionsScreen(void);
-void UnloadOptionsScreen(void);
-int FinishOptionsScreen(void);
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitGameplayScreen(void);
-void UpdateGameplayScreen(void);
-void DrawGameplayScreen(void);
-void UnloadGameplayScreen(void);
-int FinishGameplayScreen(void);
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitEndingScreen(void);
-void UpdateEndingScreen(void);
-void DrawEndingScreen(void);
-void UnloadEndingScreen(void);
-int FinishEndingScreen(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // SCREENS_H
\ No newline at end of file
diff --git a/templates/standard_game/standard_game.c b/templates/standard_game/standard_game.c
deleted file mode 100644
index e9f399d0c..000000000
--- a/templates/standard_game/standard_game.c
+++ /dev/null
@@ -1,143 +0,0 @@
-/*******************************************************************************************
-*
-* raylib - Standard Game template
-*
-*
-*
-*
-* This game has been created using raylib (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "screens/screens.h" // NOTE: Defines global variable: currentScreen
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization (Note windowTitle is unused on Android)
- //---------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib template - standard game");
-
- // TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
-
- // Define and init first screen
- currentScreen = LOGO; // NOTE: currentScreen is defined in screens.h as a global variable
- InitLogoScreen();
-
- SetTargetFPS(60);
- //----------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- switch(currentScreen)
- {
- case LOGO:
- {
- UpdateLogoScreen();
-
- if (FinishLogoScreen())
- {
- UnloadLogoScreen();
- currentScreen = TITLE;
- InitTitleScreen();
- }
- } break;
- case TITLE:
- {
- UpdateTitleScreen();
-
- // NOTE: FinishTitleScreen() return an int defining the screen to jump to
- if (FinishTitleScreen() == 1)
- {
- UnloadTitleScreen();
- currentScreen = OPTIONS;
- InitOptionsScreen();
- }
- else if (FinishTitleScreen() == 2)
- {
- UnloadTitleScreen();
- currentScreen = GAMEPLAY;
- InitGameplayScreen();
- }
- } break;
- case OPTIONS:
- {
- UpdateOptionsScreen();
-
- if (FinishOptionsScreen())
- {
- UnloadOptionsScreen();
- currentScreen = TITLE;
- InitTitleScreen();
- }
- } break;
- case GAMEPLAY:
- {
- UpdateGameplayScreen();
-
- if (FinishGameplayScreen())
- {
- UnloadGameplayScreen();
- currentScreen = ENDING;
- InitEndingScreen();
- }
- } break;
- case ENDING:
- {
- UpdateEndingScreen();
-
- if (FinishEndingScreen())
- {
- UnloadEndingScreen();
- currentScreen = TITLE;
- InitTitleScreen();
- }
- } break;
- default: break;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- switch(currentScreen)
- {
- case LOGO: DrawLogoScreen(); break;
- case TITLE: DrawTitleScreen(); break;
- case OPTIONS: DrawOptionsScreen(); break;
- case GAMEPLAY: DrawGameplayScreen(); break;
- case ENDING: DrawEndingScreen(); break;
- default: break;
- }
-
- //DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // TODO: Unload all global loaded data (i.e. fonts) here!
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}