diff --git a/examples/Makefile.Android b/examples/Makefile.Android index bb6d4497b..b5480473e 100644 --- a/examples/Makefile.Android +++ b/examples/Makefile.Android @@ -42,55 +42,64 @@ else endif ifeq ($(ANDROID_ARCH),ARM) - ANDROID_ARCH_NAME = armeabi-v7a + ANDROID_ARCH_NAME = armeabi-v7a endif ifeq ($(ANDROID_ARCH),ARM64) - ANDROID_ARCH_NAME = arm64-v8a + ANDROID_ARCH_NAME = arm64-v8a endif ifeq ($(ANDROID_ARCH),x86) - ANDROID_ARCH_NAME = i686 + ANDROID_ARCH_NAME = i686 endif ifeq ($(ANDROID_ARCH),x86_64) - ANDROID_ARCH_NAME = 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_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3 +ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3 ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools # Android project configuration variables PROJECT_NAME ?= raylib_game PROJECT_LIBRARY_NAME ?= main -PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME) +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))) +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_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 +APP_KEYSTORE_PASS ?= raylib # Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) -RAYLIB_LIBTYPE ?= STATIC +RAYLIB_LIBTYPE ?= STATIC # Library path for libraylib.a/libraylib.so -RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src +RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src + +# Define copy command depending on OS +ifeq ($(OS),Windows_NT) + COPY_COMMAND ?= copy /Y +else + COPY_COMMAND ?= cp -f +endif # Shared libs must be added to APK if required # NOTE: Generated NativeLoader.java automatically load those libraries @@ -107,6 +116,14 @@ 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) @@ -123,7 +140,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) # Paths containing required header files -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(ANDROID_NDK)/sources/android/native_app_glue +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH) # Linker options LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a @@ -153,8 +170,8 @@ all: create_temp_project_dirs \ compile_project_class \ compile_project_class_dex \ create_project_apk_package \ - sign_project_apk_package \ - zipalign_project_apk_package + zipalign_project_apk_package \ + sign_project_apk_package # Create required temp directories for APK building create_temp_project_dirs: @@ -203,12 +220,6 @@ define create_dir mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1) endef -ifeq ($(OS),Windows_NT) - COPY_COMMAND ?= copy /Y -else - COPY_COMMAND ?= cp -f -endif - # Copy required shared libs for integration into APK # NOTE: If using shared libs they are loaded by generated NativeLoader.java copy_project_required_libs: @@ -325,7 +336,7 @@ config_project_package: # Compile native_app_glue code as static library: obj/libnative_app_glue.a compile_native_app_glue: - $(CC) -c $(ANDROID_NDK)/sources/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS) + $(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 diff --git a/templates/advance_game/Makefile b/templates/advance_game/Makefile index 8875f379c..8983ab262 100644 --- a/templates/advance_game/Makefile +++ b/templates/advance_game/Makefile @@ -246,6 +246,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB) # --profiling # include information for code profiling # --memory-init-file 0 # to avoid an external memory initialization code file (.mem) # --preload-file resources # specify a resources folder for data compilation + # --source-map-base # allow debugging in browser with source map CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file resources # Define a custom shell .html and output extension @@ -274,9 +275,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP) 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$(RAYLIB_PATH)/src/external + INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external endif endif @@ -307,10 +306,6 @@ 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 ($(PLATFORM),PLATFORM_DESKTOP) diff --git a/templates/advance_game/Makefile.Android b/templates/advance_game/Makefile.Android index afa3024ac..5d1373fb1 100644 --- a/templates/advance_game/Makefile.Android +++ b/templates/advance_game/Makefile.Android @@ -31,67 +31,60 @@ RAYLIB_PATH ?= ..\.. ANDROID_ARCH ?= ARM64 ANDROID_API_VERSION = 29 -# Android required path variables -# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself -ifeq ($(OS),Windows_NT) - ANDROID_NDK = C:/android-ndk - ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64 -else - ANDROID_NDK ?= /usr/lib/android/ndk - ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64 -endif - ifeq ($(ANDROID_ARCH),ARM) - ANDROID_ARCH_NAME = armeabi-v7a + ANDROID_ARCH_NAME = armeabi-v7a endif ifeq ($(ANDROID_ARCH),ARM64) - ANDROID_ARCH_NAME = arm64-v8a + ANDROID_ARCH_NAME = arm64-v8a endif ifeq ($(ANDROID_ARCH),x86) - ANDROID_ARCH_NAME = i686 + ANDROID_ARCH_NAME = i686 endif ifeq ($(ANDROID_ARCH),x86_64) - ANDROID_ARCH_NAME = 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_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64 -ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3 +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 = $(ANDROID_HOME)/platform-tools # Android project configuration variables PROJECT_NAME ?= raylib_game PROJECT_LIBRARY_NAME ?= main -PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME) +PROJECT_BUILD_ID ?= android +PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME) PROJECT_RESOURCES_PATH ?= resources -PROJECT_SOURCE_FILES ?= raylib_game.c +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))) +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_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 +APP_KEYSTORE_PASS ?= raylib # Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) -RAYLIB_LIBTYPE ?= STATIC +RAYLIB_LIBTYPE ?= STATIC # Library path for libraylib.a/libraylib.so -RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src +RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src # Shared libs must be added to APK if required # NOTE: Generated NativeLoader.java automatically load those libraries @@ -108,6 +101,14 @@ ifeq ($(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) @@ -124,7 +125,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) # Paths containing required header files -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH) # Linker options LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a @@ -154,8 +155,8 @@ all: create_temp_project_dirs \ compile_project_class \ compile_project_class_dex \ create_project_apk_package \ - sign_project_apk_package \ - zipalign_project_apk_package + zipalign_project_apk_package \ + sign_project_apk_package # Create required temp directories for APK building create_temp_project_dirs: @@ -253,7 +254,7 @@ config_project_package: # 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) + $(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 diff --git a/templates/simple_game/Makefile.Android b/templates/simple_game/Makefile.Android index afa3024ac..4cfd1f5f0 100644 --- a/templates/simple_game/Makefile.Android +++ b/templates/simple_game/Makefile.Android @@ -31,67 +31,60 @@ RAYLIB_PATH ?= ..\.. ANDROID_ARCH ?= ARM64 ANDROID_API_VERSION = 29 -# Android required path variables -# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself -ifeq ($(OS),Windows_NT) - ANDROID_NDK = C:/android-ndk - ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64 -else - ANDROID_NDK ?= /usr/lib/android/ndk - ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64 -endif - ifeq ($(ANDROID_ARCH),ARM) - ANDROID_ARCH_NAME = armeabi-v7a + ANDROID_ARCH_NAME = armeabi-v7a endif ifeq ($(ANDROID_ARCH),ARM64) - ANDROID_ARCH_NAME = arm64-v8a + ANDROID_ARCH_NAME = arm64-v8a endif ifeq ($(ANDROID_ARCH),x86) - ANDROID_ARCH_NAME = i686 + ANDROID_ARCH_NAME = i686 endif ifeq ($(ANDROID_ARCH),x86_64) - ANDROID_ARCH_NAME = 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_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64 -ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3 +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 = $(ANDROID_HOME)/platform-tools # Android project configuration variables PROJECT_NAME ?= raylib_game PROJECT_LIBRARY_NAME ?= main -PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME) +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))) +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_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 +APP_KEYSTORE_PASS ?= raylib # Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) -RAYLIB_LIBTYPE ?= STATIC +RAYLIB_LIBTYPE ?= STATIC # Library path for libraylib.a/libraylib.so -RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src +RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src # Shared libs must be added to APK if required # NOTE: Generated NativeLoader.java automatically load those libraries @@ -108,6 +101,14 @@ ifeq ($(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) @@ -124,7 +125,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) # Paths containing required header files -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH) # Linker options LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a @@ -154,8 +155,8 @@ all: create_temp_project_dirs \ compile_project_class \ compile_project_class_dex \ create_project_apk_package \ - sign_project_apk_package \ - zipalign_project_apk_package + zipalign_project_apk_package \ + sign_project_apk_package # Create required temp directories for APK building create_temp_project_dirs: @@ -253,7 +254,7 @@ config_project_package: # 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) + $(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 diff --git a/templates/simple_game/Makefile.Android.linux b/templates/simple_game/Makefile.Android.linux index 324f3b546..a358b3bbf 100644 --- a/templates/simple_game/Makefile.Android.linux +++ b/templates/simple_game/Makefile.Android.linux @@ -2,7 +2,10 @@ # # raylib makefile for Android project (APK building) # -# Copyright (c) 2017 Ramon Santamaria (@raysan5) +# 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. @@ -21,9 +24,6 @@ # #************************************************************************************************** -# Note : ported by Jean-Sébastien Lebarbier (@jseb) to *nix by using the Ramon Santamaria ms-windows version. -# For comments, you can contact me : raylib(at)finiderire.com - # debug : adb logcat *:W | grep -i raylib # Define required raylib variables @@ -31,55 +31,53 @@ 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 ($(ANDROID_ARCH),ARM) ANDROID_ARCH_NAME = armeabi-v7a - # [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking + # @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi endif ifeq ($(ANDROID_ARCH),ARM64) ANDROID_ARCH_NAME = arm64-v8a - # [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking + # @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android endif # Required path variables -# no need to define JAVA_HOME , JAVA_BIN in linux environment (binaries are in $PATH) +# 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 +# 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/') -NATIVE_APP_GLUE = $(ANDROID_NDK)/sources/android/native_app_glue + $(warning [*] Using $(ANDROID_BUILD_TOOLS) , API version: $(ANDROID_API_VERSION)) # ANDROID_PLATFORM_TOOLS should be in $PATH too with linux (see /etc/profile.d/android* ) -# but anyway, let's define it here ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools - - - # Android project configuration variables PROJECT_NAME ?= raylib_game PROJECT_LIBRARY_NAME ?= main -PROJECT_BUILD_ID ?= android +PROJECT_BUILD_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))) PROJECT_SOURCE_DIRS = $(dir $(PROJECT_SOURCE_FILES)) # Android app configuration variables @@ -139,7 +137,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) # Paths containing required header files -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE) +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 @@ -189,42 +187,13 @@ create_temp_project_dirs: mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH); \ $(foreach dir, $(PROJECT_SOURCE_DIRS), mkdir -p $(PROJECT_BUILD_PATH)/obj/$(dir) ); \ fi - -# if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) -# if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj -# if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src -# if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com -# if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) -# if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) -# if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib -# if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) -# if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin -# if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res -# if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi -# if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi -# if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi -# if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values -# if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets -# if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) -# if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens -# $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) - -#define create_dir -# if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1) -#endef # Copy required shared libs for integration into APK # NOTE: If using shared libs they are loaded by generated NativeLoader.java # -# FIXME really necessary to copy libraylib.a , which will be put into exe at link step ? +# 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) -#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 @@ -238,18 +207,12 @@ copy_project_resources: $(APP_LABEL_NAME)\n\ \n\ " > $(PROJECT_BUILD_PATH)/res/values/strings.xml -# copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y -# copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y -# copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y -# @echo ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml -# @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml @if [ -d $(PROJECT_RESOURCES_PATH) ]; then \ cp -a $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/; \ - else \ + else \ echo " [*] Project resources path not found: $(PROJECT_RESOURCES_PATH)"; \ - fi + fi -# if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F # Generate NativeLoader.java to load required shared libraries @@ -260,28 +223,20 @@ else nativeloader_sharedlib= endif generate_loader_script: - @echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\ + @echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\ public class NativeLoader extends android.app.NativeActivity {\n\ static {\n\ $(nativeloader_sharedlib);\n\ System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");\n\ }\n\ }\n" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -# @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -# @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -# @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -# @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -# @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -# @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java -# @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java - # Generate AndroidManifest.xml with all the required options # NOTE: Probably not the bet way to generate this file... but it works. -# TODO jseb : replacing @drawable/icon with @mipmap/icon ? +# 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: - @echo "\n\ + @echo "\n\ \n\ @@ -302,41 +257,19 @@ generate_android_manifest: \n\ " > $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml - # Generate storekey for APK signing: $(PROJECT_NAME).keystore # NOTE: Configure here your Distinguished Names (-dname) if required! generate_apk_keystore: -# if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA -# infos sur keytools ici: https://coderwall.com/p/r09hoq/android-generate-release-debug-keystores -# keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000 +# 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 \ + 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 $(PROJECT_NAME)Key -keyalg RSA; \ - fi + fi # Config project package and resource using AndroidManifest.xml and res/values/strings.xml # NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java @@ -345,7 +278,7 @@ config_project_package: # Compile native_app_glue code as static library: obj/libnative_app_glue.a compile_native_app_glue: - $(CC) -c $(NATIVE_APP_GLUE)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS) + $(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 @@ -358,7 +291,6 @@ $(PROJECT_BUILD_PATH)/obj/%.o:%.c $(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot # Compile project .java code into .class (Java bytecode) -# pour Unix, le séparateur pour les chemins indiqués dans -cp (-classpath) est ':' (pour windows: ';') compile_project_class: $(JAVA_BIN)javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar:$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java @@ -408,7 +340,7 @@ deploy: #$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W -# [JSEB] Clean everything, but avoid accidental removing of root dir, or $HOME, or whatever important +# @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); \ diff --git a/templates/simple_game/Makefile.Android.macos b/templates/simple_game/Makefile.Android.macos index 77ac4778a..16f65c1d3 100644 --- a/templates/simple_game/Makefile.Android.macos +++ b/templates/simple_game/Makefile.Android.macos @@ -73,7 +73,7 @@ APP_KEYSTORE_PASS ?= raylib RAYLIB_LIBTYPE ?= STATIC # Library path for libraylib.a/libraylib.so -RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src +RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src/ # Shared libs must be added to APK if required # NOTE: Generated NativeLoader.java automatically load those libraries @@ -82,20 +82,26 @@ ifeq ($(RAYLIB_LIBTYPE),SHARED) endif # Compiler and archiver -# NOTE: GCC is being deprecated in Android NDK r16 -# NOTE: For some old androild device, maybe you should the CC to arm-linux-androideabi-clang ifeq ($(ANDROID_ARCH),ARM) - CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi29-clang - AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar + 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-clang + 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 + CFLAGS = -std=c99 -march=armv7a -mfloat-abi=softfp -mfpu=vfpv3-d16 endif ifeq ($(ANDROID_ARCH),ARM64) CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769 @@ -108,7 +114,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) # Paths containing required header files -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE) # Linker options LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a @@ -116,12 +122,10 @@ LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl # Force linking of library module to define symbol LDFLAGS += -u ANativeActivity_onCreate # Library paths containing required libs -LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)/sysroot/usr/lib +LDFLAGS += -L. -L$(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 = -lraylib -lnative_app_glue -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -ldl LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl # Generate target objects list from PROJECT_SOURCE_FILES @@ -140,14 +144,10 @@ all: create_temp_project_dirs \ compile_project_class \ compile_project_class_dex \ create_project_apk_package \ - sign_project_apk_package \ - zipalign_project_apk_package + zipalign_project_apk_package \ + sign_project_apk_package -# Create required temp directories - - - -APK building +# 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 @@ -275,6 +275,7 @@ create_project_apk_package: 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 $(PROJECT_NAME)Key diff --git a/templates/standard_game/Makefile.Android b/templates/standard_game/Makefile.Android index afa3024ac..5d1373fb1 100644 --- a/templates/standard_game/Makefile.Android +++ b/templates/standard_game/Makefile.Android @@ -31,67 +31,60 @@ RAYLIB_PATH ?= ..\.. ANDROID_ARCH ?= ARM64 ANDROID_API_VERSION = 29 -# Android required path variables -# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself -ifeq ($(OS),Windows_NT) - ANDROID_NDK = C:/android-ndk - ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64 -else - ANDROID_NDK ?= /usr/lib/android/ndk - ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64 -endif - ifeq ($(ANDROID_ARCH),ARM) - ANDROID_ARCH_NAME = armeabi-v7a + ANDROID_ARCH_NAME = armeabi-v7a endif ifeq ($(ANDROID_ARCH),ARM64) - ANDROID_ARCH_NAME = arm64-v8a + ANDROID_ARCH_NAME = arm64-v8a endif ifeq ($(ANDROID_ARCH),x86) - ANDROID_ARCH_NAME = i686 + ANDROID_ARCH_NAME = i686 endif ifeq ($(ANDROID_ARCH),x86_64) - ANDROID_ARCH_NAME = 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_TOOLCHAIN = C:/android-ndk/toolchains/llvm/prebuilt/windows-x86_64 -ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/29.0.3 +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 = $(ANDROID_HOME)/platform-tools # Android project configuration variables PROJECT_NAME ?= raylib_game PROJECT_LIBRARY_NAME ?= main -PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME) +PROJECT_BUILD_ID ?= android +PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME) PROJECT_RESOURCES_PATH ?= resources -PROJECT_SOURCE_FILES ?= raylib_game.c +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))) +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_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 +APP_KEYSTORE_PASS ?= raylib # Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) -RAYLIB_LIBTYPE ?= STATIC +RAYLIB_LIBTYPE ?= STATIC # Library path for libraylib.a/libraylib.so -RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src +RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src # Shared libs must be added to APK if required # NOTE: Generated NativeLoader.java automatically load those libraries @@ -108,6 +101,14 @@ ifeq ($(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) @@ -124,7 +125,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) # Paths containing required header files -INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH) # Linker options LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a @@ -154,8 +155,8 @@ all: create_temp_project_dirs \ compile_project_class \ compile_project_class_dex \ create_project_apk_package \ - sign_project_apk_package \ - zipalign_project_apk_package + zipalign_project_apk_package \ + sign_project_apk_package # Create required temp directories for APK building create_temp_project_dirs: @@ -253,7 +254,7 @@ config_project_package: # 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) + $(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