mirror of
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406 lines
23 KiB
Makefile
406 lines
23 KiB
Makefile
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#**************************************************************************************************
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#
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# raylib makefile for Android project (APK building)
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#
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# Copyright (c) 2017-2022 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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#
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# Permission is granted to anyone to use this software for any purpose, including commercial
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# applications, and to alter it and redistribute it freely, subject to the following restrictions:
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#
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# 1. The origin of this software must not be misrepresented; you must not claim that you
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# wrote the original software. If you use this software in a product, an acknowledgment
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# in the product documentation would be appreciated but is not required.
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#
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# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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# as being the original software.
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#
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# 3. This notice may not be removed or altered from any source distribution.
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#
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#**************************************************************************************************
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# Define required raylib variables
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PLATFORM ?= PLATFORM_ANDROID
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RAYLIB_PATH ?= ..\..
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# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
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# Starting in 2019 using ARM64 is mandatory for published apps,
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# Starting on August 2020, minimum required target API is Android 10 (API level 29)
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ANDROID_ARCH ?= ARM64
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ANDROID_API_VERSION = 29
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# Android required path variables
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# NOTE: Starting with Android NDK r21, no more toolchain generation is required, NDK is the toolchain on itself
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ifeq ($(OS),Windows_NT)
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ANDROID_NDK = C:/android-ndk
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ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
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else
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ANDROID_NDK ?= /usr/lib/android/ndk
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ANDROID_TOOLCHAIN = $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64
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endif
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ifeq ($(ANDROID_ARCH),ARM)
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ANDROID_ARCH_NAME = armeabi-v7a
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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ANDROID_ARCH_NAME = arm64-v8a
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endif
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ifeq ($(ANDROID_ARCH),x86)
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ANDROID_ARCH_NAME = i686
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endif
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ifeq ($(ANDROID_ARCH),x86_64)
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ANDROID_ARCH_NAME = x86_64
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endif
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# Required path variables
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# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
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JAVA_HOME ?= C:/open-jdk
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ANDROID_HOME ?= C:/android-sdk
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ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3
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ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
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# Android project configuration variables
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PROJECT_NAME ?= raylib_game
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PROJECT_LIBRARY_NAME ?= main
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PROJECT_BUILD_ID ?= android
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PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
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PROJECT_RESOURCES_PATH ?= resources
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PROJECT_SOURCE_FILES ?= raylib_game.c
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NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
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# Some source files are placed in directories, when compiling to some
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# output directory other than source, that directory must pre-exist.
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# Here we get a list of required folders that need to be created on
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# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
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PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
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# Android app configuration variables
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APP_LABEL_NAME ?= rGame
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APP_COMPANY_NAME ?= raylib
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APP_PRODUCT_NAME ?= rgame
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APP_VERSION_CODE ?= 1
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APP_VERSION_NAME ?= 1.0
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APP_ICON_LDPI ?= $(RAYLIB_PATH)/logo/raylib_36x36.png
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APP_ICON_MDPI ?= $(RAYLIB_PATH)/logo/raylib_48x48.png
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APP_ICON_HDPI ?= $(RAYLIB_PATH)/logo/raylib_72x72.png
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APP_SCREEN_ORIENTATION ?= landscape
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APP_KEYSTORE_PASS ?= raylib
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# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
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RAYLIB_LIBTYPE ?= STATIC
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# Library path for libraylib.a/libraylib.so
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RAYLIB_LIB_PATH = $(RAYLIB_PATH)/src
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# Define copy command depending on OS
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ifeq ($(OS),Windows_NT)
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COPY_COMMAND ?= copy /Y
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else
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COPY_COMMAND ?= cp -f
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endif
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# Shared libs must be added to APK if required
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# NOTE: Generated NativeLoader.java automatically load those libraries
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
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endif
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# Compiler and archiver
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ifeq ($(ANDROID_ARCH),ARM)
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CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
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AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
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AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
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endif
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ifeq ($(ANDROID_ARCH),x86)
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CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
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AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
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endif
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ifeq ($(ANDROID_ARCH),x86_64)
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CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
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AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
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endif
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# Compiler flags for arquitecture
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ifeq ($(ANDROID_ARCH),ARM)
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CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
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endif
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
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# Compiler options for the linker
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CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
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# Preprocessor macro definitions
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CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
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# Paths containing required header files
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
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# Linker options
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LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
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LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
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# Force linking of library module to define symbol
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LDFLAGS += -u ANativeActivity_onCreate
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# Library paths containing required libs
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LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
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# Define any libraries to link into executable
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# if you want to link libraries (libname.so or libname.a), use the -lname
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LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
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# Generate target objects list from PROJECT_SOURCE_FILES
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OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
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# Android APK building process... some steps required...
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# NOTE: typing 'make' will invoke the default target entry called 'all',
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all: create_temp_project_dirs \
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copy_project_required_libs \
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copy_project_resources \
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generate_loader_script \
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generate_android_manifest \
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generate_apk_keystore \
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config_project_package \
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compile_project_code \
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compile_project_class \
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compile_project_class_dex \
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create_project_apk_package \
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zipalign_project_apk_package \
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sign_project_apk_package
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# Create required temp directories for APK building
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create_temp_project_dirs:
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ifeq ($(OS),Windows_NT)
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if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
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if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
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if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj\src
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if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
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if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
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if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
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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)
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if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
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if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
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if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
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if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
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if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
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if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
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if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
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if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
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if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
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if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
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if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
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else
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mkdir -p $(PROJECT_BUILD_PATH)
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mkdir -p $(PROJECT_BUILD_PATH)/obj
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mkdir -p $(PROJECT_BUILD_PATH)/obj/src
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mkdir -p $(PROJECT_BUILD_PATH)/src
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mkdir -p $(PROJECT_BUILD_PATH)/src/com
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mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
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mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
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mkdir -p $(PROJECT_BUILD_PATH)/lib
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mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
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mkdir -p $(PROJECT_BUILD_PATH)/bin
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mkdir -p $(PROJECT_BUILD_PATH)/res
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mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
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mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
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mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
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mkdir -p $(PROJECT_BUILD_PATH)/res/values
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mkdir -p $(PROJECT_BUILD_PATH)/assets
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mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
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mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
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endif
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$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
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define create_dir
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mkdir -p $(PROJECT_BUILD_PATH)/obj/$(1)
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endef
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# Copy required shared libs for integration into APK
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# NOTE: If using shared libs they are loaded by generated NativeLoader.java
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copy_project_required_libs:
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so
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endif
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ifeq ($(RAYLIB_LIBTYPE),STATIC)
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$(COPY_COMMAND) $(RAYLIB_LIB_PATH)/libraylib.a $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.a
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endif
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# Copy project required resources: strings.xml, icon.png, assets
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# NOTE: Required strings.xml is generated and game resources are copied to assets folder
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copy_project_resources:
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$(COPY_COMMAND) $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
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$(COPY_COMMAND) $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
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$(COPY_COMMAND) $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
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ifeq ($(OS),Windows_NT)
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@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
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@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
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if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
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else
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@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
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@echo "<resources><string name=\"app_name\">$(APP_LABEL_NAME)</string></resources>" >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
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@[ -d "$(PROJECT_RESOURCES_PATH)" ] || cp -rf $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
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endif
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# Generate NativeLoader.java to load required shared libraries
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# NOTE: Probably not the bet way to generate this file... but it works.
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generate_loader_script:
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ifeq ($(OS),Windows_NT)
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@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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endif
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@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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else
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@echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo "" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo "public class NativeLoader extends android.app.NativeActivity {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo " static {" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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@echo " System.loadLibrary(\"raylib\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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endif
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@echo " System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo " }" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@echo "}" >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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endif
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# Generate AndroidManifest.xml with all the required options
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# NOTE: Probably not the bet way to generate this file... but it works.
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generate_android_manifest:
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ifeq ($(OS),Windows_NT)
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@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
else
|
||
|
@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo "<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\" " >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " <uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " <uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " <application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " <activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " android:configChanges=\"orientation|keyboardHidden|screenSize\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " android:clearTaskOnLaunch=\"true\">" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " <meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " <intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " <action android:name=\"android.intent.action.MAIN\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " <category android:name=\"android.intent.category.LAUNCHER\" />" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " </intent-filter>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " </activity>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo " </application>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
@echo "</manifest>" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||
|
endif
|
||
|
|
||
|
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||
|
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||
|
generate_apk_keystore:
|
||
|
ifeq ($(OS),Windows_NT)
|
||
|
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 $(PROJECT_NAME)Key -keyalg RSA
|
||
|
else
|
||
|
@[ -f "$(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 $(PROJECT_NAME)Key -keyalg RSA
|
||
|
endif
|
||
|
|
||
|
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
|
||
|
# NOTE: Generates resources file: src/com/$(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 -d $(PROJECT_BUILD_PATH)/obj $(PROJECT_BUILD_PATH)/src/com/$(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:
|
||
|
ifeq ($(OS),Windows_NT)
|
||
|
del $(PROJECT_BUILD_PATH)\* /f /s /q
|
||
|
rmdir $(PROJECT_BUILD_PATH) /s /q
|
||
|
else
|
||
|
rm -r $(PROJECT_BUILD_PATH)
|
||
|
endif
|
||
|
@echo Cleaning done
|