diff options
Diffstat (limited to 'templates/simple_game/Makefile.Android.linux')
| -rw-r--r-- | templates/simple_game/Makefile.Android.linux | 120 |
1 files changed, 26 insertions, 94 deletions
diff --git a/templates/simple_game/Makefile.Android.linux b/templates/simple_game/Makefile.Android.linux index 324f3b54..a358b3bb 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\ </string>\n\ </resources>" > $(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 ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml -# @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(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)/$(APP_PRODUCT_NAME)/NativeLoader.java - # Generate AndroidManifest.xml with all the required options # NOTE: Probably not the bet way to generate this file... but it works. -# TODO jseb : replacing @drawable/icon with @mipmap/icon ? +# TODO @jseb: Replace @drawable/icon with @mipmap/icon? # https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr generate_android_manifest: - @echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\ + @echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\ <manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"\n\ package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\"\n\ android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\">\n\ @@ -302,41 +257,19 @@ generate_android_manifest: </application>\n\ </manifest>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml -# @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 - # 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); \ |
