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raylib and android notes
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* ANDROID_HOME is deprecated, use ANDROID_SDK_ROOT - https://developer.android.com/studio/command-line/variables | |
* aapt is also deprecated (from version? of ?), use aapt2? | |
* install android-clt via scoop | |
* when using sdkmanager.bat via powershell: | |
* use the --sdk_root=$env:ANDROID_SDK_ROOT option | |
sdkmanager.bat --sdk_root=$env:ANDROID_SDK_ROOT --install platform-tools | |
* use double quotes around things like platforms;android-29 in install invocations | |
sdkmanager.bat --sdk_root=$env:ANDROID_SDK_ROOT --install "platforms;android-29" | |
sdkmanager.bat --sdk_root=$env:ANDROID_SDK_ROOT --install "extras;google;usb_driver" | |
sdkmanager.bat --sdk_root=$env:ANDROID_SDK_ROOT --install "build-tools;29.0.3" | |
* ndk can be installed via sdkmanager (there is no scoop package for it): | |
sdkmanager.bat --sdk_root=$env:ANDROID_SDK_ROOT --install "ndk;21.4.7075529" | |
* install android-studio via scoop and point JAVA_HOME at the jre subdirectory within android-studio's directories | |
* keytool gives this message: | |
Warning: | |
The JKS keystore uses a proprietary format. It is recommended to migrate to PKCS12 which is an industry standard format using "keytool -importkeystore -srckeystore android.raylib_game/raylib_game.keystore -destkeystore android.raylib_game/raylib_game.keystore -deststoretype pkcs12". | |
* dx is deprecated, use d8 instead -> edit Makefile.Android | |
* dx seems to depend on the java available via JAVA_HOME to be low enough -- this can complicate | |
installation of java because the non-android world seems to mostly have moved to later java | |
versions | |
* delete android.raylib_game directory before subsequent invocations of mingw32-make PLATFORM=PLATFORM_ANDROID | |
* not doing so seems to lead to hanging during mingw32-make PLATFORM=PLATFORM_ANDROID invocations | |
* possibly it's not necessary to remove the whole directory - might be better not to remove the whole | |
directory if things like keys are stored there? | |
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#************************************************************************************************** | |
# | |
# raylib makefile for Android project (APK building) | |
# | |
# Copyright (c) 2017-2022 Ramon Santamaria (@raysan5) | |
# | |
# This software is provided "as-is", without any express or implied warranty. In no event | |
# will the authors be held liable for any damages arising from the use of this software. | |
# | |
# Permission is granted to anyone to use this software for any purpose, including commercial | |
# applications, and to alter it and redistribute it freely, subject to the following restrictions: | |
# | |
# 1. The origin of this software must not be misrepresented; you must not claim that you | |
# wrote the original software. If you use this software in a product, an acknowledgment | |
# in the product documentation would be appreciated but is not required. | |
# | |
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |
# as being the original software. | |
# | |
# 3. This notice may not be removed or altered from any source distribution. | |
# | |
#************************************************************************************************** | |
# Define required raylib variables | |
PLATFORM ?= PLATFORM_ANDROID | |
#RAYLIB_PATH ?= C:\GitHub\raylib | |
RAYLIB_PATH ?= C:\Users\user\Desktop\raylib | |
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version | |
# Starting in 2019 using ARM64 is mandatory for published apps, | |
# Starting on August 2020, minimum required target API is Android 10 (API level 29) | |
ANDROID_ARCH ?= ARM64 | |
ANDROID_API_VERSION = 29 | |
ifeq ($(ANDROID_ARCH),ARM) | |
ANDROID_ARCH_NAME = armeabi-v7a | |
endif | |
ifeq ($(ANDROID_ARCH),ARM64) | |
ANDROID_ARCH_NAME = arm64-v8a | |
endif | |
ifeq ($(ANDROID_ARCH),x86) | |
ANDROID_ARCH_NAME = i686 | |
endif | |
ifeq ($(ANDROID_ARCH),x86_64) | |
ANDROID_ARCH_NAME = x86_64 | |
endif | |
# Required path variables | |
# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13) | |
#JAVA_HOME ?= C:/open-jdk | |
JAVA_HOME ?= C:/Users/user/scoop/apps/android-studio/current/jre | |
#ANDROID_HOME ?= C:/android-sdk | |
ANDROID_HOME ?= C:/Users/user/scoop/apps/android-clt/current | |
#ANDROID_NDK ?= C:/android-ndk | |
ANDROID_NDK ?= C:/Users/user/scoop/apps/android-clt/current/ndk/21.4.7075529 | |
ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64 | |
ANDROID_BUILD_TOOLS ?= $(ANDROID_HOME)/build-tools/29.0.3 | |
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools | |
# Android project configuration variables | |
PROJECT_NAME ?= raylib_game | |
PROJECT_LIBRARY_NAME ?= main | |
PROJECT_BUILD_ID ?= android | |
PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME) | |
PROJECT_RESOURCES_PATH ?= resources | |
PROJECT_SOURCE_FILES ?= simple_game.c | |
NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue | |
# Some source files are placed in directories, when compiling to some | |
# output directory other than source, that directory must pre-exist. | |
# Here we get a list of required folders that need to be created on | |
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors. | |
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES))) | |
# Android app configuration variables | |
APP_LABEL_NAME ?= rGame | |
APP_COMPANY_NAME ?= raylib | |
APP_PRODUCT_NAME ?= rgame | |
APP_VERSION_CODE ?= 1 | |
APP_VERSION_NAME ?= 1.0 | |
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png | |
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png | |
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png | |
APP_SCREEN_ORIENTATION ?= landscape | |
APP_KEYSTORE_PASS ?= raylib | |
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll) | |
RAYLIB_LIBTYPE ?= STATIC | |
# Library path for libraylib.a/libraylib.so | |
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src | |
# Shared libs must be added to APK if required | |
# NOTE: Generated NativeLoader.java automatically load those libraries | |
ifeq ($(RAYLIB_LIBTYPE),SHARED) | |
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so | |
endif | |
# Compiler and archiver | |
ifeq ($(ANDROID_ARCH),ARM) | |
CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang | |
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar | |
endif | |
ifeq ($(ANDROID_ARCH),ARM64) | |
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang | |
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar | |
endif | |
ifeq ($(ANDROID_ARCH),x86) | |
CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang | |
AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar | |
endif | |
ifeq ($(ANDROID_ARCH),x86_64) | |
CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang | |
AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar | |
endif | |
# Compiler flags for arquitecture | |
ifeq ($(ANDROID_ARCH),ARM) | |
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16 | |
endif | |
ifeq ($(ANDROID_ARCH),ARM64) | |
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769 | |
endif | |
# Compilation functions attributes options | |
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC | |
# Compiler options for the linker | |
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes | |
# Preprocessor macro definitions | |
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION) | |
# Paths containing required header files | |
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH) | |
# Linker options | |
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a | |
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings | |
# Force linking of library module to define symbol | |
LDFLAGS += -u ANativeActivity_onCreate | |
# Library paths containing required libs | |
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib | |
# Define any libraries to link into executable | |
# if you want to link libraries (libname.so or libname.a), use the -lname | |
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl | |
# Generate target objects list from PROJECT_SOURCE_FILES | |
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES)) | |
# Android APK building process... some steps required... | |
# NOTE: typing 'make' will invoke the default target entry called 'all', | |
all: create_temp_project_dirs \ | |
copy_project_required_libs \ | |
copy_project_resources \ | |
generate_loader_script \ | |
generate_android_manifest \ | |
generate_apk_keystore \ | |
config_project_package \ | |
compile_project_code \ | |
compile_project_class \ | |
compile_project_class_dex \ | |
create_project_apk_package \ | |
sign_project_apk_package \ | |
zipalign_project_apk_package | |
# Create required temp directories for APK building | |
create_temp_project_dirs: | |
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) | |
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj | |
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src | |
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com | |
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) | |
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) | |
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib | |
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) | |
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin | |
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res | |
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi | |
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi | |
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi | |
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values | |
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets | |
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) | |
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens | |
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) | |
define create_dir | |
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1) | |
endef | |
# Copy required shared libs for integration into APK | |
# NOTE: If using shared libs they are loaded by generated NativeLoader.java | |
copy_project_required_libs: | |
ifeq ($(RAYLIB_LIBTYPE),SHARED) | |
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so | |
endif | |
ifeq ($(RAYLIB_LIBTYPE),STATIC) | |
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a | |
endif | |
# Copy project required resources: strings.xml, icon.png, assets | |
# NOTE: Required strings.xml is generated and game resources are copied to assets folder | |
# TODO: Review xcopy usage, it can not be found in some systems! | |
copy_project_resources: | |
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y | |
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y | |
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y | |
@echo ^<?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 exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F | |
# Generate NativeLoader.java to load required shared libraries | |
# NOTE: Probably not the bet way to generate this file... but it works. | |
generate_loader_script: | |
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
ifeq ($(RAYLIB_LIBTYPE),SHARED) | |
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
endif | |
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
# Generate AndroidManifest.xml with all the required options | |
# NOTE: Probably not the bet way to generate this file... but it works. | |
generate_android_manifest: | |
@echo ^<?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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA | |
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml | |
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java | |
config_project_package: | |
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar | |
# Compile native_app_glue code as static library: obj/libnative_app_glue.a | |
compile_native_app_glue: | |
$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS) | |
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o | |
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so | |
compile_project_code: $(OBJS) | |
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) | |
# Compile all .c files required into object (.o) files | |
# NOTE: Those files will be linked into a shared library | |
$(PROJECT_BUILD_PATH)/obj/%.o:%.c | |
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot | |
# Compile project .java code into .class (Java bytecode) | |
compile_project_class: | |
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java | |
# Compile .class files into Dalvik executable bytecode (.dex) | |
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT) | |
compile_project_class_dex: | |
$(ANDROID_BUILD_TOOLS)/d8 --output $(PROJECT_BUILD_PATH)/bin $(PROJECT_BUILD_PATH)/obj/com/raylib/rgame/*.class | |
# $(ANDROID_BUILD_TOOLS)/d8 $(PROJECT_BUILD_PATH)/obj/com/raylib/rgame/*.class --output $(PROJECT_BUILD_PATH)/bin | |
# $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj | |
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk | |
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so | |
# NOTE: Use -A resources to define additional directory in which to find raw asset files | |
create_project_apk_package: | |
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin | |
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS) | |
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk | |
sign_project_apk_package: | |
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key | |
# Create zip-aligned APK package: $(PROJECT_NAME).apk | |
zipalign_project_apk_package: | |
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk | |
# Install $(PROJECT_NAME).apk to default emulator/device | |
# NOTE: Use -e (emulator) or -d (device) parameters if required | |
install: | |
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk | |
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64) | |
check_device_abi: | |
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi | |
# Monitorize output log coming from device, only raylib tag | |
logcat: | |
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c | |
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S | |
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device | |
deploy: | |
$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk | |
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c | |
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S | |
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W | |
# Clean everything | |
clean: | |
del $(PROJECT_BUILD_PATH)\* /f /s /q | |
rmdir $(PROJECT_BUILD_PATH) /s /q | |
@echo Cleaning done |
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