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target already gets assigned by the clang macro it points to, overwriting it causes it to target linux instead of android, making it check for usr directories instead of the NDK's directories
413 lines
24 KiB
Makefile
413 lines
24 KiB
Makefile
#**************************************************************************************************
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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) 2017-2025 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 = x86
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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 ($(ANDROID_ARCH),ARM64)
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CFLAGS = -std=c99 -mfix-cortex-a53-835769
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endif
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# Compilation functions attributes options
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CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
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# Compiler options for the linker
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CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
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# Preprocessor macro definitions
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CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(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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# TODO: Use apksigner for APK signing, jarsigner is not recommended
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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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sign_project_apk_package \
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zipalign_project_apk_package
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# WARNING: About build signing process:
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# - If using apksigner, zipalign must be used before the APK file has been signed.
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# - If using jarsigner (not recommended), zipalign must be used after the APK file has been signed.
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# REF: https://developer.android.com/tools/zipalign
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# REF: https://developer.android.com/tools/apksigner
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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
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@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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else
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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\">" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
|
@echo " <meta-data android:name=\"android.app.lib_name\" android:value=\"$(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
|