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315 lines
17 KiB
315 lines
17 KiB
#************************************************************************************************** |
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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) 2017-2023 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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SHELL=cmd |
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# Define required raylib variables |
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PLATFORM ?= PLATFORM_ANDROID |
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RAYLIB_PATH ?= C:\GitHub\raylib |
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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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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_NDK ?= C:/android-ndk |
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ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64 |
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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 ?= simple_game.c |
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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 = $(RAYLIB_PATH)\src |
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# Shared libs must be added to APK if required |
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# NOTE: Generated NativeLoader.java automatically load those libraries |
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ifeq ($(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$(RAYLIB_PATH)/src |
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# Linker options |
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LDFLAGS = -Wl,-soname,lib$(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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sign_project_apk_package \ |
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zipalign_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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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)\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 $(PROJECT_BUILD_PATH)\obj\screens |
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$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir))) |
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define create_dir |
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if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1) |
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endef |
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# Copy required shared libs for integration into APK |
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# NOTE: If using shared libs they are loaded by generated NativeLoader.java |
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copy_project_required_libs: |
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ifeq ($(RAYLIB_LIBTYPE),SHARED) |
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copy /Y $(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 /Y $(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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# TODO: Review xcopy usage, it can not be found in some systems! |
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copy_project_resources: |
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copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y |
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copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y |
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copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y |
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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) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F |
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# Generate NativeLoader.java to load required shared libraries |
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# NOTE: Probably not the bet way to generate this file... but it works. |
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generate_loader_script: |
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@echo package com.$(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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# 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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@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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# Generate storekey for APK signing: $(PROJECT_NAME).keystore |
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# NOTE: Configure here your Distinguished Names (-dname) if required! |
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generate_apk_keystore: |
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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 $(PROJECT_NAME)Key -keyalg RSA |
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# Config project package and resource using AndroidManifest.xml and res/values/strings.xml |
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# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java |
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config_project_package: |
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$(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 |
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# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so |
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compile_project_code: $(OBJS) |
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$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) |
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# Compile all .c files required into object (.o) files |
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# NOTE: Those files will be linked into a shared library |
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$(PROJECT_BUILD_PATH)/obj/%.o:%.c |
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$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot |
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# Compile project .java code into .class (Java bytecode) |
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compile_project_class: |
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$(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)/$(APP_PRODUCT_NAME)/NativeLoader.java |
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# Compile .class files into Dalvik executable bytecode (.dex) |
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# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT) |
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compile_project_class_dex: |
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$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj |
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# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk |
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# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so |
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# NOTE: Use -A resources to define additional directory in which to find raw asset files |
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create_project_apk_package: |
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$(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 |
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cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS) |
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# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk |
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sign_project_apk_package: |
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$(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 |
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# Create zip-aligned APK package: $(PROJECT_NAME).apk |
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zipalign_project_apk_package: |
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$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk |
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# Install $(PROJECT_NAME).apk to default emulator/device |
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# NOTE: Use -e (emulator) or -d (device) parameters if required |
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install: |
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$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk |
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# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64) |
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check_device_abi: |
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$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi |
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# Monitorize output log coming from device, only raylib tag |
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logcat: |
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$(ANDROID_PLATFORM_TOOLS)/adb logcat -c |
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$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S |
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# Install and monitorize $(PROJECT_NAME).apk to default emulator/device |
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deploy: |
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$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk |
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$(ANDROID_PLATFORM_TOOLS)/adb logcat -c |
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$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S |
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#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W |
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# Clean everything |
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clean: |
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del $(PROJECT_BUILD_PATH)\* /f /s /q |
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rmdir $(PROJECT_BUILD_PATH) /s /q |
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@echo Cleaning done
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