diff --git a/templates/advance_game/Makefile b/templates/advance_game/Makefile
index 905128cee..e221e387b 100644
--- a/templates/advance_game/Makefile
+++ b/templates/advance_game/Makefile
@@ -1,6 +1,6 @@
#**************************************************************************************************
#
-# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
#
@@ -23,29 +23,30 @@
.PHONY: all clean
-# define raylib platform to compile for
-# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
+# Define required raylib variables
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
+RAYLIB_PATH ?= ..\..
+PROJECT_NAME ?= advance_game
-# define NO to use OpenAL Soft as static library (shared by default)
-SHARED_OPENAL ?= NO
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+# NOTE: Libraries should be provided in the selected form
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+# On PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
- SHARED_OPENAL = NO
+ OPENAL_LIBTYPE = SHARED
endif
-# define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
-
-# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
- UNAMEOS:=$(shell uname)
+ UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
@@ -58,22 +59,72 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
-# define compiler: gcc for C program, define as g++ for C++
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # define emscripten compiler
- CC = emcc
-else
-ifeq ($(PLATFORM_OS),OSX)
- # define llvm compiler for mac
- CC = clang
-else
- # define default gcc compiler
- CC = gcc
-endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI cross-compiler
+ RPI_CROSS_COMPILE ?= NO
endif
-# define compiler flags:
-# -O2 defines optimization level
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH = C:/emsdk
+ EMSCRIPTEN_VERSION = 1.37.9
+ CLANG_VERSION=e1.37.9_64bit
+ PYTHON_VERSION=2.7.5.3_64bit
+ NODE_VERSION=4.1.1_64bit
+ export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
+ EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
+endif
+
+# Define raylib release directory for compiled library
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
+endif
+
+# Define default C compiler: gcc
+CC = gcc
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),OSX)
+ # OSX default compiler
+ CC = clang
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ ifeq ($(RPI_CROSS_COMPILE),YES)
+ # RPI cross-compiler
+ CC = armv6j-hardfloat-linux-gnueabi-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ CC = emcc
+endif
+
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ MAKE = make
+ endif
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
# -Og enable debugging
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
@@ -82,190 +133,146 @@ endif
# -fgnu89-inline declaring inline functions support (GCC optimized)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- CFLAGS = -O2 -s -Wall -std=c99
- endif
ifeq ($(PLATFORM_OS),LINUX)
- CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
- endif
- ifeq ($(PLATFORM_OS),OSX)
- CFLAGS = -O2 -s -Wall -std=c99
+ CFLAGS += -no-pie -D_DEFAULT_SOURCE
endif
endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
- # -O2 # if used, also set --memory-init-file 0
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # --preload-file file.res # embbed file.res resource into .data file
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
-endif
-#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
-
-# define raylib release directory for compiled library
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
- endif
- ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
+ # -O2 # if used, also set --memory-init-file 0
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
endif
-# define any directories containing required header files
-INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+
+# Define additional directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI requried libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
+endif
+
+# Define library paths containing required libs
+LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries headers
- # GLFW3
- INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
- # OpenAL Soft
- INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # you may optionally create this directory and install raylib
- # and related headers there. Edit ../src/Makefile appropriately.
- INCLUDES += -I/usr/local/include/raylib
- endif
- ifeq ($(PLATFORM_OS),OSX)
- # additional directories for MacOS
- endif
+ LDFLAGS += -L/opt/vc/lib
endif
-# define library paths containing required libs
-LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS += -L/opt/vc/lib
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries to link with
- # GLFW3
- LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
- # OpenAL Soft
- LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
- endif
-endif
-
-# define any libraries to link into executable
+# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- # libraries for Debian GNU/Linux desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
- # on XWindow requires also below libraries
- LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- else
- ifeq ($(PLATFORM_OS),OSX)
- # libraries for OSX 10.9 desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
- else
- # libraries for Windows desktop compiling
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
- # if static OpenAL Soft required, define the corresponding libs
- ifeq ($(SHARED_OPENAL),NO)
- LIBS += -lopenal32 -lwinmm
- CFLAGS += -Wl,-allow-multiple-definition
+ LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
+
+ # Define required flags and libs for OpenAL Soft STATIC/SHARED usage
+ # NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
+ ifeq ($(OPENAL_LIBTYPE),STATIC)
+ LDLIBS += -lopenal32 -lwinmm
+ CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
else
- LIBS += -lopenal32dll
+ LDLIBS += -lopenal32dll
endif
endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- # libraries for Raspberry Pi compiling
- # NOTE: OpenAL Soft library should be installed (libopenal1 package)
- LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libopenal1
+ LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- # NOTE: Set the correct path to libraylib.bc
- LIBS = $(RAYLIB_RELEASE)/libraylib.bc
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
-# define additional parameters and flags for windows
+# Define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
- # resources file contains windows exe icon
+ # resources file contains raylib icon for windows .exe
# -Wl,--subsystem,windows hides the console window
WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
+# Define output extension to generate a .html file using provided shell
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
-# define all screen object files required
-SCREENS = \
- screens/screen_logo.o \
- screens/screen_title.o \
- screens/screen_options.o \
- screens/screen_gameplay.o \
- screens/screen_ending.o \
+# Define all source files required
+PROJECT_SOURCE_FILES ?= advance_game.c \
+ screens/screen_logo.c \
+ screens/screen_title.c \
+ screens/screen_options.c \
+ screens/screen_gameplay.c \
+ screens/screen_ending.c
-# typing 'make' will invoke the default target entry called 'all',
-# in this case, the 'default' target entry is advance_game
-all: advance_game
+# Define all object files from source files
+OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-# compile template - advance_game
-advance_game: advance_game.c $(SCREENS)
- $(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export PROJECT_SOURCE_FILES
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
-# compile screen LOGO
-screens/screen_logo.o: screens/screen_logo.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
-# compile screen TITLE
-screens/screen_title.o: screens/screen_title.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(WINFLAGS)
-# compile screen OPTIONS
-screens/screen_options.o: screens/screen_options.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+%.o: %.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
-# compile screen GAMEPLAY
-screens/screen_gameplay.o: screens/screen_gameplay.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# compile screen ENDING
-screens/screen_ending.o: screens/screen_ending.c
- $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
-
-# clean everything
+# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
+ endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
- else
- ifeq ($(PLATFORM_OS),LINUX)
- find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
- else
- del *.o *.exe /s
- endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@@ -277,7 +284,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
@echo Cleaning done
-# instead of defining every module one by one, we can define a pattern
-# this pattern below will automatically compile every module defined on $(OBJS)
-#%.exe : %.c
-# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
diff --git a/templates/advance_game/Makefile.Android b/templates/advance_game/Makefile.Android
new file mode 100644
index 000000000..62a0f5ade
--- /dev/null
+++ b/templates/advance_game/Makefile.Android
@@ -0,0 +1,287 @@
+#**************************************************************************************************
+#
+# raylib makefile for Android project (APK building)
+#
+# Copyright (c) 2017 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 ?= ..\..
+
+# Required path variables
+# NOTE: JAVA_HOME must be set to JDK
+ANDROID_HOME = C:/android-sdk
+ANDROID_NDK = C:/android-ndk
+ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
+ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.2
+ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
+JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
+
+# Android project configuration variables
+PROJECT_NAME ?= raylib_game
+PROJECT_LIBRARY_NAME ?= main
+PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
+PROJECT_RESOURCES_PATH ?= resources
+PROJECT_SOURCE_FILES ?= raylib_game.c
+
+# 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\logo36x36.png
+APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\logo48x48.png
+APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\logo72x72.png
+APP_SCREEN_ORIENTATION ?= landscape
+APP_KEYSTORE_PASS ?= raylib
+
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
+OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
+
+# 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/armeabi-v7a/libraylib.so
+endif
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
+endif
+
+# Compiler and archiver
+# NOTE: GCC is being deprectated in Android NDK r16
+CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
+AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
+
+# Compiler flags for arquitecture
+CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
+# 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__=16
+
+# Paths containing required header files
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
+
+# 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/armeabi-v7a
+
+# Define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -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_native_app_glue \
+ 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\armeabi-v7a mkdir $(PROJECT_BUILD_PATH)\lib\armeabi-v7a
+ 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)\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\armeabi-v7a\libraylib.so
+endif
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.so
+endif
+ifeq ($(RAYLIB_LIBTYPE),STATIC)
+ copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.a
+endif
+ifeq ($(OPENAL_LIBTYPE),STATIC)
+ copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.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
+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 ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets /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 ($(OPENAL_LIBTYPE),SHARED)
+ @echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+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("raylib_game"); >> $(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 ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(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 ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(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 ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(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 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# 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-16/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/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/armeabi-v7a/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-16/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)/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-16/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/armeabi-v7a/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 -r $(PROJECT_NAME).apk
+
+# 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 -r $(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
diff --git a/templates/advance_game/advance_game.c b/templates/advance_game/advance_game.c
index 2c6aee3a6..5c9442a5f 100644
--- a/templates/advance_game/advance_game.c
+++ b/templates/advance_game/advance_game.c
@@ -8,7 +8,7 @@
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -19,23 +19,36 @@
#include "android_native_app_glue.h"
#endif
+#if defined(PLATFORM_WEB)
+ #include
+#endif
+
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
+const int screenWidth = 800;
+const int screenHeight = 450;
// Required variables to manage screen transitions (fade-in, fade-out)
-float transAlpha = 0;
-bool onTransition = false;
-bool transFadeOut = false;
-int transFromScreen = -1;
-int transToScreen = -1;
+static float transAlpha = 0.0f;
+static bool onTransition = false;
+static bool transFadeOut = false;
+static int transFromScreen = -1;
+static int transToScreen = -1;
+
+// NOTE: Some global variables that require to be visible for all screens,
+// are defined in screens.h (i.e. currentScreen)
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
-void TransitionToScreen(int screen);
-void UpdateTransition(void);
-void DrawTransition(void);
+static void ChangeToScreen(int screen); // No transition effect
+
+static void TransitionToScreen(int screen);
+static void UpdateTransition(void);
+static void DrawTransition(void);
+
+static void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main entry point
@@ -46,133 +59,122 @@ void android_main(struct android_app *app)
int main(void)
#endif
{
- // Initialization
- //---------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
+ // Initialization
+ //---------------------------------------------------------
#if defined(PLATFORM_ANDROID)
InitWindow(screenWidth, screenHeight, app);
#else
- InitWindow(screenWidth, screenHeight, "raylib template - standard game");
+ InitWindow(screenWidth, screenHeight, "raylib template - advance game");
#endif
- // TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
+
+ // Global data loading (assets that must be available in all screens, i.e. fonts)
+ InitAudioDevice();
+
+ font = LoadSpriteFont("resources/mecha.png");
+ music = LoadMusicStream("resources/ambient.ogg");
+ fxCoin = LoadSound("resources/coin.wav");
+ SetMusicVolume(music, 1.0f);
+ PlayMusicStream(music);
+
// Setup and Init first screen
currentScreen = LOGO;
InitLogoScreen();
-
- SetTargetFPS(60);
- //----------------------------------------------------------
+
+#if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
- // Update
- //----------------------------------------------------------------------------------
- if (!onTransition)
- {
- switch(currentScreen)
- {
- case LOGO:
- {
- UpdateLogoScreen();
-
- if (FinishLogoScreen()) TransitionToScreen(TITLE);
-
- } break;
- case TITLE:
- {
- UpdateTitleScreen();
-
- if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS);
- else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
-
- } break;
- case OPTIONS:
- {
- UpdateOptionsScreen();
-
- if (FinishOptionsScreen()) TransitionToScreen(TITLE);
-
- } break;
- case GAMEPLAY:
- {
- UpdateGameplayScreen();
-
- if (FinishGameplayScreen()) TransitionToScreen(ENDING);
-
- } break;
- case ENDING:
- {
- UpdateEndingScreen();
-
- if (FinishEndingScreen()) TransitionToScreen(TITLE);
-
- } break;
- default: break;
- }
- }
- else
- {
- // Update transition (fade-in, fade-out)
- UpdateTransition();
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- switch(currentScreen)
- {
- case LOGO: DrawLogoScreen(); break;
- case TITLE: DrawTitleScreen(); break;
- case OPTIONS: DrawOptionsScreen(); break;
- case GAMEPLAY: DrawGameplayScreen(); break;
- case ENDING: DrawEndingScreen(); break;
- default: break;
- }
-
- if (onTransition) DrawTransition();
-
- //DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
+ UpdateDrawFrame();
}
+#endif
// De-Initialization
//--------------------------------------------------------------------------------------
- // TODO: Unload all global loaded data (i.e. fonts) here!
+ // Unload current screen data before closing
+ switch (currentScreen)
+ {
+ case LOGO: UnloadLogoScreen(); break;
+ case TITLE: UnloadTitleScreen(); break;
+ case GAMEPLAY: UnloadGameplayScreen(); break;
+ case ENDING: UnloadEndingScreen(); break;
+ default: break;
+ }
- CloseWindow(); // Close window and OpenGL context
+ // Unload all global loaded data (i.e. fonts) here!
+ UnloadSpriteFont(font);
+ UnloadMusicStream(music);
+ UnloadSound(fxCoin);
+
+ CloseAudioDevice(); // Close audio context
+
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
#if !defined(PLATFORM_ANDROID)
return 0;
#endif
}
-void TransitionToScreen(int screen)
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Change to next screen, no transition
+static void ChangeToScreen(int screen)
{
- onTransition = true;
- transFromScreen = currentScreen;
- transToScreen = screen;
+ // Unload current screen
+ switch (currentScreen)
+ {
+ case LOGO: UnloadLogoScreen(); break;
+ case TITLE: UnloadTitleScreen(); break;
+ case GAMEPLAY: UnloadGameplayScreen(); break;
+ case ENDING: UnloadEndingScreen(); break;
+ default: break;
+ }
+
+ // Init next screen
+ switch (screen)
+ {
+ case LOGO: InitLogoScreen(); break;
+ case TITLE: InitTitleScreen(); break;
+ case GAMEPLAY: InitGameplayScreen(); break;
+ case ENDING: InitEndingScreen(); break;
+ default: break;
+ }
+
+ currentScreen = screen;
}
-void UpdateTransition(void)
+// Define transition to next screen
+static void TransitionToScreen(int screen)
+{
+ onTransition = true;
+ transFadeOut = false;
+ transFromScreen = currentScreen;
+ transToScreen = screen;
+ transAlpha = 0.0f;
+}
+
+// Update transition effect
+static void UpdateTransition(void)
{
if (!transFadeOut)
{
- transAlpha += 0.01;
-
- if (transAlpha >= 1.0)
- {
- transAlpha = 1.0;
+ transAlpha += 0.02f;
+ // NOTE: Due to float internal representation, condition jumps on 1.0f instead of 1.05f
+ // For that reason we compare against 1.01f, to avoid last frame loading stop
+ if (transAlpha > 1.01f)
+ {
+ transAlpha = 1.0f;
+
+ // Unload current screen
switch (transFromScreen)
{
case LOGO: UnloadLogoScreen(); break;
@@ -183,46 +185,29 @@ void UpdateTransition(void)
default: break;
}
+ // Load next screen
switch (transToScreen)
{
- case LOGO:
- {
- InitLogoScreen();
- currentScreen = LOGO;
- } break;
- case TITLE:
- {
- InitTitleScreen();
- currentScreen = TITLE;
- } break;
- case OPTIONS:
- {
- InitOptionsScreen();
- currentScreen = OPTIONS;
- } break;
- case GAMEPLAY:
- {
- InitGameplayScreen();
- currentScreen = GAMEPLAY;
- } break;
- case ENDING:
- {
- InitEndingScreen();
- currentScreen = ENDING;
- } break;
+ case LOGO: InitLogoScreen(); break;
+ case TITLE: InitTitleScreen(); break;
+ case GAMEPLAY: InitGameplayScreen(); break;
+ case ENDING: InitEndingScreen(); break;
default: break;
}
+ currentScreen = transToScreen;
+
+ // Activate fade out effect to next loaded screen
transFadeOut = true;
}
}
else // Transition fade out logic
{
- transAlpha -= 0.01f;
+ transAlpha -= 0.02f;
- if (transAlpha <= 0)
+ if (transAlpha < -0.01f)
{
- transAlpha = 0;
+ transAlpha = 0.0f;
transFadeOut = false;
onTransition = false;
transFromScreen = -1;
@@ -231,7 +216,87 @@ void UpdateTransition(void)
}
}
-void DrawTransition(void)
+// Draw transition effect (full-screen rectangle)
+static void DrawTransition(void)
{
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha));
+}
+
+// Update and draw game frame
+static void UpdateDrawFrame(void)
+{
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateMusicStream(music); // NOTE: Music keeps playing between screens
+
+ if (!onTransition)
+ {
+ switch(currentScreen)
+ {
+ case LOGO:
+ {
+ UpdateLogoScreen();
+
+ if (FinishLogoScreen()) TransitionToScreen(TITLE);
+
+ } break;
+ case TITLE:
+ {
+ UpdateTitleScreen();
+
+ if (FinishTitleScreen() == 1) TransitionToScreen(OPTIONS);
+ else if (FinishTitleScreen() == 2) TransitionToScreen(GAMEPLAY);
+
+ } break;
+ case OPTIONS:
+ {
+ UpdateOptionsScreen();
+
+ if (FinishOptionsScreen()) TransitionToScreen(TITLE);
+
+ } break;
+ case GAMEPLAY:
+ {
+ UpdateGameplayScreen();
+
+ if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
+ //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);
+
+ } break;
+ case ENDING:
+ {
+ UpdateEndingScreen();
+
+ if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);
+
+ } break;
+ default: break;
+ }
+ }
+ else UpdateTransition(); // Update transition (fade-in, fade-out)
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ switch(currentScreen)
+ {
+ case LOGO: DrawLogoScreen(); break;
+ case TITLE: DrawTitleScreen(); break;
+ case OPTIONS: DrawOptionsScreen(); break;
+ case GAMEPLAY: DrawGameplayScreen(); break;
+ case ENDING: DrawEndingScreen(); break;
+ default: break;
+ }
+
+ // Draw full screen rectangle in front of everything
+ if (onTransition) DrawTransition();
+
+ //DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
}
\ No newline at end of file
diff --git a/templates/advance_game/resources/mecha.png b/templates/advance_game/resources/mecha.png
new file mode 100644
index 000000000..8022d18c4
Binary files /dev/null and b/templates/advance_game/resources/mecha.png differ
diff --git a/templates/advance_game/screens/screen_ending.c b/templates/advance_game/screens/screen_ending.c
index c776be3e6..4cf31f879 100644
--- a/templates/advance_game/screens/screen_ending.c
+++ b/templates/advance_game/screens/screen_ending.c
@@ -51,10 +51,11 @@ void UpdateEndingScreen(void)
{
// TODO: Update ENDING screen variables here!
- // Press enter to return to TITLE screen
- if (IsKeyPressed(KEY_ENTER))
+ // Press enter or tap to return to TITLE screen
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
finishScreen = 1;
+ PlaySound(fxCoin);
}
}
@@ -63,8 +64,8 @@ void DrawEndingScreen(void)
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
- DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
- DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
+ DrawTextEx(font, "ENDING SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, DARKBLUE);
+ DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
}
// Ending Screen Unload logic
diff --git a/templates/advance_game/screens/screen_gameplay.c b/templates/advance_game/screens/screen_gameplay.c
index f70ddb091..35428a359 100644
--- a/templates/advance_game/screens/screen_gameplay.c
+++ b/templates/advance_game/screens/screen_gameplay.c
@@ -4,7 +4,7 @@
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2017 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.
@@ -51,10 +51,11 @@ void UpdateGameplayScreen(void)
{
// TODO: Update GAMEPLAY screen variables here!
- // Press enter to change to ENDING screen
- if (IsKeyPressed(KEY_ENTER))
+ // Press enter or tap to change to ENDING screen
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
finishScreen = 1;
+ PlaySound(fxCoin);
}
}
@@ -63,8 +64,8 @@ void DrawGameplayScreen(void)
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
- DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
- DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
+ DrawTextEx(font, "GAMEPLAY SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, MAROON);
+ DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
}
// Gameplay Screen Unload logic
diff --git a/templates/advance_game/screens/screen_logo.c b/templates/advance_game/screens/screen_logo.c
index cb60e5167..25b61ac06 100644
--- a/templates/advance_game/screens/screen_logo.c
+++ b/templates/advance_game/screens/screen_logo.c
@@ -34,6 +34,8 @@
static int framesCounter;
static int finishScreen;
+static Texture2D logo;
+
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
//----------------------------------------------------------------------------------
@@ -44,6 +46,8 @@ void InitLogoScreen(void)
// TODO: Initialize LOGO screen variables here!
framesCounter = 0;
finishScreen = 0;
+
+ logo = LoadTexture("resources/raylib_logo.png");
}
// Logo Screen Update logic
@@ -64,14 +68,18 @@ void UpdateLogoScreen(void)
void DrawLogoScreen(void)
{
// TODO: Draw LOGO screen here!
- DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
- DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
+ DrawTextEx(font, "LOGO SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, GRAY);
+ DrawText("WAIT for 2 SECONDS...", 290, 400, 20, GRAY);
+
+ DrawTexture(logo, GetScreenWidth()/2 - logo.width/2, 100, WHITE);
}
// Logo Screen Unload logic
void UnloadLogoScreen(void)
{
// TODO: Unload LOGO screen variables here!
+
+ UnloadTexture(logo);
}
// Logo Screen should finish?
diff --git a/templates/advance_game/screens/screen_title.c b/templates/advance_game/screens/screen_title.c
index 8f2cf4aff..cb67bb1fe 100644
--- a/templates/advance_game/screens/screen_title.c
+++ b/templates/advance_game/screens/screen_title.c
@@ -4,7 +4,7 @@
*
* Title Screen Functions Definitions (Init, Update, Draw, Unload)
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2017 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.
@@ -51,11 +51,12 @@ void UpdateTitleScreen(void)
{
// TODO: Update TITLE screen variables here!
- // Press enter to change to GAMEPLAY screen
- if (IsKeyPressed(KEY_ENTER))
+ // Press enter or tap to change to GAMEPLAY screen
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
//finishScreen = 1; // OPTIONS
finishScreen = 2; // GAMEPLAY
+ PlaySound(fxCoin);
}
}
@@ -64,8 +65,8 @@ void DrawTitleScreen(void)
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
- DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
- DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
+ DrawTextEx(font, "TITLE SCREEN", (Vector2){ 20, 10 }, font.baseSize*3, 4, DARKGREEN);
+ DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
}
// Title Screen Unload logic
diff --git a/templates/advance_game/screens/screens.h b/templates/advance_game/screens/screens.h
index 43c335a68..aaa76c6d1 100644
--- a/templates/advance_game/screens/screens.h
+++ b/templates/advance_game/screens/screens.h
@@ -4,7 +4,7 @@
*
* Screens Functions Declarations (Init, Update, Draw, Unload)
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2017 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.
@@ -29,12 +29,15 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-typedef enum GameScreen { LOGO, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
+typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
GameScreen currentScreen;
+SpriteFont font;
+Music music;
+Sound fxCoin;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
diff --git a/templates/basic_game/Makefile b/templates/basic_game/Makefile
deleted file mode 100644
index 0330a6c77..000000000
--- a/templates/basic_game/Makefile
+++ /dev/null
@@ -1,255 +0,0 @@
-#**************************************************************************************************
-#
-# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
-#
-# Copyright (c) 2013-2017 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.
-#
-#**************************************************************************************************
-
-.PHONY: all clean
-
-# define raylib platform to compile for
-# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
-# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
-PLATFORM ?= PLATFORM_DESKTOP
-
-# define NO to use OpenAL Soft as static library (shared by default)
-SHARED_OPENAL ?= NO
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
- SHARED_OPENAL = NO
-endif
-
-# define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
-
-# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
- ifeq ($(OS),Windows_NT)
- PLATFORM_OS=WINDOWS
- LIBPATH=win32
- else
- UNAMEOS:=$(shell uname)
- ifeq ($(UNAMEOS),Linux)
- PLATFORM_OS=LINUX
- LIBPATH=linux
- else
- ifeq ($(UNAMEOS),Darwin)
- PLATFORM_OS=OSX
- LIBPATH=osx
- endif
- endif
- endif
-endif
-
-# define compiler: gcc for C program, define as g++ for C++
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # define emscripten compiler
- CC = emcc
-else
-ifeq ($(PLATFORM_OS),OSX)
- # define llvm compiler for mac
- CC = clang
-else
- # define default gcc compiler
- CC = gcc
-endif
-endif
-
-# define compiler flags:
-# -O2 defines optimization level
-# -Og enable debugging
-# -s strip unnecessary data from build
-# -Wall turns on most, but not all, compiler warnings
-# -std=c99 defines C language mode (standard C from 1999 revision)
-# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -fgnu89-inline declaring inline functions support (GCC optimized)
-# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
-# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- CFLAGS = -O2 -s -Wall -std=c99
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
- endif
- ifeq ($(PLATFORM_OS),OSX)
- CFLAGS = -O2 -s -Wall -std=c99
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
- # -O2 # if used, also set --memory-init-file 0
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # --preload-file file.res # embbed file.res resource into .data file
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
-endif
-#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
-
-# define raylib release directory for compiled library
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
- endif
- ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
-endif
-
-# define any directories containing required header files
-INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries headers
- # GLFW3
- INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
- # OpenAL Soft
- INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # you may optionally create this directory and install raylib
- # and related headers there. Edit ../src/Makefile appropriately.
- INCLUDES += -I/usr/local/include/raylib
- endif
- ifeq ($(PLATFORM_OS),OSX)
- # additional directories for MacOS
- endif
-endif
-
-# define library paths containing required libs
-LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS += -L/opt/vc/lib
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries to link with
- # GLFW3
- LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
- # OpenAL Soft
- LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
- endif
-endif
-
-# define any libraries to link into executable
-# if you want to link libraries (libname.so or libname.a), use the -lname
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- # libraries for Debian GNU/Linux desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
- # on XWindow requires also below libraries
- LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- else
- ifeq ($(PLATFORM_OS),OSX)
- # libraries for OSX 10.9 desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
- else
- # libraries for Windows desktop compiling
- # NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
- # if static OpenAL Soft required, define the corresponding libs
- ifeq ($(SHARED_OPENAL),NO)
- LIBS += -lopenal32 -lwinmm
- CFLAGS += -Wl,-allow-multiple-definition
- else
- LIBS += -lopenal32dll
- endif
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- # libraries for Raspberry Pi compiling
- # NOTE: OpenAL Soft library should be installed (libopenal1 package)
- LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # NOTE: Set the correct path to libraylib.bc
- LIBS = $(RAYLIB_RELEASE)/libraylib.bc
-endif
-
-# define additional parameters and flags for windows
-ifeq ($(PLATFORM_OS),WINDOWS)
- # resources file contains windows exe icon
- # -Wl,--subsystem,windows hides the console window
- WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
-endif
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
- EXT = .html
- WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
-endif
-
-# typing 'make' will invoke the default target entry called 'all',
-# in this case, the 'default' target entry is basic_game
-all: basic_game
-
-# compile template - basic_game
-basic_game: basic_game.c
- $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
-
-# clean everything
-clean:
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),OSX)
- find . -type f -perm +ugo+x -delete
- rm -f *.o
- else
- ifeq ($(PLATFORM_OS),LINUX)
- find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
- else
- del *.o *.exe /s
- endif
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- find . -type f -executable -delete
- rm -f *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- del *.o *.html *.js
-endif
- @echo Cleaning done
-
-# instead of defining every module one by one, we can define a pattern
-# this pattern below will automatically compile every module defined on $(OBJS)
-#%.exe : %.c
-# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
diff --git a/templates/basic_game/basic_game.c b/templates/basic_game/basic_game.c
deleted file mode 100644
index 57e7b2222..000000000
--- a/templates/basic_game/basic_game.c
+++ /dev/null
@@ -1,152 +0,0 @@
-/*******************************************************************************************
-*
-* raylib - Basic Game template
-*
-*
-*
-*
-* This game has been created using raylib v1.2 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- const char windowTitle[30] = "";
-
- InitWindow(screenWidth, screenHeight, windowTitle);
-
- GameScreen currentScreen = LOGO;
-
- // TODO: Initialize all required variables and load all required data here!
-
- int framesCounter = 0; // Useful to count frames
-
- SetTargetFPS(60); // Set desired framerate (frames-per-second)
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- switch(currentScreen)
- {
- case LOGO:
- {
- // TODO: Update LOGO screen variables here!
-
- framesCounter++; // Count frames
-
- // Wait for 2 seconds (120 frames) before jumping to TITLE screen
- if (framesCounter > 120)
- {
- currentScreen = TITLE;
- }
- } break;
- case TITLE:
- {
- // TODO: Update TITLE screen variables here!
-
- // Press enter to change to GAMEPLAY screen
- if (IsKeyPressed(KEY_ENTER))
- {
- currentScreen = GAMEPLAY;
- }
- } break;
- case GAMEPLAY:
- {
- // TODO: Update GAMEPLAY screen variables here!
-
- // Press enter to change to ENDING screen
- if (IsKeyPressed(KEY_ENTER))
- {
- currentScreen = ENDING;
- }
- } break;
- case ENDING:
- {
- // TODO: Update ENDING screen variables here!
-
- // Press enter to return to TITLE screen
- if (IsKeyPressed(KEY_ENTER))
- {
- currentScreen = TITLE;
- }
- } break;
- default: break;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- switch(currentScreen)
- {
- case LOGO:
- {
- // TODO: Draw LOGO screen here!
- DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
- DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
-
- } break;
- case TITLE:
- {
- // TODO: Draw TITLE screen here!
- DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
- DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
- DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
-
- } break;
- case GAMEPLAY:
- {
- // TODO: Draw GAMEPLAY screen here!
- DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
- DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
- DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
-
- } break;
- case ENDING:
- {
- // TODO: Draw ENDING screen here!
- DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
- DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
- DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
-
- } break;
- default: break;
- }
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // TODO: Unload all loaded data (textures, fonts, audio) here!
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/templates/simple_game/Makefile b/templates/simple_game/Makefile
index 5a0a7d946..70411ea81 100644
--- a/templates/simple_game/Makefile
+++ b/templates/simple_game/Makefile
@@ -1,6 +1,6 @@
#**************************************************************************************************
#
-# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
#
@@ -23,29 +23,30 @@
.PHONY: all clean
-# define raylib platform to compile for
-# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
+# Define required raylib variables
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
+RAYLIB_PATH ?= ..\..
+PROJECT_NAME ?= simple_game
-# define NO to use OpenAL Soft as static library (shared by default)
-SHARED_OPENAL ?= NO
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+# NOTE: Libraries should be provided in the selected form
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+# On PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
- SHARED_OPENAL = NO
+ OPENAL_LIBTYPE = SHARED
endif
-# define raylib directory for include and library
-RAYLIB_PATH ?= C:\raylib\raylib
-
-# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
- UNAMEOS:=$(shell uname)
+ UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
@@ -58,22 +59,72 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
-# define compiler: gcc for C program, define as g++ for C++
-ifeq ($(PLATFORM),PLATFORM_WEB)
- # define emscripten compiler
- CC = emcc
-else
-ifeq ($(PLATFORM_OS),OSX)
- # define llvm compiler for mac
- CC = clang
-else
- # define default gcc compiler
- CC = gcc
-endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI cross-compiler
+ RPI_CROSS_COMPILE ?= NO
endif
-# define compiler flags:
-# -O2 defines optimization level
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH = C:/emsdk
+ EMSCRIPTEN_VERSION = 1.37.9
+ CLANG_VERSION=e1.37.9_64bit
+ PYTHON_VERSION=2.7.5.3_64bit
+ NODE_VERSION=4.1.1_64bit
+ export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
+ EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
+endif
+
+# Define raylib release directory for compiled library
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
+endif
+
+# Define default C compiler: gcc
+CC = gcc
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),OSX)
+ # OSX default compiler
+ CC = clang
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ ifeq ($(RPI_CROSS_COMPILE),YES)
+ # RPI cross-compiler
+ CC = armv6j-hardfloat-linux-gnueabi-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ CC = emcc
+endif
+
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ MAKE = make
+ endif
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
# -Og enable debugging
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
@@ -82,166 +133,141 @@ endif
# -fgnu89-inline declaring inline functions support (GCC optimized)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- CFLAGS = -O2 -s -Wall -std=c99
- endif
ifeq ($(PLATFORM_OS),LINUX)
- CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
- endif
- ifeq ($(PLATFORM_OS),OSX)
- CFLAGS = -O2 -s -Wall -std=c99
+ CFLAGS += -no-pie -D_DEFAULT_SOURCE
endif
endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 -s TOTAL_MEMORY=67108864 --profiling --preload-file resources
- # -O2 # if used, also set --memory-init-file 0
- # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
- # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
- # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
- # --preload-file file.res # embbed file.res resource into .data file
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
-endif
-#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
-
-# define raylib release directory for compiled library
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
- endif
- ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
- endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
+ # -O2 # if used, also set --memory-init-file 0
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
endif
-# define any directories containing required header files
-INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+
+# Define additional directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI requried libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
+endif
+
+# Define library paths containing required libs
+LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries headers
- # GLFW3
- INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
- # OpenAL Soft
- INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
- endif
- ifeq ($(PLATFORM_OS),LINUX)
- # you may optionally create this directory and install raylib
- # and related headers there. Edit ../src/Makefile appropriately.
- INCLUDES += -I/usr/local/include/raylib
- endif
- ifeq ($(PLATFORM_OS),OSX)
- # additional directories for MacOS
- endif
+ LDFLAGS += -L/opt/vc/lib
endif
-# define library paths containing required libs
-LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS += -L/opt/vc/lib
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),WINDOWS)
- # external libraries to link with
- # GLFW3
- LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
- # OpenAL Soft
- LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
- endif
-endif
-
-# define any libraries to link into executable
+# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- ifeq ($(PLATFORM_OS),LINUX)
- # libraries for Debian GNU/Linux desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
- # on XWindow requires also below libraries
- LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
- else
- ifeq ($(PLATFORM_OS),OSX)
- # libraries for OSX 10.9 desktop compiling
- # requires the following packages:
- # libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
- else
- # libraries for Windows desktop compiling
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
- # if static OpenAL Soft required, define the corresponding libs
- ifeq ($(SHARED_OPENAL),NO)
- LIBS += -lopenal32 -lwinmm
- CFLAGS += -Wl,-allow-multiple-definition
+ LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
+
+ # Define required flags and libs for OpenAL Soft STATIC/SHARED usage
+ # NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
+ ifeq ($(OPENAL_LIBTYPE),STATIC)
+ LDLIBS += -lopenal32 -lwinmm
+ CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
else
- LIBS += -lopenal32dll
+ LDLIBS += -lopenal32dll
endif
endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- # libraries for Raspberry Pi compiling
- # NOTE: OpenAL Soft library should be installed (libopenal1 package)
- LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libopenal1
+ LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- # NOTE: Set the correct path to libraylib.bc
- LIBS = $(RAYLIB_RELEASE)/libraylib.bc
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
-# define additional parameters and flags for windows
+# Define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
- # resources file contains windows exe icon
+ # resources file contains raylib icon for windows .exe
# -Wl,--subsystem,windows hides the console window
WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
+# Define output extension to generate a .html file using provided shell
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
-# typing 'make' will invoke the default target entry called 'all',
-# in this case, the 'default' target entry is simple_game
-all: simple_game
+# Define all source files required
+PROJECT_SOURCE_FILES ?= simple_game.c
-# compile template - simple_game
-simple_game: simple_game.c screens.o
- $(CC) -o $@$(EXT) $< screens.o $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+# Define all object files from source files
+OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-# compile screens
-screens.o: screens.c
- $(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM)
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKEFILE_PARAMS = -f Makefile.Android
+ export PROJECT_NAME
+ export PROJECT_SOURCE_FILES
+else
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
-# clean everything
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
+
+# Project target defined by PROJECT_NAME
+$(PROJECT_NAME): $(OBJS)
+ $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# Compile source files
+# NOTE: This pattern will compile every module defined on $(OBJS)
+%.o: %.c
+ $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
+
+# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
+ endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
- else
- ifeq ($(PLATFORM_OS),LINUX)
- find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
- else
- del *.o *.exe /s
- endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@@ -253,7 +279,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
endif
@echo Cleaning done
-# instead of defining every module one by one, we can define a pattern
-# this pattern below will automatically compile every module defined on $(OBJS)
-#%.exe : %.c
-# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
diff --git a/templates/simple_game/Makefile.Android b/templates/simple_game/Makefile.Android
new file mode 100644
index 000000000..62a0f5ade
--- /dev/null
+++ b/templates/simple_game/Makefile.Android
@@ -0,0 +1,287 @@
+#**************************************************************************************************
+#
+# raylib makefile for Android project (APK building)
+#
+# Copyright (c) 2017 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 ?= ..\..
+
+# Required path variables
+# NOTE: JAVA_HOME must be set to JDK
+ANDROID_HOME = C:/android-sdk
+ANDROID_NDK = C:/android-ndk
+ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
+ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.2
+ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
+JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
+
+# Android project configuration variables
+PROJECT_NAME ?= raylib_game
+PROJECT_LIBRARY_NAME ?= main
+PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
+PROJECT_RESOURCES_PATH ?= resources
+PROJECT_SOURCE_FILES ?= raylib_game.c
+
+# 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\logo36x36.png
+APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\logo48x48.png
+APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\logo72x72.png
+APP_SCREEN_ORIENTATION ?= landscape
+APP_KEYSTORE_PASS ?= raylib
+
+# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+OPENAL_LIBTYPE ?= STATIC
+RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
+OPENAL_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\armeabi-v7a
+
+# Shared libs must be added to APK if required
+# NOTE: Generated NativeLoader.java automatically load those libraries
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ PROJECT_SHARED_LIBS = lib/armeabi-v7a/libraylib.so
+endif
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ PROJECT_SHARED_LIBS += lib/armeabi-v7a/libopenal.so
+endif
+
+# Compiler and archiver
+# NOTE: GCC is being deprectated in Android NDK r16
+CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-gcc
+AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
+
+# Compiler flags for arquitecture
+CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
+# Compilation functions attributes options
+CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
+# Compiler options for the linker
+CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
+# Preprocessor macro definitions
+CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=16
+
+# Paths containing required header files
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
+
+# Linker options
+LDFLAGS = -Wl,-soname,lib$(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/armeabi-v7a
+
+# Define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+LDLIBS = -lraylib -lnative_app_glue -lopenal -llog -landroid -lEGL -lGLESv2 -lOpenSLES -latomic -lc -lm -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_native_app_glue \
+ 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\armeabi-v7a mkdir $(PROJECT_BUILD_PATH)\lib\armeabi-v7a
+ 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)\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 $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.so
+endif
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ copy /Y $(OPENAL_LIB_PATH)\libopenal.so $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.so
+endif
+ifeq ($(RAYLIB_LIBTYPE),STATIC)
+ copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libraylib.a
+endif
+ifeq ($(OPENAL_LIBTYPE),STATIC)
+ copy /Y $(OPENAL_LIB_PATH)\libopenal.a $(PROJECT_BUILD_PATH)\lib\armeabi-v7a\libopenal.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
+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 ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ @echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+ if exist $(PROJECT_RESOURCES_PATH) xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+ @echo package com.$(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)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(OPENAL_LIBTYPE),SHARED)
+ @echo System.loadLibrary("openal"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ @echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+ @echo System.loadLibrary("raylib_game"); >> $(PROJECT_BUILD_PATH)/src/com/$(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 ^ > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo package="com.$(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 ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^> $(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 ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+ @echo ^ >> $(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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(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-16/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+ $(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/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 $(PROJECT_BUILD_PATH)/lib/armeabi-v7a/lib$(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 $(ANDROID_HOME)/platforms/android-16/android.jar;$(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:
+ $(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(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-16/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/armeabi-v7a/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 -r $(PROJECT_NAME).apk
+
+# 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 -r $(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
diff --git a/templates/simple_game/screens.c b/templates/simple_game/screens.c
deleted file mode 100644
index af5a9dfbd..000000000
--- a/templates/simple_game/screens.c
+++ /dev/null
@@ -1,195 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Simple Game template
-*
-* Screens Functions Definitions (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014 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.
-*
-**********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (visible to other modules)
-//----------------------------------------------------------------------------------
-GameScreen currentScreen = LOGO;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-
-// Logo screen global variables
-static int framesCounter;
-
-// Title screen global variables
-
-// Gameplay screen global variables
-
-// Ending screen global variables
-
-//----------------------------------------------------------------------------------
-// Logo Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Logo Screen Initialization logic
-void InitLogoScreen(void)
-{
- // TODO: Initialize LOGO screen variables here!
- framesCounter = 0;
-}
-
-// Logo Screen Update logic
-void UpdateLogoScreen(void)
-{
- // TODO: Update LOGO screen variables here!
-
- framesCounter++; // Count frames
-
- // Wait for 2 seconds (120 frames) before jumping to TITLE screen
- if (framesCounter > 120)
- {
- currentScreen = TITLE;
- }
-}
-
-// Logo Screen Draw logic
-void DrawLogoScreen(void)
-{
- // TODO: Draw LOGO screen here!
- DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
- DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
-}
-
-// Logo Screen Unload logic
-void UnloadLogoScreen(void)
-{
- // TODO: Unload LOGO screen variables here!
-}
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Title Screen Initialization logic
-void InitTitleScreen(void)
-{
- // TODO: Initialize TITLE screen variables here!
-}
-
-// Title Screen Update logic
-void UpdateTitleScreen(void)
-{
- // TODO: Update TITLE screen variables here!
-
- // Press enter to change to GAMEPLAY screen
- if (IsKeyPressed(KEY_ENTER))
- {
- currentScreen = GAMEPLAY;
- }
-}
-
-// Title Screen Draw logic
-void DrawTitleScreen(void)
-{
- // TODO: Draw TITLE screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
- DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
- DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
-}
-
-// Title Screen Unload logic
-void UnloadTitleScreen(void)
-{
- // TODO: Unload TITLE screen variables here!
-}
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Gameplay Screen Initialization logic
-void InitGameplayScreen(void)
-{
- // TODO: Initialize GAMEPLAY screen variables here!
-}
-
-// Gameplay Screen Update logic
-void UpdateGameplayScreen(void)
-{
- // TODO: Update GAMEPLAY screen variables here!
-
- // Press enter to change to ENDING screen
- if (IsKeyPressed(KEY_ENTER))
- {
- currentScreen = ENDING;
- }
-}
-
-// Gameplay Screen Draw logic
-void DrawGameplayScreen(void)
-{
- // TODO: Draw GAMEPLAY screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
- DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
- DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
-}
-
-// Gameplay Screen Unload logic
-void UnloadGameplayScreen(void)
-{
- // TODO: Unload GAMEPLAY screen variables here!
-}
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Ending Screen Initialization logic
-void InitEndingScreen(void)
-{
- // TODO: Initialize ENDING screen variables here!
-}
-
-// Ending Screen Update logic
-void UpdateEndingScreen(void)
-{
- // TODO: Update ENDING screen variables here!
-
- // Press enter to return to TITLE screen
- if (IsKeyPressed(KEY_ENTER))
- {
- currentScreen = TITLE;
- }
-}
-
-// Ending Screen Draw logic
-void DrawEndingScreen(void)
-{
- // TODO: Draw ENDING screen here!
- DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
- DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
- DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
-}
-
-// Ending Screen Unload logic
-void UnloadEndingScreen(void)
-{
- // TODO: Unload ENDING screen variables here!
-}
\ No newline at end of file
diff --git a/templates/simple_game/screens.h b/templates/simple_game/screens.h
deleted file mode 100644
index 5aa53617e..000000000
--- a/templates/simple_game/screens.h
+++ /dev/null
@@ -1,74 +0,0 @@
-/**********************************************************************************************
-*
-* raylib - Simple Game template
-*
-* Screens Functions Declarations (Init, Update, Draw, Unload)
-*
-* Copyright (c) 2014 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.
-*
-**********************************************************************************************/
-
-#ifndef SCREENS_H
-#define SCREENS_H
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
-
-#ifdef __cplusplus
-extern "C" { // Prevents name mangling of functions
-#endif
-
-//----------------------------------------------------------------------------------
-// Logo Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitLogoScreen(void);
-void UpdateLogoScreen(void);
-void DrawLogoScreen(void);
-void UnloadLogoScreen(void);
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitTitleScreen(void);
-void UpdateTitleScreen(void);
-void DrawTitleScreen(void);
-void UnloadTitleScreen(void);
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitGameplayScreen(void);
-void UpdateGameplayScreen(void);
-void DrawGameplayScreen(void);
-void UnloadGameplayScreen(void);
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitEndingScreen(void);
-void UpdateEndingScreen(void);
-void DrawEndingScreen(void);
-void UnloadEndingScreen(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // SCREENS_H
\ No newline at end of file
diff --git a/templates/simple_game/simple_game.c b/templates/simple_game/simple_game.c
index d8de3c283..45b00dec7 100644
--- a/templates/simple_game/simple_game.c
+++ b/templates/simple_game/simple_game.c
@@ -5,47 +5,53 @@
*
*
*
-* This game has been created using raylib (www.raylib.com)
+* This game has been created using raylib v1.2 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* raylib - Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
-#include "screens.h"
+#if defined(PLATFORM_ANDROID)
+ #include "android_native_app_glue.h"
+#endif
//----------------------------------------------------------------------------------
-// Global Variables Defined in other modules
+// Types and Structures Definition
//----------------------------------------------------------------------------------
-extern GameScreen currentScreen; // Defined in screens.c
+typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+void android_main(struct android_app *app)
+#else
int main(void)
+#endif
{
- // Initialization
- //---------------------------------------------------------
+ // Initialization
+ //--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
- const char windowTitle[30] = "";
- InitWindow(screenWidth, screenHeight, windowTitle);
+#if defined(PLATFORM_ANDROID)
+ InitWindow(screenWidth, screenHeight, app);
+#else
+ InitWindow(screenWidth, screenHeight, "raylib template - simple game");
+#endif
- // Initialize all screens
- InitLogoScreen();
- InitTitleScreen();
- InitGameplayScreen();
- InitEndingScreen();
+ GameScreen currentScreen = LOGO;
- // Define first screen
- currentScreen = LOGO;
+ // TODO: Initialize all required variables and load all required data here!
+
+ int framesCounter = 0; // Useful to count frames
+
+ SetTargetFPS(60); // Set desired framerate (frames-per-second)
+ //--------------------------------------------------------------------------------------
- SetTargetFPS(60);
- //----------------------------------------------------------
-
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@@ -53,10 +59,48 @@ int main(void)
//----------------------------------------------------------------------------------
switch(currentScreen)
{
- case LOGO: UpdateLogoScreen(); break; // Update LOGO currentScreen
- case TITLE: UpdateTitleScreen(); break; // Update TITLE currentScreen
- case GAMEPLAY: UpdateGameplayScreen(); break; // Update GAMEPLAY currentScreen
- case ENDING: UpdateEndingScreen(); break; // Update END currentScreen
+ case LOGO:
+ {
+ // TODO: Update LOGO screen variables here!
+
+ framesCounter++; // Count frames
+
+ // Wait for 2 seconds (120 frames) before jumping to TITLE screen
+ if (framesCounter > 120)
+ {
+ currentScreen = TITLE;
+ }
+ } break;
+ case TITLE:
+ {
+ // TODO: Update TITLE screen variables here!
+
+ // Press enter to change to GAMEPLAY screen
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
+ {
+ currentScreen = GAMEPLAY;
+ }
+ } break;
+ case GAMEPLAY:
+ {
+ // TODO: Update GAMEPLAY screen variables here!
+
+ // Press enter to change to ENDING screen
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
+ {
+ currentScreen = ENDING;
+ }
+ } break;
+ case ENDING:
+ {
+ // TODO: Update ENDING screen variables here!
+
+ // Press enter to return to TITLE screen
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
+ {
+ currentScreen = TITLE;
+ }
+ } break;
default: break;
}
//----------------------------------------------------------------------------------
@@ -69,15 +113,40 @@ int main(void)
switch(currentScreen)
{
- case LOGO: DrawLogoScreen(); break; // Draw LOGO currentScreen
- case TITLE: DrawTitleScreen(); break; // Draw TITLE currentScreen
- case GAMEPLAY: DrawGameplayScreen(); break; // Draw GAMEPLAY currentScreen
- case ENDING: DrawEndingScreen(); break; // Draw END currentScreen
+ case LOGO:
+ {
+ // TODO: Draw LOGO screen here!
+ DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
+ DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
+
+ } break;
+ case TITLE:
+ {
+ // TODO: Draw TITLE screen here!
+ DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
+ DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
+ DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // TODO: Draw GAMEPLAY screen here!
+ DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
+ DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+ DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
+
+ } break;
+ case ENDING:
+ {
+ // TODO: Draw ENDING screen here!
+ DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
+ DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+ DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
+
+ } break;
default: break;
}
- DrawFPS(screenWidth - 100, 20);
-
EndDrawing();
//----------------------------------------------------------------------------------
}
@@ -85,14 +154,11 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
- // Unload all loaded data (textures, fonts, audio)
- UnloadLogoScreen();
- UnloadTitleScreen();
- UnloadGameplayScreen();
- UnloadEndingScreen();
+ // TODO: Unload all loaded data (textures, fonts, audio) here!
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
-
+#if !defined(PLATFORM_ANDROID)
return 0;
-}
\ No newline at end of file
+#endif
+}
diff --git a/templates/standard_game/Makefile b/templates/standard_game/Makefile
index 73205b387..201012e81 100644
--- a/templates/standard_game/Makefile
+++ b/templates/standard_game/Makefile
@@ -78,20 +78,20 @@ endif
# Define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
+ RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
endif
# Define default C compiler: gcc
@@ -101,7 +101,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
- endif
+ endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
ifeq ($(RPI_CROSS_COMPILE),YES)
@@ -120,7 +120,7 @@ MAKE = mingw32-make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
MAKE = make
- endif
+ endif
endif
# Define compiler flags:
@@ -151,7 +151,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# -s USE_PTHREADS=1 # multithreading support
- CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling TOTAL_MEMORY=16777216 --preload-file resources
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
endif
# Define include paths for required headers
@@ -227,29 +227,30 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
-# Define all object files required
-PROJECT_SOURCE_FILES = standard_game.c\
- screens/screen_logo.c \
- screens/screen_title.c \
- screens/screen_options.c \
- screens/screen_gameplay.c \
- screens/screen_ending.c
-
+# Define all source files required
+PROJECT_SOURCE_FILES ?= standard_game.c \
+ screens/screen_logo.c \
+ screens/screen_title.c \
+ screens/screen_options.c \
+ screens/screen_gameplay.c \
+ screens/screen_ending.c
+
+# Define all object files from source files
OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
-
+# For Android platform we call a custom Makefile.Android
ifeq ($(PLATFORM),PLATFORM_ANDROID)
- CURRENT_MAKEFILE = Makefile.Android
+ MAKEFILE_PARAMS = -f Makefile.Android
export PROJECT_NAME
export PROJECT_SOURCE_FILES
else
- CURRENT_MAKEFILE += -n $(PROJECT_NAME)
+ MAKEFILE_PARAMS = $(PROJECT_NAME)
endif
# Default target entry
-all:
- $(MAKE) -f $(CURRENT_MAKEFILE)
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+ $(MAKE) $(MAKEFILE_PARAMS)
# Project target defined by PROJECT_NAME
$(PROJECT_NAME): $(OBJS)
diff --git a/templates/standard_game/Makefile.Android b/templates/standard_game/Makefile.Android
index 98efdeec7..162207095 100644
--- a/templates/standard_game/Makefile.Android
+++ b/templates/standard_game/Makefile.Android
@@ -30,7 +30,7 @@ RAYLIB_PATH ?= ..\..
ANDROID_HOME = C:/android-sdk
ANDROID_NDK = C:/android-ndk
ANDROID_TOOLCHAIN = C:/android_toolchain_arm_api16
-ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.1
+ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/26.0.2
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
JAVA_HOME = C:/PROGRA~1/Java/jdk1.8.0_144
@@ -144,7 +144,7 @@ create_temp_project_dirs:
$(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)
+ if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
endef
# Copy required shared libs for integration into APK
@@ -171,7 +171,7 @@ copy_project_resources:
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
@echo ^ > $(PROJECT_BUILD_PATH)/res/values/strings.xml
@echo ^^$(APP_LABEL_NAME)^^ >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
- xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets /Y /E /F
+ if exist $(PROJECT_RESOURCES_PATH) xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets /Y /E /F
# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
diff --git a/templates/standard_game/screens/screen_ending.c b/templates/standard_game/screens/screen_ending.c
index de16fc8fc..56d37d12b 100644
--- a/templates/standard_game/screens/screen_ending.c
+++ b/templates/standard_game/screens/screen_ending.c
@@ -52,7 +52,7 @@ void UpdateEndingScreen(void)
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
- if (IsKeyPressed(KEY_ENTER))
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
finishScreen = 1;
}
@@ -64,7 +64,7 @@ void DrawEndingScreen(void)
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
- DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 160, 220, 20, DARKBLUE);
+ DrawText("PRESS ENTER to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
}
// Ending Screen Unload logic
diff --git a/templates/standard_game/screens/screen_gameplay.c b/templates/standard_game/screens/screen_gameplay.c
index e6e451564..e64d6c5fe 100644
--- a/templates/standard_game/screens/screen_gameplay.c
+++ b/templates/standard_game/screens/screen_gameplay.c
@@ -52,7 +52,7 @@ void UpdateGameplayScreen(void)
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
- if (IsKeyPressed(KEY_ENTER))
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
finishScreen = 1;
}
@@ -64,7 +64,7 @@ void DrawGameplayScreen(void)
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
- DrawText("PRESS ENTER to JUMP to ENDING SCREEN", 170, 220, 20, MAROON);
+ DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
}
// Gameplay Screen Unload logic
diff --git a/templates/standard_game/screens/screen_title.c b/templates/standard_game/screens/screen_title.c
index c9700e8bf..67a51a0fe 100644
--- a/templates/standard_game/screens/screen_title.c
+++ b/templates/standard_game/screens/screen_title.c
@@ -52,7 +52,7 @@ void UpdateTitleScreen(void)
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
- if (IsKeyPressed(KEY_ENTER))
+ if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{
//finishScreen = 1; // OPTIONS
finishScreen = 2; // GAMEPLAY
@@ -65,7 +65,7 @@ void DrawTitleScreen(void)
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
- DrawText("PRESS ENTER to JUMP to GAMEPLAY SCREEN", 160, 220, 20, DARKGREEN);
+ DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
}
// Title Screen Unload logic
diff --git a/templates/standard_game/standard_game.c b/templates/standard_game/standard_game.c
index f95087f78..d8264f711 100644
--- a/templates/standard_game/standard_game.c
+++ b/templates/standard_game/standard_game.c
@@ -8,7 +8,7 @@
* This game has been created using raylib (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* raylib - Copyright (c) 2014 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -28,8 +28,8 @@ void android_main(struct android_app *app)
int main(void)
#endif
{
- // Initialization
- //---------------------------------------------------------
+ // Initialization
+ //---------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
@@ -45,8 +45,8 @@ int main(void)
currentScreen = LOGO; // NOTE: currentScreen is defined in screens.h as a global variable
InitLogoScreen();
- SetTargetFPS(60);
- //----------------------------------------------------------
+ SetTargetFPS(60);
+ //----------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key