mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
Reviewed templates Makefiles
This commit is contained in:
@ -2,7 +2,10 @@
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#
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# raylib makefile for Android project (APK building)
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#
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# Copyright (c) 2017 Ramon Santamaria (@raysan5)
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# NOTE: Ported by Jean-Sébastien Lebarbier (@jseb) to *nix platform.
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# For comments, you can contact me: raylib(at)finiderire.com
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#
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# Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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@ -21,9 +24,6 @@
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#
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#**************************************************************************************************
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# Note : ported by Jean-Sébastien Lebarbier (@jseb) to *nix by using the Ramon Santamaria ms-windows version.
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# For comments, you can contact me : raylib(at)finiderire.com
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# debug : adb logcat *:W | grep -i raylib
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# Define required raylib variables
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@ -31,55 +31,53 @@ PLATFORM ?= PLATFORM_ANDROID
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RAYLIB_PATH ?= ../../
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# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
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# Starting in 2019 using ARM64 is mandatory for published apps,
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# Starting on August 2020, minimum required target API is Android 10 (API level 29)
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ANDROID_ARCH ?= ARM64
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ifeq ($(ANDROID_ARCH),ARM)
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ANDROID_ARCH_NAME = armeabi-v7a
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# [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
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# @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking
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ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
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endif
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ifeq ($(ANDROID_ARCH),ARM64)
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ANDROID_ARCH_NAME = arm64-v8a
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# [JSEB] i have added ANDROID_TOOLCHAIN_LIBS for linking
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# @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking
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ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android
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endif
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# Required path variables
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# no need to define JAVA_HOME , JAVA_BIN in linux environment (binaries are in $PATH)
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# NOTE: No need to define JAVA_HOME, JAVA_BIN in linux environment (binaries are in $PATH)
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#JAVA_HOME ?= C:/JavaJDK/
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#JAVA_BIN ?= $(JAVA_HOME)/bin/
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ANDROID_HOME ?= /opt/android-sdk
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ANDROID_NDK ?= /opt/android-ndk
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ANDROID_TOOLCHAIN ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64/
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# find the highest version available of build tools
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# Find the highest version available of build tools
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ANDROID_BUILD_TOOLS = $(shell ls -1d $(ANDROID_HOME)/build-tools/* | tail -n 1)/
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# and extracts the API version
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ANDROID_API_VERSION = $(shell echo $(ANDROID_BUILD_TOOLS) | sed 's/.*\/\([0-9]\+\).*/\1/')
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NATIVE_APP_GLUE = $(ANDROID_NDK)/sources/android/native_app_glue
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$(warning [*] Using $(ANDROID_BUILD_TOOLS) , API version: $(ANDROID_API_VERSION))
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# ANDROID_PLATFORM_TOOLS should be in $PATH too with linux (see /etc/profile.d/android* )
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# but anyway, let's define it here
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ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
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# Android project configuration variables
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PROJECT_NAME ?= raylib_game
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PROJECT_LIBRARY_NAME ?= main
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PROJECT_BUILD_ID ?= android
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PROJECT_BUILD_ID ?= android
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PROJECT_BUILD_PATH ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
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PROJECT_RESOURCES_PATH ?= resources
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PROJECT_SOURCE_FILES ?= simple_game.c
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NATIVE_APP_GLUE_PATH = $(ANDROID_NDK)/sources/android/native_app_glue
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# Some source files are placed in directories, when compiling to some
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# output directory other than source, that directory must pre-exist.
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# Here we get a list of required folders that need to be created on
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# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
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#PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
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PROJECT_SOURCE_DIRS = $(dir $(PROJECT_SOURCE_FILES))
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# Android app configuration variables
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@ -139,7 +137,7 @@ CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical
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CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
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# Paths containing required header files
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE)
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
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# Linker options
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LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
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@ -189,42 +187,13 @@ create_temp_project_dirs:
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mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH); \
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$(foreach dir, $(PROJECT_SOURCE_DIRS), mkdir -p $(PROJECT_BUILD_PATH)/obj/$(dir) ); \
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fi
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# if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
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# if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
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# if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
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# if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
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# if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
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# if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
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# if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
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# if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
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# if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
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# if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
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# if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
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# if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
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# if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
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# if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
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# if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
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# if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
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# if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
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# $(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
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#define create_dir
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# if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
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#endef
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# Copy required shared libs for integration into APK
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# NOTE: If using shared libs they are loaded by generated NativeLoader.java
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#
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# FIXME really necessary to copy libraylib.a , which will be put into exe at link step ?
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# FIXME! Really required to copy libraylib.a, which will be put into exe at link step?
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copy_project_required_libs:
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cp $(RAYLIB_LIB_PATH)/libraylib.* $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
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#ifeq ($(RAYLIB_LIBTYPE),SHARED)
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# copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
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#endif
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#ifeq ($(RAYLIB_LIBTYPE),STATIC)
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# copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
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#endif
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# Copy project required resources: strings.xml, icon.png, assets
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# NOTE: Required strings.xml is generated and game resources are copied to assets folder
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@ -238,18 +207,12 @@ copy_project_resources:
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$(APP_LABEL_NAME)\n\
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</string>\n\
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</resources>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
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# copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
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# copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
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# copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
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# @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
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# @echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
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@if [ -d $(PROJECT_RESOURCES_PATH) ]; then \
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cp -a $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/; \
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else \
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else \
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echo " [*] Project resources path not found: $(PROJECT_RESOURCES_PATH)"; \
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fi
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fi
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# if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
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# Generate NativeLoader.java to load required shared libraries
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@ -260,28 +223,20 @@ else
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nativeloader_sharedlib=
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endif
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generate_loader_script:
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@echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\
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@echo "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\
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public class NativeLoader extends android.app.NativeActivity {\n\
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static {\n\
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$(nativeloader_sharedlib);\n\
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System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");\n\
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}\n\
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}\n" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# @echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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# Generate AndroidManifest.xml with all the required options
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# NOTE: Probably not the bet way to generate this file... but it works.
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# TODO jseb : replacing @drawable/icon with @mipmap/icon ?
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# TODO @jseb: Replace @drawable/icon with @mipmap/icon?
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# https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr
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generate_android_manifest:
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@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
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@echo "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
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<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"\n\
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package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\"\n\
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android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\">\n\
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@ -302,41 +257,19 @@ generate_android_manifest:
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</application>\n\
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</manifest>" > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# @echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
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# Generate storekey for APK signing: $(PROJECT_NAME).keystore
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# NOTE: Configure here your Distinguished Names (-dname) if required!
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generate_apk_keystore:
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# if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(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
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# infos sur keytools ici: https://coderwall.com/p/r09hoq/android-generate-release-debug-keystores
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# keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
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# NOTE: https://coderwall.com/p/r09hoq/android-generate-release-debug-keystores
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# keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
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@if [ -s $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore ]; then \
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echo " [*] $(PROJECT_NAME).keystore already exists."; \
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else \
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else \
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echo " [*] $(PROJECT_NAME).keystore : generating now."; \
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$(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA; \
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fi
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fi
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# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
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# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
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@ -345,7 +278,7 @@ config_project_package:
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# Compile native_app_glue code as static library: obj/libnative_app_glue.a
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compile_native_app_glue:
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$(CC) -c $(NATIVE_APP_GLUE)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
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$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
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$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
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# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
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@ -358,7 +291,6 @@ $(PROJECT_BUILD_PATH)/obj/%.o:%.c
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$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
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# Compile project .java code into .class (Java bytecode)
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# pour Unix, le séparateur pour les chemins indiqués dans -cp (-classpath) est ':' (pour windows: ';')
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compile_project_class:
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$(JAVA_BIN)javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar:$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
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@ -408,7 +340,7 @@ deploy:
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#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
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# [JSEB] Clean everything, but avoid accidental removing of root dir, or $HOME, or whatever important
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# @jseb: Clean everything, but avoid accidental removing of root dir, or $HOME, or whatever important
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clean:
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@if [ "$(shell echo $(PROJECT_BUILD_PATH) | grep "$(PROJECT_BUILD_ID)")" != "" ]; then \
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rm -rf $(PROJECT_BUILD_PATH); \
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