Modify LoadBM Font
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#**************************************************************************************************
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#
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# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
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#
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# Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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#
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# Permission is granted to anyone to use this software for any purpose, including commercial
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# applications, and to alter it and redistribute it freely, subject to the following restrictions:
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#
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# 1. The origin of this software must not be misrepresented; you must not claim that you
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# wrote the original software. If you use this software in a product, an acknowledgment
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# in the product documentation would be appreciated but is not required.
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#
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# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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# as being the original software.
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#
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# 3. This notice may not be removed or altered from any source distribution.
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#
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#**************************************************************************************************
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.PHONY: all clean
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# Define required raylib variables
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PROJECT_NAME ?= game
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RAYLIB_VERSION ?= 4.2.0
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RAYLIB_PATH ?= C:/Users/hope8/OneDrive/GameDev/RayLibCPP/raylib/raylib
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# Define compiler path on Windows
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COMPILER_PATH ?= C:/raylib/w64devkit/bin
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# Define default options
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# One of PLATFORM_DESKTOP, PLATFORM_ANDROID, PLATFORM_WEB
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PLATFORM ?= PLATFORM_DESKTOP
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# Locations of your newly installed library and associated headers. See ../src/Makefile
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# On Linux, if you have installed raylib but cannot compile the examples, check that
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# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
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# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
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# To enable compile-time linking to a special version of libraylib.so, change these variables here.
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# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
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# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
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# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
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# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
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DESTDIR ?= C:/Users/hope8/OneDrive/GameDev/RayLibCPP/raylib/raylib
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RAYLIB_INSTALL_PATH ?= $(DESTDIR)
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# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
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RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)
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# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
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RAYLIB_LIBTYPE ?= STATIC
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# Build mode for project: DEBUG or RELEASE
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BUILD_MODE ?= RELEASE
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# Use external GLFW library instead of rglfw module
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# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
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USE_EXTERNAL_GLFW ?= FALSE
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# Use Wayland display server protocol on Linux desktop
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# by default it uses X11 windowing system
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USE_WAYLAND_DISPLAY ?= FALSE
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# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
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# ifeq ($(UNAME),Msys) -> Windows
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ifeq ($(OS),Windows_NT)
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PLATFORM_OS=WINDOWS
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export PATH := $(COMPILER_PATH):$(PATH)
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else
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UNAMEOS=$(shell uname)
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ifeq ($(UNAMEOS),Linux)
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PLATFORM_OS=LINUX
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endif
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ifeq ($(UNAMEOS),FreeBSD)
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PLATFORM_OS=BSD
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endif
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ifeq ($(UNAMEOS),OpenBSD)
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PLATFORM_OS=BSD
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endif
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ifeq ($(UNAMEOS),NetBSD)
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PLATFORM_OS=BSD
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endif
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ifeq ($(UNAMEOS),DragonFly)
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PLATFORM_OS=BSD
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endif
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ifeq ($(UNAMEOS),Darwin)
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PLATFORM_OS=OSX
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endif
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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UNAMEOS=$(shell uname)
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ifeq ($(UNAMEOS),Linux)
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PLATFORM_OS=LINUX
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endif
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endif
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# RAYLIB_PATH adjustment for different platforms.
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# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
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# Required for ldconfig or other tools that do not perform path expansion.
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),LINUX)
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RAYLIB_PREFIX ?= ..
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RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
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endif
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endif
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# Default path for raylib on Raspberry Pi, if installed in different path, update it!
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# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
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# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
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ifeq ($(PLATFORM),PLATFORM_RPI)
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RAYLIB_PATH ?= /home/pi/raylib
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# Emscripten required variables
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EMSDK_PATH ?= C:/emsdk
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EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
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CLANG_PATH = $(EMSDK_PATH)/upstream/bin
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PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
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NODE_PATH = $(EMSDK_PATH)/node/14.18.2_64bit/bin
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export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
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endif
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# Define raylib release directory for compiled library.
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# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
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RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
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# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
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# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
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# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
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# without formal installation from ../src/Makefile. It aids portability and is useful if you have
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# multiple versions of raylib, have raylib installed to a non-standard location, or want to
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# bundle libraylib.so with your game. Change it to your liking.
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# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
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# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
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# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
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# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
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# To see which libraries a built example is linking to, ldd core/core_basic_window;
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# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
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EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
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# Define default C compiler: gcc
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# NOTE: define g++ compiler if using C++
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CC = gcc
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),OSX)
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# OSX default compiler
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CC = clang
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endif
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ifeq ($(PLATFORM_OS),BSD)
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# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
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CC = clang
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
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# Define RPI cross-compiler
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#CC = armv6j-hardfloat-linux-gnueabi-gcc
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CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# HTML5 emscripten compiler
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# WARNING: To compile to HTML5, code must be redesigned
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# to use emscripten.h and emscripten_set_main_loop()
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CC = emcc
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endif
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# Define default make program: Mingw32-make
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MAKE = mingw32-make
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),LINUX)
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MAKE = make
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endif
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ifeq ($(PLATFORM_OS),OSX)
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MAKE = make
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endif
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endif
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# Define compiler flags:
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# -O0 defines optimization level (no optimization, better for debugging)
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# -O1 defines optimization level
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# -g include debug information on compilation
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# -s strip unnecessary data from build -> do not use in debug builds
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# -Wall turns on most, but not all, compiler warnings
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# -std=c99 defines C language mode (standard C from 1999 revision)
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# -std=gnu99 defines C language mode (GNU C from 1999 revision)
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# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
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# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
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CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
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ifeq ($(BUILD_MODE),DEBUG)
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CFLAGS += -g -O0
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else
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CFLAGS += -s -O1
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endif
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# Additional flags for compiler (if desired)
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#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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# resource file contains windows executable icon and properties
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# -Wl,--subsystem,windows hides the console window
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CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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ifeq ($(RAYLIB_LIBTYPE),STATIC)
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CFLAGS += -D_DEFAULT_SOURCE
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endif
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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# Explicitly enable runtime link to libraylib.so
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CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
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endif
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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CFLAGS += -std=gnu99
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endif
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# -Os # size optimization
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# -O2 # optimization level 2, if used, also set --memory-init-file 0
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# -s USE_GLFW=3 # Use glfw3 library (context/input management)
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# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
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# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
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# -s USE_PTHREADS=1 # multithreading support
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# -s WASM=0 # disable Web Assembly, emitted by default
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# -s EMTERPRETIFY=1 # enable emscripten code interpreter (very slow)
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# -s EMTERPRETIFY_ASYNC=1 # support synchronous loops by emterpreter
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# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
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# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
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# --profiling # include information for code profiling
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# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
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# --preload-file resources # specify a resources folder for data compilation
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CFLAGS += -Os -s USE_GLFW=3 -s TOTAL_MEMORY=16777216 --preload-file resources
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ifeq ($(BUILD_MODE), DEBUG)
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CFLAGS += -s ASSERTIONS=1 --profiling
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endif
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# Define a custom shell .html and output extension
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CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
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EXT = .html
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endif
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# Define include paths for required headers
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# NOTE: Several external required libraries (stb and others)
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
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# Define additional directories containing required header files
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ifeq ($(PLATFORM),PLATFORM_RPI)
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# RPI required libraries
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INCLUDE_PATHS += -I/opt/vc/include
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INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
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INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
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endif
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),BSD)
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# Consider -L$(RAYLIB_H_INSTALL_PATH)
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INCLUDE_PATHS += -I/usr/local/include
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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# Reset everything.
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# Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
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INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
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endif
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endif
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# Define library paths containing required libs.
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LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),BSD)
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# Consider -L$(RAYLIB_INSTALL_PATH)
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LDFLAGS += -L. -Lsrc -L/usr/local/lib
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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# Reset everything.
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# Precedence: immediately local, installed version, raysan5 provided libs
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LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
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endif
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endif
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ifeq ($(PLATFORM),PLATFORM_RPI)
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LDFLAGS += -L/opt/vc/lib
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endif
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# Define any libraries required on linking
|
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# if you want to link libraries (libname.so or libname.a), use the -lname
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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ifeq ($(PLATFORM_OS),WINDOWS)
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# Libraries for Windows desktop compilation
|
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# NOTE: WinMM library required to set high-res timer resolution
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LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
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endif
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ifeq ($(PLATFORM_OS),LINUX)
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# Libraries for Debian GNU/Linux desktop compiling
|
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# NOTE: Required packages: libegl1-mesa-dev
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LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
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# On X11 requires also below libraries
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LDLIBS += -lX11
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# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
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#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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# On Wayland windowing system, additional libraries requires
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ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
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LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
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endif
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# Explicit link to libc
|
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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LDLIBS += -lc
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endif
|
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endif
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||||
ifeq ($(PLATFORM_OS),OSX)
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# Libraries for OSX 10.9 desktop compiling
|
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# NOTE: Required packages: libopenal-dev libegl1-mesa-dev
|
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LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
|
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endif
|
||||
ifeq ($(PLATFORM_OS),BSD)
|
||||
# Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
|
||||
# NOTE: Required packages: mesa-libs
|
||||
LDLIBS = -lraylib -lGL -lpthread -lm
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||||
|
||||
# On XWindow requires also below libraries
|
||||
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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||||
endif
|
||||
ifeq ($(USE_EXTERNAL_GLFW),TRUE)
|
||||
# NOTE: It could require additional packages installed: libglfw3-dev
|
||||
LDLIBS += -lglfw
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Libraries for web (HTML5) compiling
|
||||
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
|
||||
endif
|
||||
|
||||
# Define a recursive wildcard function
|
||||
rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))
|
||||
|
||||
# Define all source files required
|
||||
SRC_DIR = src
|
||||
OBJ_DIR = obj
|
||||
|
||||
# Define all object files from source files
|
||||
SRC = $(call rwildcard, *.c, *.h)
|
||||
#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
|
||||
OBJS ?= main.c
|
||||
|
||||
# For Android platform we call a custom Makefile.Android
|
||||
ifeq ($(PLATFORM),PLATFORM_ANDROID)
|
||||
MAKEFILE_PARAMS = -f Makefile.Android
|
||||
export PROJECT_NAME
|
||||
export SRC_DIR
|
||||
else
|
||||
MAKEFILE_PARAMS = $(PROJECT_NAME)
|
||||
endif
|
||||
|
||||
# Default target entry
|
||||
# NOTE: We call this Makefile target or Makefile.Android target
|
||||
all:
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||||
$(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)
|
||||
|
||||
# Compile source files
|
||||
# NOTE: This pattern will compile every module defined on $(OBJS)
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#%.o: %.c
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$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
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||||
$(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 ($(PLATFORM_OS),LINUX)
|
||||
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
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||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
find . -type f -perm +ugo+x -delete
|
||||
rm -f *.o
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
find . -type f -executable -delete
|
||||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
|
|
@ -1,300 +0,0 @@
|
|||
#**************************************************************************************************
|
||||
#
|
||||
# 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 ?= ..\..
|
||||
|
||||
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
|
||||
ANDROID_ARCH ?= ARM
|
||||
ANDROID_API_VERSION = 21
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
ANDROID_ARCH_NAME = armeabi-v7a
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
ANDROID_ARCH_NAME = arm64-v8a
|
||||
endif
|
||||
|
||||
# Required path variables
|
||||
# NOTE: JAVA_HOME must be set to JDK
|
||||
JAVA_HOME ?= C:/JavaJDK
|
||||
ANDROID_HOME = C:/android-sdk
|
||||
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
|
||||
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
|
||||
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
|
||||
|
||||
# Android project configuration variables
|
||||
PROJECT_NAME ?= raylib_game
|
||||
PROJECT_LIBRARY_NAME ?= main
|
||||
PROJECT_BUILD_PATH ?= android.$(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\raylib_36x36.png
|
||||
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
|
||||
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
|
||||
APP_SCREEN_ORIENTATION ?= landscape
|
||||
APP_KEYSTORE_PASS ?= raylib
|
||||
|
||||
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
|
||||
RAYLIB_LIBTYPE ?= STATIC
|
||||
|
||||
# Library path for libraylib.a/libraylib.so
|
||||
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
|
||||
|
||||
# Shared libs must be added to APK if required
|
||||
# NOTE: Generated NativeLoader.java automatically load those libraries
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
|
||||
endif
|
||||
|
||||
# Compiler and archiver
|
||||
# NOTE: GCC is being deprecated in Android NDK r16
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
|
||||
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
|
||||
endif
|
||||
|
||||
# Compiler flags for arquitecture
|
||||
ifeq ($(ANDROID_ARCH),ARM)
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
|
||||
endif
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
# Compiler options for the linker
|
||||
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
|
||||
# Preprocessor macro definitions
|
||||
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
|
||||
|
||||
# Paths containing required header files
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(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$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
|
||||
|
||||
# Define any libraries to link into executable
|
||||
# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
|
||||
|
||||
# Generate target objects list from PROJECT_SOURCE_FILES
|
||||
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
|
||||
|
||||
# Android APK building process... some steps required...
|
||||
# NOTE: typing 'make' will invoke the default target entry called 'all',
|
||||
all: create_temp_project_dirs \
|
||||
copy_project_required_libs \
|
||||
copy_project_resources \
|
||||
generate_loader_script \
|
||||
generate_android_manifest \
|
||||
generate_apk_keystore \
|
||||
config_project_package \
|
||||
compile_project_code \
|
||||
compile_project_class \
|
||||
compile_project_class_dex \
|
||||
create_project_apk_package \
|
||||
sign_project_apk_package \
|
||||
zipalign_project_apk_package
|
||||
|
||||
# Create required temp directories for APK building
|
||||
create_temp_project_dirs:
|
||||
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
|
||||
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
|
||||
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
|
||||
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
|
||||
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
|
||||
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
|
||||
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
|
||||
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
|
||||
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
|
||||
|
||||
define create_dir
|
||||
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
|
||||
endef
|
||||
|
||||
# Copy required shared libs for integration into APK
|
||||
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
|
||||
copy_project_required_libs:
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
|
||||
endif
|
||||
ifeq ($(RAYLIB_LIBTYPE),STATIC)
|
||||
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
|
||||
endif
|
||||
|
||||
# Copy project required resources: strings.xml, icon.png, assets
|
||||
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
|
||||
# TODO: Review xcopy usage, it can not be found in some systems!
|
||||
copy_project_resources:
|
||||
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
|
||||
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
|
||||
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
|
||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
|
||||
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
|
||||
|
||||
# Generate NativeLoader.java to load required shared libraries
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_loader_script:
|
||||
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
endif
|
||||
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Generate AndroidManifest.xml with all the required options
|
||||
# NOTE: Probably not the bet way to generate this file... but it works.
|
||||
generate_android_manifest:
|
||||
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
|
||||
|
||||
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
|
||||
# NOTE: Configure here your Distinguished Names (-dname) if required!
|
||||
generate_apk_keystore:
|
||||
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(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 $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/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 $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
|
||||
|
||||
# Compile all .c files required into object (.o) files
|
||||
# NOTE: Those files will be linked into a shared library
|
||||
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
|
||||
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
|
||||
|
||||
# Compile project .java code into .class (Java bytecode)
|
||||
compile_project_class:
|
||||
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
|
||||
|
||||
# Compile .class files into Dalvik executable bytecode (.dex)
|
||||
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
|
||||
compile_project_class_dex:
|
||||
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
|
||||
|
||||
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
|
||||
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
|
||||
# NOTE: Use -A resources to define additional directory in which to find raw asset files
|
||||
create_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
|
||||
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
|
||||
|
||||
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
|
||||
sign_project_apk_package:
|
||||
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
|
||||
|
||||
# Create zip-aligned APK package: $(PROJECT_NAME).apk
|
||||
zipalign_project_apk_package:
|
||||
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
|
||||
|
||||
# Install $(PROJECT_NAME).apk to default emulator/device
|
||||
# NOTE: Use -e (emulator) or -d (device) parameters if required
|
||||
install:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
|
||||
|
||||
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
|
||||
check_device_abi:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
|
||||
|
||||
# Monitorize output log coming from device, only raylib tag
|
||||
logcat:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
|
||||
|
||||
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
|
||||
deploy:
|
||||
$(ANDROID_PLATFORM_TOOLS)/adb install -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
|
||||
|
|
@ -1,94 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Basic 3d example
|
||||
*
|
||||
* Welcome to raylib!
|
||||
*
|
||||
* To compile example, just press F5.
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 1200;
|
||||
const int screenHeight = 900;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib");
|
||||
|
||||
// Font
|
||||
Font fontnice = LoadFont("Assets/font/elandnice.fnt");
|
||||
Font fontstrawberry = LoadFont("Assets/font/gostrawberry.fnt");
|
||||
Font fontgukdae = LoadFont("Assets/font/gukdae.fnt");
|
||||
|
||||
const char* beautifulhangul = "한글은 아름다워요. 예뻐요. 그림 같아요";
|
||||
const char* hun[7];
|
||||
hun[0] = "나랏말싸미 듕귁에 달아 문자와로 서로 사맛디 아니할새";
|
||||
hun[1] = "이런 젼차로 어린백성이 니르고자 할배 있어도";
|
||||
hun[2] = "마참내 그 뜻을 시려펴디 못할 놈이 하노라";
|
||||
hun[3] = "내 이를 위하여 어여삐 여겨";
|
||||
hun[4] = "새로 스물여덟자를 맹그나니";
|
||||
hun[5] = "사람마다 해여 수비녀겨 날로 쓰매";
|
||||
hun[6] = "편한케 하고져 할 따르미니라";
|
||||
const char* author = "대한민국 변호사, 이동근이 만들었어요. 2023. 11. 2.";
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 60, 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
|
||||
{
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
DrawTextEx(fontnice, beautifulhangul , (Vector2) { 100, 110 }, 48, 5, DARKGREEN);
|
||||
|
||||
for (int i =0; i < 7; i++)
|
||||
{
|
||||
Vector2 length = MeasureTextEx(fontstrawberry, hun[i], 36, 5); // font height is 36
|
||||
Vector2 pos = { screenWidth / 2 - length.x / 2, (float)260 + (float)i * (float)40 }; // middle alignment
|
||||
DrawTextEx(fontstrawberry, hun[i], pos, 36, 5, RAYWHITE );
|
||||
}
|
||||
|
||||
|
||||
DrawTextEx(fontgukdae, author, (Vector2) { 360, 800 }, 32, 5, VIOLET );
|
||||
EndDrawing();
|
||||
}
|
||||
#endif
|
||||
|
||||
UnloadFont(fontnice);
|
||||
UnloadFont(fontstrawberry);
|
||||
UnloadFont(fontgukdae);
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
@ -1,19 +0,0 @@
|
|||
{
|
||||
"folders": [
|
||||
{
|
||||
"path": "."
|
||||
},
|
||||
{
|
||||
"path": "../../../../LoadBMFontExtender/Assets"
|
||||
}
|
||||
],
|
||||
"settings": {
|
||||
"files.associations": {
|
||||
"raylib.h": "c",
|
||||
"math.h": "c",
|
||||
"blocks.h": "c",
|
||||
"stdio.h": "c",
|
||||
"*.m": "c"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1 +0,0 @@
|
|||
Assets license.
|
||||
162
src/rtext.c
162
src/rtext.c
|
|
@ -126,7 +126,6 @@ static Font defaultFont = { 0 };
|
|||
//----------------------------------------------------------------------------------
|
||||
#if defined(SUPPORT_FILEFORMAT_FNT)
|
||||
static Font LoadBMFont(const char *fileName); // Load a BMFont file (AngelCode font file)
|
||||
static Font LoadBMFontEx(const char *fileName); // Load a BMFont file (AngelCode font file)
|
||||
#endif
|
||||
static int textLineSpacing = 15; // Text vertical line spacing in pixels
|
||||
|
||||
|
|
@ -333,7 +332,7 @@ Font LoadFont(const char *fileName)
|
|||
else
|
||||
#endif
|
||||
#if defined(SUPPORT_FILEFORMAT_FNT)
|
||||
if (IsFileExtension(fileName, ".fnt")) font = LoadBMFontEx(fileName);
|
||||
if (IsFileExtension(fileName, ".fnt")) font = LoadBMFont(fileName);
|
||||
else
|
||||
#endif
|
||||
{
|
||||
|
|
@ -2028,156 +2027,9 @@ static Font LoadBMFont(const char *fileName)
|
|||
int fontSize = 0;
|
||||
int glyphCount = 0;
|
||||
|
||||
int imWidth = 0;
|
||||
int imHeight = 0;
|
||||
char imFileName[129] = { 0 };
|
||||
|
||||
int base = 0; // Useless data
|
||||
int readBytes = 0; // Data bytes read
|
||||
int readVars = 0; // Variables filled by sscanf()
|
||||
|
||||
char *fileText = LoadFileText(fileName);
|
||||
|
||||
if (fileText == NULL) return font;
|
||||
|
||||
char *fileTextPtr = fileText;
|
||||
|
||||
// NOTE: We skip first line, it contains no useful information
|
||||
readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
|
||||
fileTextPtr += (readBytes + 1);
|
||||
|
||||
// Read line data
|
||||
readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
|
||||
searchPoint = strstr(buffer, "lineHeight");
|
||||
readVars = sscanf(searchPoint, "lineHeight=%i base=%i scaleW=%i scaleH=%i", &fontSize, &base, &imWidth, &imHeight);
|
||||
fileTextPtr += (readBytes + 1);
|
||||
|
||||
if (readVars < 4) { UnloadFileText(fileText); return font; } // Some data not available, file malformed
|
||||
|
||||
readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
|
||||
searchPoint = strstr(buffer, "file");
|
||||
readVars = sscanf(searchPoint, "file=\"%128[^\"]\"", imFileName);
|
||||
fileTextPtr += (readBytes + 1);
|
||||
|
||||
if (readVars < 1) { UnloadFileText(fileText); return font; } // No fileName read
|
||||
|
||||
readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
|
||||
searchPoint = strstr(buffer, "count");
|
||||
readVars = sscanf(searchPoint, "count=%i", &glyphCount);
|
||||
fileTextPtr += (readBytes + 1);
|
||||
|
||||
if (readVars < 1) { UnloadFileText(fileText); return font; } // No glyphCount read
|
||||
|
||||
// Compose correct path using route of .fnt file (fileName) and imFileName
|
||||
char *imPath = NULL;
|
||||
char *lastSlash = NULL;
|
||||
|
||||
lastSlash = strrchr(fileName, '/');
|
||||
if (lastSlash == NULL) lastSlash = strrchr(fileName, '\\');
|
||||
|
||||
if (lastSlash != NULL)
|
||||
{
|
||||
// NOTE: We need some extra space to avoid memory corruption on next allocations!
|
||||
imPath = (char *)RL_CALLOC(TextLength(fileName) - TextLength(lastSlash) + TextLength(imFileName) + 4, 1);
|
||||
memcpy(imPath, fileName, TextLength(fileName) - TextLength(lastSlash) + 1);
|
||||
memcpy(imPath + TextLength(fileName) - TextLength(lastSlash) + 1, imFileName, TextLength(imFileName));
|
||||
}
|
||||
else imPath = imFileName;
|
||||
|
||||
TRACELOGD(" > Image loading path: %s", imPath);
|
||||
|
||||
Image imFont = LoadImage(imPath);
|
||||
|
||||
if (imFont.format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
|
||||
{
|
||||
// Convert image to GRAYSCALE + ALPHA, using the mask as the alpha channel
|
||||
Image imFontAlpha = {
|
||||
.data = RL_CALLOC(imFont.width*imFont.height, 2),
|
||||
.width = imFont.width,
|
||||
.height = imFont.height,
|
||||
.mipmaps = 1,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
|
||||
};
|
||||
|
||||
for (int p = 0, i = 0; p < (imFont.width*imFont.height*2); p += 2, i++)
|
||||
{
|
||||
((unsigned char *)(imFontAlpha.data))[p] = 0xff;
|
||||
((unsigned char *)(imFontAlpha.data))[p + 1] = ((unsigned char *)imFont.data)[i];
|
||||
}
|
||||
|
||||
UnloadImage(imFont);
|
||||
imFont = imFontAlpha;
|
||||
}
|
||||
|
||||
font.texture = LoadTextureFromImage(imFont);
|
||||
|
||||
if (lastSlash != NULL) RL_FREE(imPath);
|
||||
|
||||
// Fill font characters info data
|
||||
font.baseSize = fontSize;
|
||||
font.glyphCount = glyphCount;
|
||||
font.glyphPadding = 0;
|
||||
font.glyphs = (GlyphInfo *)RL_MALLOC(glyphCount*sizeof(GlyphInfo));
|
||||
font.recs = (Rectangle *)RL_MALLOC(glyphCount*sizeof(Rectangle));
|
||||
|
||||
int charId, charX, charY, charWidth, charHeight, charOffsetX, charOffsetY, charAdvanceX;
|
||||
|
||||
for (int i = 0; i < glyphCount; i++)
|
||||
{
|
||||
readBytes = GetLine(fileTextPtr, buffer, MAX_BUFFER_SIZE);
|
||||
readVars = sscanf(buffer, "char id=%i x=%i y=%i width=%i height=%i xoffset=%i yoffset=%i xadvance=%i",
|
||||
&charId, &charX, &charY, &charWidth, &charHeight, &charOffsetX, &charOffsetY, &charAdvanceX);
|
||||
fileTextPtr += (readBytes + 1);
|
||||
|
||||
if (readVars == 8) // Make sure all char data has been properly read
|
||||
{
|
||||
// Get character rectangle in the font atlas texture
|
||||
font.recs[i] = (Rectangle){ (float)charX, (float)charY, (float)charWidth, (float)charHeight };
|
||||
|
||||
// Save data properly in sprite font
|
||||
font.glyphs[i].value = charId;
|
||||
font.glyphs[i].offsetX = charOffsetX;
|
||||
font.glyphs[i].offsetY = charOffsetY;
|
||||
font.glyphs[i].advanceX = charAdvanceX;
|
||||
|
||||
// Fill character image data from imFont data
|
||||
font.glyphs[i].image = ImageFromImage(imFont, font.recs[i]);
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "FONT: [%s] Some characters data not correctly provided", fileName);
|
||||
}
|
||||
|
||||
UnloadImage(imFont);
|
||||
UnloadFileText(fileText);
|
||||
|
||||
if (font.texture.id == 0)
|
||||
{
|
||||
UnloadFont(font);
|
||||
font = GetFontDefault();
|
||||
TRACELOG(LOG_WARNING, "FONT: [%s] Failed to load texture, reverted to default font", fileName);
|
||||
}
|
||||
else TRACELOG(LOG_INFO, "FONT: [%s] Font loaded successfully (%i glyphs)", fileName, font.glyphCount);
|
||||
|
||||
return font;
|
||||
}
|
||||
|
||||
// Extender of LoadBMFont. Load a BMFont file (AngelCode font file)
|
||||
// REQUIRES: strstr(), sscanf(), strrchr(), memcpy()
|
||||
static Font LoadBMFontEX(const char *fileName)
|
||||
{
|
||||
#define MAX_BUFFER_SIZE 256
|
||||
|
||||
Font font = { 0 };
|
||||
|
||||
char buffer[MAX_BUFFER_SIZE] = { 0 };
|
||||
char *searchPoint = NULL;
|
||||
|
||||
int fontSize = 0;
|
||||
int glyphCount = 0;
|
||||
|
||||
int imWidth = 0;
|
||||
int imHeight = 0;
|
||||
int totalPage = 1; // page variable
|
||||
int curPage = 0;
|
||||
char imFileName[10][129] = { 0 }; // up to ten png file.
|
||||
|
||||
int base = 0; // Useless data
|
||||
|
|
@ -2241,7 +2093,10 @@ static Font LoadBMFontEX(const char *fileName)
|
|||
TRACELOGD(" > Image loading path: %s", imPath[i]);
|
||||
}
|
||||
|
||||
Image imFont[totalPage];
|
||||
// Resize and ReDraw Font Image
|
||||
Image fullFont = LoadImage(imPath[0]);;
|
||||
|
||||
Image imFont[totalPage]; // font atlas
|
||||
|
||||
for (int i = 0; i < totalPage; i++)
|
||||
{
|
||||
|
|
@ -2269,15 +2124,14 @@ static Font LoadBMFontEX(const char *fileName)
|
|||
}
|
||||
|
||||
if (lastSlash != NULL) RL_FREE(imPath[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// Resize and ReDraw Font Image
|
||||
Image fullFont;
|
||||
fullFont = imFont[0];
|
||||
fullFont = imFont[0];
|
||||
|
||||
// If multiple atlas, then merge atlas
|
||||
if (totalPage > 1)
|
||||
{
|
||||
// Resize and ReDraw Font Image
|
||||
ImageResizeCanvas(&fullFont, imWidth, imHeight * totalPage, 0, 0, BLACK);
|
||||
|
||||
for (int index = 1; index <= totalPage; index++)
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user