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WARNING: REMOVED: Game templates

It's seems noone has ever used them
raysan5 4 years ago
parent
commit
2cda1502a3

+ 0 - 433
templates/advance_game/Makefile

@@ -1,433 +0,0 @@
-#**************************************************************************************************
-#
-#   raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
-#
-#   Copyright (c) 2013-2021 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 required raylib variables
-PROJECT_NAME       ?= advance_game
-RAYLIB_VERSION     ?= 3.8.0
-RAYLIB_PATH        ?= ../..
-
-# Define default options
-
-# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
-PLATFORM           ?= PLATFORM_DESKTOP
-
-# Locations of your newly installed library and associated headers. See ../src/Makefile
-# On Linux, if you have installed raylib but cannot compile the examples, check that
-# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
-# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
-# To enable compile-time linking to a special version of libraylib.so, change these variables here.
-# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
-# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
-# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
-# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
-DESTDIR ?= /usr/local
-RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
-# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
-RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
-
-# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE        ?= STATIC
-
-# Build mode for project: DEBUG or RELEASE
-BUILD_MODE            ?= RELEASE
-
-# Use external GLFW library instead of rglfw module
-# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
-USE_EXTERNAL_GLFW     ?= FALSE
-
-# Use Wayland display server protocol on Linux desktop
-# by default it uses X11 windowing system
-USE_WAYLAND_DISPLAY   ?= FALSE
-
-# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
-ifeq ($(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
-    else
-        UNAMEOS=$(shell uname)
-        ifeq ($(UNAMEOS),Linux)
-            PLATFORM_OS=LINUX
-        endif
-        ifeq ($(UNAMEOS),FreeBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),OpenBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),NetBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),DragonFly)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),Darwin)
-            PLATFORM_OS=OSX
-        endif
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    UNAMEOS=$(shell uname)
-    ifeq ($(UNAMEOS),Linux)
-        PLATFORM_OS=LINUX
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    UNAMEOS=$(shell uname)
-    ifeq ($(UNAMEOS),Linux)
-        PLATFORM_OS=LINUX
-    endif
-endif
-
-# RAYLIB_PATH adjustment for different platforms.
-# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
-# Required for ldconfig or other tools that do not perform path expansion.
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),LINUX)
-        RAYLIB_PREFIX ?= ..
-        RAYLIB_PATH    = $(realpath $(RAYLIB_PREFIX))
-    endif
-endif
-# Default path for raylib on Raspberry Pi, if installed in different path, update it!
-# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
-# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    RAYLIB_PATH        ?= /home/pi/raylib
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    RAYLIB_PATH        ?= /home/pi/raylib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # Emscripten required variables
-    EMSDK_PATH         ?= C:/emsdk
-    EMSCRIPTEN_PATH    ?= $(EMSDK_PATH)/upstream/emscripten
-    CLANG_PATH          = $(EMSDK_PATH)/upstream/bin
-    PYTHON_PATH         = $(EMSDK_PATH)/python/3.9.2-1_64bit
-    NODE_PATH           = $(EMSDK_PATH)/node/14.15.5_64bit/bin
-    export PATH         = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
-endif
-
-# Define raylib release directory for compiled library.
-# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
-RAYLIB_RELEASE_PATH 	?= $(RAYLIB_PATH)/src
-
-# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
-# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
-# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
-# without formal installation from ../src/Makefile. It aids portability and is useful if you have
-# multiple versions of raylib, have raylib installed to a non-standard location, or want to
-# bundle libraylib.so with your game. Change it to your liking.
-# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
-# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
-# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
-# To see which libraries a built example is linking to, ldd core/core_basic_window;
-# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
-EXAMPLE_RUNTIME_PATH   ?= $(RAYLIB_RELEASE_PATH)
-
-# Define default C compiler: gcc
-# NOTE: define g++ compiler if using C++
-CC = gcc
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),OSX)
-        # OSX default compiler
-        CC = clang
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
-        CC = clang
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
-        # Define RPI cross-compiler
-        #CC = armv6j-hardfloat-linux-gnueabi-gcc
-        CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # HTML5 emscripten compiler
-    # WARNING: To compile to HTML5, code must be redesigned
-    # to use emscripten.h and emscripten_set_main_loop()
-    CC = emcc
-endif
-
-# Define default make program
-MAKE = make
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),WINDOWS)
-        MAKE = mingw32-make
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
-    MAKE = mingw32-make
-endif
-
-# Define compiler flags:
-#  -O1                  defines optimization level
-#  -g                   include debug information on compilation
-#  -s                   strip unnecessary data from build
-#  -Wall                turns on most, but not all, compiler warnings
-#  -std=c99             defines C language mode (standard C from 1999 revision)
-#  -std=gnu99           defines C language mode (GNU C from 1999 revision)
-#  -Wno-missing-braces  ignore invalid warning (GCC bug 53119)
-#  -D_DEFAULT_SOURCE    use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
-CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
-
-ifeq ($(BUILD_MODE),DEBUG)
-    CFLAGS += -g
-    ifeq ($(PLATFORM),PLATFORM_WEB)
-        CFLAGS += -s ASSERTIONS=1 --profiling
-    endif
-else
-    ifeq ($(PLATFORM),PLATFORM_WEB)
-        CFLAGS += -Os
-    else
-        CFLAGS += -s -O1
-    endif
-endif
-
-# Additional flags for compiler (if desired)
-#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),LINUX)
-        ifeq ($(RAYLIB_LIBTYPE),STATIC)
-            CFLAGS += -D_DEFAULT_SOURCE
-        endif
-        ifeq ($(RAYLIB_LIBTYPE),SHARED)
-            # Explicitly enable runtime link to libraylib.so
-            CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-        endif
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    CFLAGS += -std=gnu99
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    CFLAGS += -std=gnu99 -DEGL_NO_X11
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # -Os                        # size optimization
-    # -O2                        # optimization level 2, if used, also set --memory-init-file 0
-    # -s USE_GLFW=3              # Use glfw3 library (context/input management)
-    # -s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing -> WARNING: Audio buffers could FAIL!
-    # -s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB) (67108864 = 64MB)
-    # -s USE_PTHREADS=1          # multithreading support
-    # -s WASM=0                  # disable Web Assembly, emitted by default
-    # -s ASYNCIFY                # lets synchronous C/C++ code interact with asynchronous JS
-    # -s FORCE_FILESYSTEM=1      # force filesystem to load/save files data
-    # -s ASSERTIONS=1            # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
-    # --profiling                # include information for code profiling
-    # --memory-init-file 0       # to avoid an external memory initialization code file (.mem)
-    # --preload-file resources   # specify a resources folder for data compilation
-    # --source-map-base          # allow debugging in browser with source map
-    CFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file resources
-
-    # Define a custom shell .html and output extension
-    CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
-    EXT = .html
-endif
-
-# Define include paths for required headers
-# NOTE: Several external required libraries (stb and others)
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-
-# Define additional directories containing required header files
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    # RPI required 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
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    # DRM required libraries
-    INCLUDE_PATHS += -I/usr/include/libdrm
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),BSD)
-        # Consider -L$(RAYLIB_H_INSTALL_PATH)
-        INCLUDE_PATHS += -I/usr/local/include
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-    endif
-endif
-
-# Define library paths containing required libs.
-LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),WINDOWS)
-        # resource file contains windows executable icon and properties
-        LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
-        # -Wl,--subsystem,windows hides the console window
-        ifeq ($(BUILD_MODE), RELEASE)
-            LDFLAGS += -Wl,--subsystem,windows
-        endif
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # Consider -L$(RAYLIB_INSTALL_PATH)
-        LDFLAGS += -L. -Lsrc -L/usr/local/lib
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        # Reset everything.
-        # Precedence: immediately local, installed version, raysan5 provided libs
-        LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
-    endif
-endif
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    LDFLAGS += -L/opt/vc/lib
-endif
-
-# Define any libraries required on linking
-# if you want to link libraries (libname.so or libname.a), use the -lname
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),WINDOWS)
-        # Libraries for Windows desktop compilation
-        # NOTE: WinMM library required to set high-res timer resolution
-        LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
-        # Required for physac examples
-        LDLIBS += -static -lpthread
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        # Libraries for Debian GNU/Linux desktop compiling
-        # NOTE: Required packages: libegl1-mesa-dev
-        LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
-
-        # On X11 requires also below libraries
-        LDLIBS += -lX11
-        # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
-        #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-
-        # On Wayland windowing system, additional libraries requires
-        ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
-            LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
-        endif
-        # Explicit link to libc
-        ifeq ($(RAYLIB_LIBTYPE),SHARED)
-            LDLIBS += -lc
-        endif
-    endif
-    ifeq ($(PLATFORM_OS),OSX)
-        # Libraries for OSX 10.9 desktop compiling
-        # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
-        LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
-        # NOTE: Required packages: mesa-libs
-        LDLIBS = -lraylib -lGL -lpthread -lm
-
-        # On XWindow requires also below libraries
-        LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-    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 ($(PLATFORM),PLATFORM_DRM)
-    # Libraries for DRM compiling
-    # NOTE: Required packages: libasound2-dev (ALSA)
-    LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # Libraries for web (HTML5) compiling
-    LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
-endif
-
-# Define all source files required
-PROJECT_SOURCE_FILES ?= \
-    advance_game.c \
-    screen_logo.c \
-    screen_title.c \
-    screen_options.c \
-    screen_gameplay.c \
-    screen_ending.c
-
-# Define all object files from source files
-OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-
-# For Android platform we call a custom Makefile.Android
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
-    MAKEFILE_PARAMS = -f Makefile.Android 
-    export PROJECT_NAME
-    export PROJECT_SOURCE_FILES
-else
-    MAKEFILE_PARAMS = $(PROJECT_NAME)
-endif
-
-# 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)
-
-# 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 ($(PLATFORM_OS),LINUX)
-		find . -type f -executable -delete
-		rm -fv *.o
-    endif
-    ifeq ($(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_DRM)
-	find . -type f -executable -delete
-	rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-	del *.o *.html *.js
-endif
-	@echo Cleaning done
-

+ 0 - 319
templates/advance_game/Makefile.Android

@@ -1,319 +0,0 @@
-#**************************************************************************************************
-#
-#   raylib makefile for Android project (APK building)
-#
-#   Copyright (c) 2017-2021 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
-# Starting in 2019 using ARM64 is mandatory for published apps,
-# Starting on August 2020, minimum required target API is Android 10 (API level 29)
-ANDROID_ARCH           ?= ARM64
-ANDROID_API_VERSION     = 29
-
-ifeq ($(ANDROID_ARCH),ARM)
-    ANDROID_ARCH_NAME   = armeabi-v7a
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    ANDROID_ARCH_NAME   = arm64-v8a
-endif
-ifeq ($(ANDROID_ARCH),x86)
-    ANDROID_ARCH_NAME   = i686
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
-    ANDROID_ARCH_NAME   = x86_64
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
-JAVA_HOME              ?= C:/open-jdk
-ANDROID_HOME           ?= C:/android-sdk
-ANDROID_NDK            ?= C:/android-ndk
-ANDROID_TOOLCHAIN      ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
-ANDROID_BUILD_TOOLS    ?= $(ANDROID_HOME)/build-tools/29.0.3
-ANDROID_PLATFORM_TOOLS  = $(ANDROID_HOME)/platform-tools
-
-# Android project configuration variables
-PROJECT_NAME           ?= raylib_game
-PROJECT_LIBRARY_NAME   ?= main
-PROJECT_BUILD_ID       ?= android
-PROJECT_BUILD_PATH     ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
-PROJECT_RESOURCES_PATH ?= resources
-PROJECT_SOURCE_FILES   ?= simple_game.c
-NATIVE_APP_GLUE_PATH    = $(ANDROID_NDK)/sources/android/native_app_glue
-
-# 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/$(ANDROID_ARCH_NAME)/libraylib.so 
-endif
-
-# Compiler and archiver
-ifeq ($(ANDROID_ARCH),ARM)
-    CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
-    CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(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$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
-
-# 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 \
-     zipalign_project_apk_package \
-     sign_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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
-
-# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
-# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
-config_project_package:
-	$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
-
-# Compile native_app_glue code as static library: obj/libnative_app_glue.a
-compile_native_app_glue:
-	$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
-	$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
-
-# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so 
-compile_project_code: $(OBJS)
-	$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
-
-# Compile all .c files required into object (.o) files
-# NOTE: Those files will be linked into a shared library
-$(PROJECT_BUILD_PATH)/obj/%.o:%.c
-	$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot 
-    
-# Compile project .java code into .class (Java bytecode) 
-compile_project_class:
-	$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(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 $(PROJECT_NAME).apk
-    
-# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
-check_device_abi:
-	$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
-
-# Monitorize output log coming from device, only raylib tag
-logcat:
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-    
-# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
-deploy:
-	$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
-
-# Clean everything
-clean:
-	del $(PROJECT_BUILD_PATH)\* /f /s /q
-	rmdir $(PROJECT_BUILD_PATH) /s /q
-	@echo Cleaning done

+ 0 - 294
templates/advance_game/advance_game.c

@@ -1,294 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib - Advance Game template
-*
-*   <Game title>
-*   <Game description>
-*
-*   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) 2014-2021 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "screens.h"    // NOTE: Declares global (extern) variables and screens functions
-
-#if defined(PLATFORM_WEB)
-    #include <emscripten/emscripten.h>
-#endif
-
-//----------------------------------------------------------------------------------
-// Shared Variables Definition (global)
-//----------------------------------------------------------------------------------
-GameScreen currentScreen = 0;
-Font font = { 0 };
-Music music = { 0 };
-Sound fxCoin = { 0 };
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition (local to this module)
-//----------------------------------------------------------------------------------
-static const int screenWidth = 800;
-static const int screenHeight = 450;
-
-// Required variables to manage screen transitions (fade-in, fade-out)
-static float transAlpha = 0.0f;
-static bool onTransition = false;
-static bool transFadeOut = false;
-static int transFromScreen = -1;
-static int transToScreen = -1;
-
-//----------------------------------------------------------------------------------
-// Local Functions Declaration
-//----------------------------------------------------------------------------------
-static void ChangeToScreen(int screen);     // Change to screen, no transition effect
-
-static void TransitionToScreen(int screen); // Request transition to next screen
-static void UpdateTransition(void);         // Update transition effect
-static void DrawTransition(void);           // Draw transition effect (full-screen rectangle)
-
-static void UpdateDrawFrame(void);          // Update and draw one frame
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
-    // Initialization (Note windowTitle is unused on Android)
-    //---------------------------------------------------------
-    InitWindow(screenWidth, screenHeight, "raylib template - advance game");
-
-    // Global data loading (assets that must be available in all screens, i.e. fonts)
-    InitAudioDevice();
-
-    font = LoadFont("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();
-
-#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
-    {
-        UpdateDrawFrame();
-    }
-#endif
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-
-    // 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;
-    }
-
-    // Unload all global loaded data (i.e. fonts) here!
-    UnloadFont(font);
-    UnloadMusicStream(music);
-    UnloadSound(fxCoin);
-
-    CloseAudioDevice();     // Close audio context
-
-    CloseWindow();          // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-
-    return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-// Change to next screen, no transition
-static void ChangeToScreen(int 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;
-}
-
-// Request 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 += 0.05f;
-
-        // 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;
-                case TITLE: UnloadTitleScreen(); break;
-                case OPTIONS: UnloadOptionsScreen(); break;
-                case GAMEPLAY: UnloadGameplayScreen(); break;
-                case ENDING: UnloadEndingScreen(); break;
-                default: break;
-            }
-
-            // Load next screen
-            switch (transToScreen)
-            {
-                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 -= 0.02f;
-
-        if (transAlpha < -0.01f)
-        {
-            transAlpha = 0.0f;
-            transFadeOut = false;
-            onTransition = false;
-            transFromScreen = -1;
-            transToScreen = -1;
-        }
-    }
-}
-
-// 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();
-    //----------------------------------------------------------------------------------
-}

BIN
templates/advance_game/resources/ambient.ogg


BIN
templates/advance_game/resources/coin.wav


BIN
templates/advance_game/resources/mecha.png


+ 0 - 79
templates/advance_game/screen_ending.c

@@ -1,79 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Advance Game template
-*
-*   Ending Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Ending Screen Initialization logic
-void InitEndingScreen(void)
-{
-    // TODO: Initialize ENDING screen variables here!
-    framesCounter = 0;
-    finishScreen = 0;
-}
-
-// Ending Screen Update logic
-void UpdateEndingScreen(void)
-{
-    // TODO: Update ENDING screen variables here!
-
-    // Press enter or tap to return to TITLE screen
-    if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
-    {
-        finishScreen = 1;
-        PlaySound(fxCoin);
-    }
-}
-
-// Ending Screen Draw logic
-void DrawEndingScreen(void)
-{
-    // TODO: Draw ENDING screen here!
-    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
-    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
-void UnloadEndingScreen(void)
-{
-    // TODO: Unload ENDING screen variables here!
-}
-
-// Ending Screen should finish?
-int FinishEndingScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 79
templates/advance_game/screen_gameplay.c

@@ -1,79 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Advance Game template
-*
-*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Gameplay Screen Initialization logic
-void InitGameplayScreen(void)
-{
-    // TODO: Initialize GAMEPLAY screen variables here!
-    framesCounter = 0;
-    finishScreen = 0;
-}
-
-// Gameplay Screen Update logic
-void UpdateGameplayScreen(void)
-{
-    // TODO: Update GAMEPLAY screen variables here!
-
-    // Press enter or tap to change to ENDING screen
-    if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
-    {
-        finishScreen = 1;
-        PlaySound(fxCoin);
-    }
-}
-
-// Gameplay Screen Draw logic
-void DrawGameplayScreen(void)
-{
-    // TODO: Draw GAMEPLAY screen here!
-    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), PURPLE);
-    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
-void UnloadGameplayScreen(void)
-{
-    // TODO: Unload GAMEPLAY screen variables here!
-}
-
-// Gameplay Screen should finish?
-int FinishGameplayScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 202
templates/advance_game/screen_logo.c

@@ -1,202 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Advance Game template
-*
-*   Logo Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-static int logoPositionX = 0;
-static int logoPositionY = 0;
-
-static int lettersCount = 0;
-
-static int topSideRecWidth = 0;
-static int leftSideRecHeight = 0;
-
-static int bottomSideRecWidth = 0;
-static int rightSideRecHeight = 0;
-
-static char raylib[8] = { 0 };     // raylib text array, max 8 letters
-static int state = 0;              // Tracking animation states (State Machine)
-static float alpha = 1.0f;         // Useful for fading
-
-//----------------------------------------------------------------------------------
-// Logo Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Logo Screen Initialization logic
-void InitLogoScreen(void)
-{
-    // Initialize LOGO screen variables here!
-    finishScreen = 0;
-    framesCounter = 0;
-    lettersCount = 0;
-
-    logoPositionX = GetScreenWidth()/2 - 128;
-    logoPositionY = GetScreenHeight()/2 - 128;
-
-    for (int i = 0; i < 8; i++) raylib[i] = '\0';
-
-    state = 0;
-    alpha = 1.0f;
-}
-
-// Logo Screen Update logic
-void UpdateLogoScreen(void)
-{
-    // Update LOGO screen variables here!
-    if (state == 0)                 // State 0: Small box blinking
-    {
-        framesCounter++;
-
-        if (framesCounter == 80)
-        {
-            state = 1;
-            framesCounter = 0;      // Reset counter... will be used later...
-        }
-    }
-    else if (state == 1)            // State 1: Top and left bars growing
-    {
-        topSideRecWidth += 8;
-        leftSideRecHeight += 8;
-
-        if (topSideRecWidth == 256) state = 2;
-    }
-    else if (state == 2)            // State 2: Bottom and right bars growing
-    {
-        bottomSideRecWidth += 8;
-        rightSideRecHeight += 8;
-
-        if (bottomSideRecWidth == 256) state = 3;
-    }
-    else if (state == 3)            // State 3: Letters appearing (one by one)
-    {
-        framesCounter++;
-
-        if (framesCounter/10)       // Every 12 frames, one more letter!
-        {
-            lettersCount++;
-            framesCounter = 0;
-        }
-
-        switch (lettersCount)
-        {
-            case 1: raylib[0] = 'r'; break;
-            case 2: raylib[1] = 'a'; break;
-            case 3: raylib[2] = 'y'; break;
-            case 4: raylib[3] = 'l'; break;
-            case 5: raylib[4] = 'i'; break;
-            case 6: raylib[5] = 'b'; break;
-            default: break;
-        }
-
-        // When all letters have appeared...
-        if (lettersCount >= 10)
-        {
-            state = 4;
-            framesCounter = 0;
-        }
-    }
-    else if (state == 4)
-    {
-        framesCounter++;
-
-        if (framesCounter > 100)
-        {
-            alpha -= 0.02f;
-
-            if (alpha <= 0.0f)
-            {
-                alpha = 0.0f;
-                finishScreen = 1;
-            }
-        }
-    }
-}
-
-// Logo Screen Draw logic
-void DrawLogoScreen(void)
-{
-    if (state == 0)
-    {
-        if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
-    }
-    else if (state == 1)
-    {
-        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
-        DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
-    }
-    else if (state == 2)
-    {
-        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
-        DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
-
-        DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
-        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
-    }
-    else if (state == 3)
-    {
-        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
-        DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
-
-        DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
-        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
-
-        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
-
-        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
-    }
-    else if (state == 4)
-    {
-        DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
-        DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
-
-        DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
-        DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
-
-        DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
-
-        DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
-
-        if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
-    }
-}
-
-// Logo Screen Unload logic
-void UnloadLogoScreen(void)
-{
-    // Unload LOGO screen variables here!
-}
-
-// Logo Screen should finish?
-int FinishLogoScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 69
templates/advance_game/screen_options.c

@@ -1,69 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Advance Game template
-*
-*   Options Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-//----------------------------------------------------------------------------------
-// Options Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Options Screen Initialization logic
-void InitOptionsScreen(void)
-{
-    // TODO: Initialize OPTIONS screen variables here!
-    framesCounter = 0;
-    finishScreen = 0;
-}
-
-// Options Screen Update logic
-void UpdateOptionsScreen(void)
-{
-    // TODO: Update OPTIONS screen variables here!
-}
-
-// Options Screen Draw logic
-void DrawOptionsScreen(void)
-{
-    // TODO: Draw OPTIONS screen here!
-}
-
-// Options Screen Unload logic
-void UnloadOptionsScreen(void)
-{
-    // TODO: Unload OPTIONS screen variables here!
-}
-
-// Options Screen should finish?
-int FinishOptionsScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 80
templates/advance_game/screen_title.c

@@ -1,80 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Advance Game template
-*
-*   Title Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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"
-
-//----------------------------------------------------------------------------------
-// Module Variables Definition (local)
-//----------------------------------------------------------------------------------
-static int framesCounter = 0;
-static int finishScreen = 0;
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Title Screen Initialization logic
-void InitTitleScreen(void)
-{
-    // TODO: Initialize TITLE screen variables here!
-    framesCounter = 0;
-    finishScreen = 0;
-}
-
-// Title Screen Update logic
-void UpdateTitleScreen(void)
-{
-    // TODO: Update TITLE screen variables here!
-
-    // Press enter or tap to change to GAMEPLAY screen
-    if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
-    {
-        //finishScreen = 1;   // OPTIONS
-        finishScreen = 2;   // GAMEPLAY
-        PlaySound(fxCoin);
-    }
-}
-
-// Title Screen Draw logic
-void DrawTitleScreen(void)
-{
-    // TODO: Draw TITLE screen here!
-    DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), GREEN);
-    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
-void UnloadTitleScreen(void)
-{
-    // TODO: Unload TITLE screen variables here!
-}
-
-// Title Screen should finish?
-int FinishTitleScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 95
templates/advance_game/screens.h

@@ -1,95 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Advance Game template
-*
-*   Screens Functions Declarations (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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 = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
-
-//----------------------------------------------------------------------------------
-// Global Variables Declaration (shared by several modules)
-//----------------------------------------------------------------------------------
-extern GameScreen currentScreen;
-extern Font font;
-extern Music music;
-extern Sound fxCoin;
-
-#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);
-int FinishLogoScreen(void);
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitTitleScreen(void);
-void UpdateTitleScreen(void);
-void DrawTitleScreen(void);
-void UnloadTitleScreen(void);
-int FinishTitleScreen(void);
-
-//----------------------------------------------------------------------------------
-// Options Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitOptionsScreen(void);
-void UpdateOptionsScreen(void);
-void DrawOptionsScreen(void);
-void UnloadOptionsScreen(void);
-int FinishOptionsScreen(void);
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitGameplayScreen(void);
-void UpdateGameplayScreen(void);
-void DrawGameplayScreen(void);
-void UnloadGameplayScreen(void);
-int FinishGameplayScreen(void);
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitEndingScreen(void);
-void UpdateEndingScreen(void);
-void DrawEndingScreen(void);
-void UnloadEndingScreen(void);
-int FinishEndingScreen(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // SCREENS_H

+ 0 - 453
templates/simple_game/Makefile

@@ -1,453 +0,0 @@
-#**************************************************************************************************
-#
-#   raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
-#
-#   Copyright (c) 2013-2021 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 required raylib variables
-PROJECT_NAME       ?= simple_game
-RAYLIB_VERSION     ?= 3.8.0
-RAYLIB_PATH        ?= ../..
-
-# Define default options
-
-# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
-PLATFORM           ?= PLATFORM_DESKTOP
-
-# Locations of your newly installed library and associated headers. See ../src/Makefile
-# On Linux, if you have installed raylib but cannot compile the examples, check that
-# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
-# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
-# To enable compile-time linking to a special version of libraylib.so, change these variables here.
-# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
-# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
-# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
-# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
-DESTDIR ?= /usr/local
-RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
-# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
-RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
-
-# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE        ?= STATIC
-
-# Build mode for project: DEBUG or RELEASE
-BUILD_MODE            ?= RELEASE
-
-# Use external GLFW library instead of rglfw module
-# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
-USE_EXTERNAL_GLFW     ?= FALSE
-
-# Use Wayland display server protocol on Linux desktop
-# by default it uses X11 windowing system
-USE_WAYLAND_DISPLAY   ?= FALSE
-
-# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
-ifeq ($(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
-    else
-        UNAMEOS=$(shell uname)
-        ifeq ($(UNAMEOS),Linux)
-            PLATFORM_OS=LINUX
-        endif
-        ifeq ($(UNAMEOS),FreeBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),OpenBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),NetBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),DragonFly)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),Darwin)
-            PLATFORM_OS=OSX
-        endif
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    UNAMEOS=$(shell uname)
-    ifeq ($(UNAMEOS),Linux)
-        PLATFORM_OS=LINUX
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    UNAMEOS=$(shell uname)
-    ifeq ($(UNAMEOS),Linux)
-        PLATFORM_OS=LINUX
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
-    UNAMEOS=$(shell uname)
-    ifeq ($(UNAMEOS),Linux)
-        PLATFORM_OS=LINUX
-    endif
-    ifeq ($(UNAMEOS),Darwin)
-        PLATFORM_OS=OSX
-    endif
-endif
-
-# RAYLIB_PATH adjustment for different platforms.
-# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
-# Required for ldconfig or other tools that do not perform path expansion.
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),LINUX)
-        RAYLIB_PREFIX ?= ..
-        RAYLIB_PATH    = $(realpath $(RAYLIB_PREFIX))
-    endif
-endif
-# Default path for raylib on Raspberry Pi, if installed in different path, update it!
-# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
-# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    RAYLIB_PATH        ?= /home/pi/raylib
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    RAYLIB_PATH        ?= /home/pi/raylib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # Emscripten required variables
-    EMSDK_PATH         ?= C:/emsdk
-    EMSCRIPTEN_PATH    ?= $(EMSDK_PATH)/upstream/emscripten
-    CLANG_PATH          = $(EMSDK_PATH)/upstream/bin
-    PYTHON_PATH         = $(EMSDK_PATH)/python/3.9.2-1_64bit
-    NODE_PATH           = $(EMSDK_PATH)/node/14.15.5_64bit/bin
-    export PATH         = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
-endif
-
-# Define raylib release directory for compiled library.
-# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
-RAYLIB_RELEASE_PATH 	?= $(RAYLIB_PATH)/src
-
-# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
-# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
-# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
-# without formal installation from ../src/Makefile. It aids portability and is useful if you have
-# multiple versions of raylib, have raylib installed to a non-standard location, or want to
-# bundle libraylib.so with your game. Change it to your liking.
-# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
-# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
-# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
-# To see which libraries a built example is linking to, ldd core/core_basic_window;
-# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
-EXAMPLE_RUNTIME_PATH   ?= $(RAYLIB_RELEASE_PATH)
-
-# Define default C compiler: gcc
-# NOTE: define g++ compiler if using C++
-CC = gcc
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),OSX)
-        # OSX default compiler
-        CC = clang
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
-        CC = clang
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
-        # Define RPI cross-compiler
-        #CC = armv6j-hardfloat-linux-gnueabi-gcc
-        CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # HTML5 emscripten compiler
-    # WARNING: To compile to HTML5, code must be redesigned
-    # to use emscripten.h and emscripten_set_main_loop()
-    CC = emcc
-endif
-
-# Define default make program
-MAKE = make
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),WINDOWS)
-        MAKE = mingw32-make
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
-    MAKE = mingw32-make
-endif
-
-# Define compiler flags:
-#  -O1                  defines optimization level
-#  -g                   include debug information on compilation
-#  -s                   strip unnecessary data from build
-#  -Wall                turns on most, but not all, compiler warnings
-#  -std=c99             defines C language mode (standard C from 1999 revision)
-#  -std=gnu99           defines C language mode (GNU C from 1999 revision)
-#  -Wno-missing-braces  ignore invalid warning (GCC bug 53119)
-#  -D_DEFAULT_SOURCE    use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
-CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
-
-ifeq ($(BUILD_MODE),DEBUG)
-    CFLAGS += -g
-    ifeq ($(PLATFORM),PLATFORM_WEB)
-        CFLAGS += -s ASSERTIONS=1 --profiling
-    endif
-else
-    ifeq ($(PLATFORM),PLATFORM_WEB)
-        CFLAGS += -Os
-    else
-        CFLAGS += -s -O1
-    endif
-endif
-
-# Additional flags for compiler (if desired)
-#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),LINUX)
-        ifeq ($(RAYLIB_LIBTYPE),STATIC)
-            CFLAGS += -D_DEFAULT_SOURCE
-        endif
-        ifeq ($(RAYLIB_LIBTYPE),SHARED)
-            # Explicitly enable runtime link to libraylib.so
-            CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-        endif
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    CFLAGS += -std=gnu99
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    CFLAGS += -std=gnu99 -DEGL_NO_X11
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # -Os                        # size optimization
-    # -O2                        # optimization level 2, if used, also set --memory-init-file 0
-    # -s USE_GLFW=3              # Use glfw3 library (context/input management)
-    # -s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing -> WARNING: Audio buffers could FAIL!
-    # -s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB) (67108864 = 64MB)
-    # -s USE_PTHREADS=1          # multithreading support
-    # -s WASM=0                  # disable Web Assembly, emitted by default
-    # -s ASYNCIFY                # lets synchronous C/C++ code interact with asynchronous JS
-    # -s FORCE_FILESYSTEM=1      # force filesystem to load/save files data
-    # -s ASSERTIONS=1            # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
-    # --profiling                # include information for code profiling
-    # --memory-init-file 0       # to avoid an external memory initialization code file (.mem)
-    # --preload-file resources   # specify a resources folder for data compilation
-    CFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 
-
-    # NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
-    # we can compile same code for ALL platforms with no change required, but, working on bigger
-    # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
-    # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
-
-    # Define a custom shell .html and output extension
-    CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
-    EXT = .html
-endif
-
-# Define include paths for required headers
-# NOTE: Several external required libraries (stb and others)
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-
-# Define additional directories containing required header files
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    # RPI required 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
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    # DRM required libraries
-    INCLUDE_PATHS += -I/usr/include/libdrm
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),BSD)
-        # Consider -L$(RAYLIB_H_INSTALL_PATH)
-        INCLUDE_PATHS += -I/usr/local/include
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        # Reset everything.
-        # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
-        INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external
-    endif
-endif
-
-# Define library paths containing required libs.
-LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),WINDOWS)
-        # resource file contains windows executable icon and properties
-        LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
-        # -Wl,--subsystem,windows hides the console window
-        ifeq ($(BUILD_MODE), RELEASE)
-            LDFLAGS += -Wl,--subsystem,windows
-        endif
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # Consider -L$(RAYLIB_INSTALL_PATH)
-        LDFLAGS += -L. -Lsrc -L/usr/local/lib
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        # Reset everything.
-        # Precedence: immediately local, installed version, raysan5 provided libs
-        LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
-    endif
-endif
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    LDFLAGS += -L/opt/vc/lib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
-endif
-
-# 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),WINDOWS)
-        # Libraries for Windows desktop compilation
-        # NOTE: WinMM library required to set high-res timer resolution
-        LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
-        # Required for physac examples
-        LDLIBS += -static -lpthread
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        # Libraries for Debian GNU/Linux desktop compiling
-        # NOTE: Required packages: libegl1-mesa-dev
-        LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
-
-        # On X11 requires also below libraries
-        LDLIBS += -lX11
-        # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
-        #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-
-        # On Wayland windowing system, additional libraries requires
-        ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
-            LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
-        endif
-        # Explicit link to libc
-        ifeq ($(RAYLIB_LIBTYPE),SHARED)
-            LDLIBS += -lc
-        endif
-    endif
-    ifeq ($(PLATFORM_OS),OSX)
-        # Libraries for OSX 10.9 desktop compiling
-        # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
-        LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
-        # NOTE: Required packages: mesa-libs
-        LDLIBS = -lraylib -lGL -lpthread -lm
-
-        # On XWindow requires also below libraries
-        LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-    endif
-    ifeq ($(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_DRM)
-    # Libraries for DRM compiling
-    # NOTE: Required packages: libasound2-dev (ALSA)
-    LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # Libraries for web (HTML5) compiling
-    LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
-endif
-
-# Define all source files required
-PROJECT_SOURCE_FILES ?= simple_game.c
-
-# Define all object files from source files
-OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
-
-# For Android platform we call a custom Makefile.Android
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
-    MAKEFILE_PARAMS = -f Makefile.Android 
-    # For Linux and macOS set make and makefile
-    ifeq ($(PLATFORM_OS),LINUX)
-        MAKEFILE_PARAMS = -f Makefile.Android.linux
-    endif
-    ifeq ($(PLATFORM_OS),OSX)
-        MAKEFILE_PARAMS = -f Makefile.Android.macos
-    endif
-    export PROJECT_NAME
-    export PROJECT_SOURCE_FILES
-else
-    MAKEFILE_PARAMS = $(PROJECT_NAME)
-endif
-
-# 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)
-
-# 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 ($(PLATFORM_OS),LINUX)
-		find . -type f -executable -delete
-		rm -fv *.o
-    endif
-    ifeq ($(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_DRM)
-	find . -type f -executable -delete
-	rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-	del *.o *.html *.js
-endif
-	@echo Cleaning done
-

+ 0 - 319
templates/simple_game/Makefile.Android

@@ -1,319 +0,0 @@
-#**************************************************************************************************
-#
-#   raylib makefile for Android project (APK building)
-#
-#   Copyright (c) 2017-2021 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
-# Starting in 2019 using ARM64 is mandatory for published apps,
-# Starting on August 2020, minimum required target API is Android 10 (API level 29)
-ANDROID_ARCH           ?= ARM64
-ANDROID_API_VERSION     = 29
-
-ifeq ($(ANDROID_ARCH),ARM)
-    ANDROID_ARCH_NAME   = armeabi-v7a
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    ANDROID_ARCH_NAME   = arm64-v8a
-endif
-ifeq ($(ANDROID_ARCH),x86)
-    ANDROID_ARCH_NAME   = i686
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
-    ANDROID_ARCH_NAME   = x86_64
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
-JAVA_HOME              ?= C:/open-jdk
-ANDROID_HOME           ?= C:/android-sdk
-ANDROID_NDK            ?= C:/android-ndk
-ANDROID_TOOLCHAIN      ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
-ANDROID_BUILD_TOOLS    ?= $(ANDROID_HOME)/build-tools/29.0.3
-ANDROID_PLATFORM_TOOLS  = $(ANDROID_HOME)/platform-tools
-
-# Android project configuration variables
-PROJECT_NAME           ?= raylib_game
-PROJECT_LIBRARY_NAME   ?= main
-PROJECT_BUILD_ID       ?= android
-PROJECT_BUILD_PATH     ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
-PROJECT_RESOURCES_PATH ?= resources
-PROJECT_SOURCE_FILES   ?= raylib_game.c
-NATIVE_APP_GLUE_PATH    = $(ANDROID_NDK)/sources/android/native_app_glue
-
-# 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/$(ANDROID_ARCH_NAME)/libraylib.so 
-endif
-
-# Compiler and archiver
-ifeq ($(ANDROID_ARCH),ARM)
-    CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
-    CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(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$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
-
-# 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 \
-     zipalign_project_apk_package \
-     sign_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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
-
-# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
-# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
-config_project_package:
-	$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
-
-# Compile native_app_glue code as static library: obj/libnative_app_glue.a
-compile_native_app_glue:
-	$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
-	$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
-
-# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so 
-compile_project_code: $(OBJS)
-	$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
-
-# Compile all .c files required into object (.o) files
-# NOTE: Those files will be linked into a shared library
-$(PROJECT_BUILD_PATH)/obj/%.o:%.c
-	$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot 
-    
-# Compile project .java code into .class (Java bytecode) 
-compile_project_class:
-	$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(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 $(PROJECT_NAME).apk
-    
-# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
-check_device_abi:
-	$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
-
-# Monitorize output log coming from device, only raylib tag
-logcat:
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-    
-# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
-deploy:
-	$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
-
-# Clean everything
-clean:
-	del $(PROJECT_BUILD_PATH)\* /f /s /q
-	rmdir $(PROJECT_BUILD_PATH) /s /q
-	@echo Cleaning done

+ 0 - 350
templates/simple_game/Makefile.Android.linux

@@ -1,350 +0,0 @@
-#**************************************************************************************************
-#
-#   raylib makefile for Android project (APK building)
-#
-#   NOTE: Ported by Jean-Sébastien Lebarbier (@jseb) to *nix platform.
-# 	  For comments, you can contact me: raylib(at)finiderire.com
-#
-#   Copyright (c) 2017-2021 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.
-#
-#**************************************************************************************************
-
-# debug : adb logcat *:W | grep -i raylib
-
-# Define required raylib variables
-PLATFORM               ?= PLATFORM_ANDROID
-RAYLIB_PATH            ?= ../../
-
-# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
-# Starting in 2019 using ARM64 is mandatory for published apps,
-# Starting on August 2020, minimum required target API is Android 10 (API level 29)
-ANDROID_ARCH           ?= ARM64
-
-ifeq ($(ANDROID_ARCH),ARM)
-    ANDROID_ARCH_NAME   = armeabi-v7a
-    # @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking
-    ANDROID_TOOLCHAIN_LIBS = arm-linux-androideabi
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    ANDROID_ARCH_NAME   = arm64-v8a
-    # @jseb: Added ANDROID_TOOLCHAIN_LIBS for linking
-    ANDROID_TOOLCHAIN_LIBS = aarch64-linux-android
-endif
-
-# Required path variables
-# NOTE: No need to define JAVA_HOME, JAVA_BIN in linux environment (binaries are in $PATH)
-#JAVA_HOME              ?= C:/JavaJDK/
-#JAVA_BIN               ?= $(JAVA_HOME)/bin/
-ANDROID_HOME            ?= /opt/android-sdk
-ANDROID_NDK             ?= /opt/android-ndk
-ANDROID_TOOLCHAIN       ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/linux-x86_64/
-
-# Find the highest version available of build tools
-ANDROID_BUILD_TOOLS = $(shell ls -1d $(ANDROID_HOME)/build-tools/* | tail -n 1)/
-# and extracts the API version
-ANDROID_API_VERSION     = $(shell echo $(ANDROID_BUILD_TOOLS) | sed 's/.*\/\([0-9]\+\).*/\1/')
-
-
-$(warning  [*] Using $(ANDROID_BUILD_TOOLS) , API version: $(ANDROID_API_VERSION))
-
-# ANDROID_PLATFORM_TOOLS should be in $PATH too with linux (see /etc/profile.d/android* )
-ANDROID_PLATFORM_TOOLS  = $(ANDROID_HOME)/platform-tools
-
-# Android project configuration variables
-PROJECT_NAME           ?= raylib_game
-PROJECT_LIBRARY_NAME   ?= main
-PROJECT_BUILD_ID       ?= android
-PROJECT_BUILD_PATH     ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
-PROJECT_RESOURCES_PATH ?= resources
-PROJECT_SOURCE_FILES   ?= simple_game.c
-NATIVE_APP_GLUE_PATH    = $(ANDROID_NDK)/sources/android/native_app_glue
-
-# 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 = $(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/$(ANDROID_ARCH_NAME)/libraylib.so 
-endif
-
-# Compiler and archiver
-ifeq ($(ANDROID_ARCH),ARM)
-    CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
-    CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(ANDROID_ARCH),ARM)
-    CFLAGS = -std=c99 -march=armv7a -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$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
-
-# 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)
-
-# 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 \
-     zipalign_project_apk_package \
-     sign_project_apk_package
-
-# Create required temp directories for APK building
-create_temp_project_dirs:
-	@if [ -d $(PROJECT_BUILD_PATH) ]; then \
-	  echo " [*] directories for $(PROJECT_BUILD_PATH) are already built."; \
-	else \
-	  echo " [*] creating directories for $(PROJECT_BUILD_PATH)"; \
-	  mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME); \
-	  mkdir -p $(PROJECT_BUILD_PATH)/obj/screens; \
-	  mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME); \
-	  mkdir -p $(PROJECT_BUILD_PATH)/bin; \
-	  mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi; \
-	  mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi; \
-	  mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi; \
-	  mkdir -p $(PROJECT_BUILD_PATH)/res/values; \
-	  mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH); \
-	  $(foreach dir, $(PROJECT_SOURCE_DIRS), mkdir -p $(PROJECT_BUILD_PATH)/obj/$(dir) ); \
-	fi
-    
-# Copy required shared libs for integration into APK
-# NOTE: If using shared libs they are loaded by generated NativeLoader.java
-#
-# FIXME! Really required to copy libraylib.a, which will be put into exe at link step?
-copy_project_required_libs:
-	cp $(RAYLIB_LIB_PATH)/libraylib.* $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
-
-# 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:
-	cp $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
-	cp $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
-	cp $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
-	@printf "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
-	   <resources>\n\
-	       <string name=\"app_name\">\n\
-		  $(APP_LABEL_NAME)\n\
-	       </string>\n\
-	   </resources>" > $(PROJECT_BUILD_PATH)/res/values/strings.xml
-	@if [ -d $(PROJECT_RESOURCES_PATH) ]; then \
-	    cp -a $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/; \
-	else \
-	    echo " [*] Project resources path not found: $(PROJECT_RESOURCES_PATH)"; \
-	fi
-	    
-
-
-# Generate NativeLoader.java to load required shared libraries
-# NOTE: Probably not the bet way to generate this file... but it works.
-ifeq ($(RAYLIB_LIBTYPE),SHARED)
-nativeloader_sharedlib=System.loadLibrary(\"raylib\")
-else
-nativeloader_sharedlib=
-endif
-generate_loader_script:
-	@printf "package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME);\n\n\
-	public class NativeLoader extends android.app.NativeActivity {\n\
-	  static {\n\
-	    $(nativeloader_sharedlib);\n\
-	    System.loadLibrary(\"$(PROJECT_LIBRARY_NAME)\");\n\
-	  }\n\
-	}\n" > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
-
-# Generate AndroidManifest.xml with all the required options
-# NOTE: Probably not the bet way to generate this file... but it works.
-# TODO @jseb: Replace @drawable/icon with @mipmap/icon?
-# https://stackoverflow.com/questions/23796414/error-no-resource-found-that-matches-the-given-name-at-icon-with-value-dr
-generate_android_manifest:
-	@printf "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n\
-	    	   <manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"\n\
-		      package=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)\"\n\
-	              android:versionCode=\"$(APP_VERSION_CODE)\" android:versionName=\"$(APP_VERSION_NAME)\">\n\
-		   <uses-sdk android:minSdkVersion=\"$(ANDROID_API_VERSION)\" />\n\
-	    	   <uses-feature android:glEsVersion=\"0x00020000\" android:required=\"true\" />\n\
-		   <application android:allowBackup=\"false\" android:label=\"@string/app_name\" android:icon=\"@drawable/icon\" >\n\
-	           <activity android:name=\"com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader\"\n\
-	             android:theme=\"@android:style/Theme.NoTitleBar.Fullscreen\"\n\
-	             android:configChanges=\"orientation|keyboardHidden|screenSize\"\n\
-	             android:screenOrientation=\"$(APP_SCREEN_ORIENTATION)\" android:launchMode=\"singleTask\"\n\
-	             android:clearTaskOnLaunch=\"true\">\n\
-	           <meta-data android:name=\"android.app.lib_name\" android:value=\"$(PROJECT_LIBRARY_NAME)\" />\n\
-	             <intent-filter>\n\
-	               <action android:name=\"android.intent.action.MAIN\" />\n\
-	                   <category android:name=\"android.intent.category.LAUNCHER\" />\n\
-		     </intent-filter>\n\
-	           </activity>\n\
-	           </application>\n\
-	         </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: 
-# NOTE: https://coderwall.com/p/r09hoq/android-generate-release-debug-keystores
-# keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
-	@if [ -s $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore ]; then \
-	       echo " [*] $(PROJECT_NAME).keystore already exists."; \
-	else \
-	       echo " [*] $(PROJECT_NAME).keystore : generating now."; \
-	       $(JAVA_BIN)keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA; \
-	fi 
-
-# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
-# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
-config_project_package:
-	$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
-
-# Compile native_app_glue code as static library: obj/libnative_app_glue.a
-compile_native_app_glue:
-	$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
-	$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
-
-# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so 
-compile_project_code: $(OBJS)
-	$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
-
-# Compile all .c files required into object (.o) files
-# NOTE: Those files will be linked into a shared library
-$(PROJECT_BUILD_PATH)/obj/%.o:%.c
-	$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot 
-    
-# Compile project .java code into .class (Java bytecode) 
-compile_project_class:
-	$(JAVA_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:
-	#keytool -genkey -v -keystore debug.keystore -storepass android -alias androiddebugkey -keypass android -keyalg RSA -keysize 2048 -validity 10000
-	$(ANDROID_BUILD_TOOLS)/apksigner sign --ks $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore --ks-pass pass:$(APP_KEYSTORE_PASS) --out $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).zipaligned.apk
-	rm $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).zipaligned.apk
-
-# Create zip-aligned APK package: $(PROJECT_NAME).apk 
-zipalign_project_apk_package:
-	$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).zipaligned.apk
-	rm $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.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
-
-# @jseb: Clean everything, but avoid accidental removing of root dir, or $HOME, or whatever important
-clean:
-	@if [ "$(shell echo $(PROJECT_BUILD_PATH) | grep "$(PROJECT_BUILD_ID)")" != "" ]; then \
-	  rm -rf $(PROJECT_BUILD_PATH); \
-	  echo Cleaning done; \
-	else \
-	  echo "Error ! Project name ($(PROJECT_BUILD_PATH)) must contains this string : $(PROJECT_BUILD_ID)"; \
-	fi

+ 0 - 311
templates/simple_game/Makefile.Android.macos

@@ -1,311 +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     = 29
-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
-# You should change the username and prepare the android_toolchain
-JAVA_HOME              ?= /Library/Java/JavaVirtualMachines/adoptopenjdk-13.0.1.jdk/Contents/Home
-ANDROID_HOME            = $(HOME)/Library/Android/sdk
-ANDROID_TOOLCHAIN       = $(HOME)/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
-ANDROID_BUILD_TOOLS     = $(ANDROID_HOME)/build-tools/29.0.2
-ANDROID_PLATFORM_TOOLS  = $(ANDROID_HOME)/platform-tools
-
-# Android project configuration variables
-PROJECT_NAME           ?= simple_game
-PROJECT_LIBRARY_NAME   ?= main
-PROJECT_BUILD_PATH     ?= android.$(PROJECT_NAME)
-PROJECT_RESOURCES_PATH ?= resources
-PROJECT_SOURCE_FILES   ?= simple_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/$(ANDROID_ARCH_NAME)/libraylib.so 
-endif
-
-# Compiler and archiver
-ifeq ($(ANDROID_ARCH),ARM)
-    CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
-    CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(ANDROID_ARCH),ARM)
-    CFLAGS = -std=c99 -march=armv7a -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$(RAYLIB_PATH)/src -I$(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)
-
-# 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 \
-     zipalign_project_apk_package \
-     sign_project_apk_package
-
-# Create required temp directories for APK building
-create_temp_project_dirs:
-	test -d $(PROJECT_BUILD_PATH) || mkdir -p $(PROJECT_BUILD_PATH)
-	test -d $(PROJECT_BUILD_PATH)/obj || mkdir -p $(PROJECT_BUILD_PATH)/obj
-	test -d $(PROJECT_BUILD_PATH)/src || mkdir -p $(PROJECT_BUILD_PATH)/src
-	test -d $(PROJECT_BUILD_PATH)/src/com || mkdir -p $(PROJECT_BUILD_PATH)/src/com
-	test -d $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)
-	test -d $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)
-	test -d $(PROJECT_BUILD_PATH)/lib || mkdir -p $(PROJECT_BUILD_PATH)/lib
-	test -d $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) || mkdir -p $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)
-	test -d $(PROJECT_BUILD_PATH)/bin || mkdir -p $(PROJECT_BUILD_PATH)/bin
-	test -d $(PROJECT_BUILD_PATH)/res || mkdir -p $(PROJECT_BUILD_PATH)/res
-	test -d $(PROJECT_BUILD_PATH)/res/drawable-ldpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-ldpi
-	test -d $(PROJECT_BUILD_PATH)/res/drawable-mdpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-mdpi
-	test -d $(PROJECT_BUILD_PATH)/res/drawable-hdpi || mkdir -p $(PROJECT_BUILD_PATH)/res/drawable-hdpi
-	test -d $(PROJECT_BUILD_PATH)/res/values || mkdir -p $(PROJECT_BUILD_PATH)/res/values
-	test -d $(PROJECT_BUILD_PATH)/assets || mkdir -p $(PROJECT_BUILD_PATH)/assets
-	test -d $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH) || mkdir -p $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
-	test -d $(PROJECT_BUILD_PATH)/obj/screens || mkdir -p $(PROJECT_BUILD_PATH)/obj/screens
-
-# NOTE: You should uncomment and edit this line if your source files are in different directories	
-#	$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
-
-#define create_dir
-#    test -d $(PROJECT_BUILD_PATH)/obj/$(1) || mkdir -p $(PROJECT_BUILD_PATH)/obj/$(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)
-	cp $(RAYLIB_LIB_PATH)/libraylib.so $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/libraylib.so 
-endif
-ifeq ($(RAYLIB_LIBTYPE),STATIC)
-	cp $(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:
-	cp $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)/res/drawable-ldpi/icon.png
-	cp $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)/res/drawable-mdpi/icon.png
-	cp $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)/res/drawable-hdpi/icon.png
-	@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
-#	test -d $(PROJECT_RESOURCES_PATH) && cp $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)/assets/$(PROJECT_RESOURCES_PATH)
-
-# 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:
-	test -f $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore || 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)/lib/jrt-fs.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
-	$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/lib/jrt-fs.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -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:
-	rm -r $(PROJECT_BUILD_PATH)
-	@echo Cleaning done

+ 0 - 151
templates/simple_game/simple_game.c

@@ -1,151 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib - Simple Game template
-*
-*   <Game title>
-*   <Game description>
-*
-*   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) 2014-2021 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
-    // Initialization (Note windowTitle is unused on Android)
-    //--------------------------------------------------------------------------------------
-    const int screenWidth = 800;
-    const int screenHeight = 450;
-
-    InitWindow(screenWidth, screenHeight, "raylib template - simple game");
-
-    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) || 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;
-        }
-        //----------------------------------------------------------------------------------
-        
-        // 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 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;
-            }
-        
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    
-    // TODO: Unload all loaded data (textures, fonts, audio) here!
-    
-    CloseWindow();        // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-
-    return 0;
-}

+ 0 - 441
templates/standard_game/Makefile

@@ -1,441 +0,0 @@
-#**************************************************************************************************
-#
-#   raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
-#
-#   Copyright (c) 2013-2021 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 required raylib variables
-PROJECT_NAME       ?= standard_game
-RAYLIB_VERSION     ?= 3.8.0
-RAYLIB_PATH        ?= ../..
-
-# Define default options
-
-# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
-PLATFORM           ?= PLATFORM_DESKTOP
-
-# Locations of your newly installed library and associated headers. See ../src/Makefile
-# On Linux, if you have installed raylib but cannot compile the examples, check that
-# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
-# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
-# To enable compile-time linking to a special version of libraylib.so, change these variables here.
-# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
-# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
-# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
-# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
-DESTDIR ?= /usr/local
-RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
-# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
-RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
-
-# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
-RAYLIB_LIBTYPE        ?= STATIC
-
-# Build mode for project: DEBUG or RELEASE
-BUILD_MODE            ?= RELEASE
-
-# Use external GLFW library instead of rglfw module
-# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
-USE_EXTERNAL_GLFW     ?= FALSE
-
-# Use Wayland display server protocol on Linux desktop
-# by default it uses X11 windowing system
-USE_WAYLAND_DISPLAY   ?= FALSE
-
-# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
-ifeq ($(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
-    else
-        UNAMEOS=$(shell uname)
-        ifeq ($(UNAMEOS),Linux)
-            PLATFORM_OS=LINUX
-        endif
-        ifeq ($(UNAMEOS),FreeBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),OpenBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),NetBSD)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),DragonFly)
-            PLATFORM_OS=BSD
-        endif
-        ifeq ($(UNAMEOS),Darwin)
-            PLATFORM_OS=OSX
-        endif
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    UNAMEOS=$(shell uname)
-    ifeq ($(UNAMEOS),Linux)
-        PLATFORM_OS=LINUX
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    UNAMEOS=$(shell uname)
-    ifeq ($(UNAMEOS),Linux)
-        PLATFORM_OS=LINUX
-    endif
-endif
-
-# RAYLIB_PATH adjustment for different platforms.
-# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
-# Required for ldconfig or other tools that do not perform path expansion.
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),LINUX)
-        RAYLIB_PREFIX ?= ..
-        RAYLIB_PATH    = $(realpath $(RAYLIB_PREFIX))
-    endif
-endif
-# Default path for raylib on Raspberry Pi, if installed in different path, update it!
-# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
-# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    RAYLIB_PATH        ?= /home/pi/raylib
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    RAYLIB_PATH        ?= /home/pi/raylib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # Emscripten required variables
-    EMSDK_PATH         ?= C:/emsdk
-    EMSCRIPTEN_PATH    ?= $(EMSDK_PATH)/upstream/emscripten
-    CLANG_PATH          = $(EMSDK_PATH)/upstream/bin
-    PYTHON_PATH         = $(EMSDK_PATH)/python/3.9.2-1_64bit
-    NODE_PATH           = $(EMSDK_PATH)/node/14.15.5_64bit/bin
-    export PATH         = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
-endif
-
-# Define raylib release directory for compiled library.
-# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
-RAYLIB_RELEASE_PATH 	?= $(RAYLIB_PATH)/src
-
-# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
-# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
-# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
-# without formal installation from ../src/Makefile. It aids portability and is useful if you have
-# multiple versions of raylib, have raylib installed to a non-standard location, or want to
-# bundle libraylib.so with your game. Change it to your liking.
-# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
-# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
-# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
-# To see which libraries a built example is linking to, ldd core/core_basic_window;
-# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
-EXAMPLE_RUNTIME_PATH   ?= $(RAYLIB_RELEASE_PATH)
-
-# Define default C compiler: gcc
-# NOTE: define g++ compiler if using C++
-CC = gcc
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),OSX)
-        # OSX default compiler
-        CC = clang
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
-        CC = clang
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
-        # Define RPI cross-compiler
-        #CC = armv6j-hardfloat-linux-gnueabi-gcc
-        CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # HTML5 emscripten compiler
-    # WARNING: To compile to HTML5, code must be redesigned
-    # to use emscripten.h and emscripten_set_main_loop()
-    CC = emcc
-endif
-
-# Define default make program
-MAKE = make
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),WINDOWS)
-        MAKE = mingw32-make
-    endif
-endif
-
-# Define compiler flags:
-#  -O1                  defines optimization level
-#  -g                   include debug information on compilation
-#  -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)
-#  -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 += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
-
-ifeq ($(BUILD_MODE),DEBUG)
-    CFLAGS += -g
-    ifeq ($(PLATFORM),PLATFORM_WEB)
-        CFLAGS += -s ASSERTIONS=1 --profiling
-    endif
-else
-    ifeq ($(PLATFORM),PLATFORM_WEB)
-        CFLAGS += -Os
-    else
-        CFLAGS += -s -O1
-    endif
-endif
-
-# Additional flags for compiler (if desired)
-#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),LINUX)
-        ifeq ($(RAYLIB_LIBTYPE),STATIC)
-            CFLAGS += -D_DEFAULT_SOURCE
-        endif
-        ifeq ($(RAYLIB_LIBTYPE),SHARED)
-            # Explicitly enable runtime link to libraylib.so
-            CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
-        endif
-    endif
-endif
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    CFLAGS += -std=gnu99
-endif
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    CFLAGS += -std=gnu99 -DEGL_NO_X11
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # -Os                        # size optimization
-    # -O2                        # optimization level 2, if used, also set --memory-init-file 0
-    # -s USE_GLFW=3              # Use glfw3 library (context/input management)
-    # -s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing -> WARNING: Audio buffers could FAIL!
-    # -s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB)
-    # -s USE_PTHREADS=1          # multithreading support
-    # -s WASM=0                  # disable Web Assembly, emitted by default
-    # -s ASYNCIFY                # lets synchronous C/C++ code interact with asynchronous JS
-    # -s FORCE_FILESYSTEM=1      # force filesystem to load/save files data
-    # -s ASSERTIONS=1            # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
-    # --profiling                # include information for code profiling
-    # --memory-init-file 0       # to avoid an external memory initialization code file (.mem)
-    # --preload-file resources   # specify a resources folder for data compilation
-    CFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 
-
-    # NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
-    # we can compile same code for ALL platforms with no change required, but, working on bigger
-    # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
-    # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
-
-    # Define a custom shell .html and output extension
-    CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
-    EXT = .html
-endif
-
-# Define include paths for required headers
-# NOTE: Several external required libraries (stb and others)
-INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
-
-# Define additional directories containing required header files
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    # RPI required 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
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    # DRM required libraries
-    INCLUDE_PATHS += -I/usr/include/libdrm
-endif
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),BSD)
-        # Consider -L$(RAYLIB_H_INSTALL_PATH)
-        INCLUDE_PATHS += -I/usr/local/include
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        # Reset everything.
-        # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
-        #INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
-        INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external
-    endif
-endif
-
-# Define library paths containing required libs.
-LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
-
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
-    ifeq ($(PLATFORM_OS),WINDOWS)
-        # resource file contains windows executable icon and properties
-        LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
-        # -Wl,--subsystem,windows hides the console window
-        ifeq ($(BUILD_MODE), RELEASE)
-            LDFLAGS += -Wl,--subsystem,windows
-        endif
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # Consider -L$(RAYLIB_INSTALL_PATH)
-        LDFLAGS += -L. -Lsrc -L/usr/local/lib
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        # Reset everything.
-        # Precedence: immediately local, installed version, raysan5 provided libs
-        LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
-    endif
-endif
-
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    LDFLAGS += -L/opt/vc/lib
-endif
-
-ifeq ($(PLATFORM),PLATFORM_DRM)
-    LDFLAGS += -lGLESv2 -lEGL -ldrm -lgbm
-endif
-
-# 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),WINDOWS)
-        # Libraries for Windows desktop compilation
-        # NOTE: WinMM library required to set high-res timer resolution
-        LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
-        # Required for physac examples
-        LDLIBS += -static -lpthread
-    endif
-    ifeq ($(PLATFORM_OS),LINUX)
-        # Libraries for Debian GNU/Linux desktop compiling
-        # NOTE: Required packages: libegl1-mesa-dev
-        LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
-
-        # On X11 requires also below libraries
-        LDLIBS += -lX11
-        # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
-        #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-
-        # On Wayland windowing system, additional libraries requires
-        ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
-            LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
-        endif
-        # Explicit link to libc
-        ifeq ($(RAYLIB_LIBTYPE),SHARED)
-            LDLIBS += -lc
-        endif
-    endif
-    ifeq ($(PLATFORM_OS),OSX)
-        # Libraries for OSX 10.9 desktop compiling
-        # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
-        LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
-    endif
-    ifeq ($(PLATFORM_OS),BSD)
-        # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
-        # NOTE: Required packages: mesa-libs
-        LDLIBS = -lraylib -lGL -lpthread -lm
-
-        # On XWindow requires also below libraries
-        LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
-    endif
-    ifeq ($(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_DRM)
-    # Libraries for DRM compiling
-    # NOTE: Required packages: libasound2-dev (ALSA)
-    LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-    # Libraries for web (HTML5) compiling
-    LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
-endif
-
-# 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, $(PROJECT_SOURCE_FILES))
-
-# For Android platform we call a custom Makefile.Android
-ifeq ($(PLATFORM),PLATFORM_ANDROID)
-    MAKEFILE_PARAMS = -f Makefile.Android 
-    export PROJECT_NAME
-    export PROJECT_SOURCE_FILES
-else
-    MAKEFILE_PARAMS = $(PROJECT_NAME)
-endif
-
-# 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)
-
-# 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 ($(PLATFORM_OS),LINUX)
-		find . -type f -executable -delete
-		rm -fv *.o
-    endif
-    ifeq ($(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_DRM)
-	find . -type f -executable -delete
-	rm -fv *.o
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
-	del *.o *.html *.js
-endif
-	@echo Cleaning done
-

+ 0 - 319
templates/standard_game/Makefile.Android

@@ -1,319 +0,0 @@
-#**************************************************************************************************
-#
-#   raylib makefile for Android project (APK building)
-#
-#   Copyright (c) 2017-2021 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
-# Starting in 2019 using ARM64 is mandatory for published apps,
-# Starting on August 2020, minimum required target API is Android 10 (API level 29)
-ANDROID_ARCH           ?= ARM64
-ANDROID_API_VERSION     = 29
-
-ifeq ($(ANDROID_ARCH),ARM)
-    ANDROID_ARCH_NAME   = armeabi-v7a
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    ANDROID_ARCH_NAME   = arm64-v8a
-endif
-ifeq ($(ANDROID_ARCH),x86)
-    ANDROID_ARCH_NAME   = i686
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
-    ANDROID_ARCH_NAME   = x86_64
-endif
-
-# Required path variables
-# NOTE: JAVA_HOME must be set to JDK (using OpenJDK 13)
-JAVA_HOME              ?= C:/open-jdk
-ANDROID_HOME           ?= C:/android-sdk
-ANDROID_NDK            ?= C:/android-ndk
-ANDROID_TOOLCHAIN      ?= $(ANDROID_NDK)/toolchains/llvm/prebuilt/windows-x86_64
-ANDROID_BUILD_TOOLS    ?= $(ANDROID_HOME)/build-tools/29.0.3
-ANDROID_PLATFORM_TOOLS  = $(ANDROID_HOME)/platform-tools
-
-# Android project configuration variables
-PROJECT_NAME           ?= raylib_game
-PROJECT_LIBRARY_NAME   ?= main
-PROJECT_BUILD_ID       ?= android
-PROJECT_BUILD_PATH     ?= $(PROJECT_BUILD_ID).$(PROJECT_NAME)
-PROJECT_RESOURCES_PATH ?= resources
-PROJECT_SOURCE_FILES   ?= simple_game.c
-NATIVE_APP_GLUE_PATH    = $(ANDROID_NDK)/sources/android/native_app_glue
-
-# 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/$(ANDROID_ARCH_NAME)/libraylib.so 
-endif
-
-# Compiler and archiver
-ifeq ($(ANDROID_ARCH),ARM)
-    CC = $(ANDROID_TOOLCHAIN)/bin/armv7a-linux-androideabi$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
-endif
-ifeq ($(ANDROID_ARCH),ARM64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86)
-    CC = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/i686-linux-android-ar
-endif
-ifeq ($(ANDROID_ARCH),x86_64)
-    CC = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android$(ANDROID_API_VERSION)-clang
-    AR = $(ANDROID_TOOLCHAIN)/bin/x86_64-linux-android-ar
-endif
-
-# Compiler flags for arquitecture
-ifeq ($(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$(RAYLIB_PATH)/src -I$(NATIVE_APP_GLUE_PATH)
-
-# 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 \
-     zipalign_project_apk_package \
-     sign_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 $(JAVA_HOME)/bin/keytool -genkeypair -validity 10000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
-
-# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
-# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
-config_project_package:
-	$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
-
-# Compile native_app_glue code as static library: obj/libnative_app_glue.a
-compile_native_app_glue:
-	$(CC) -c $(NATIVE_APP_GLUE_PATH)/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
-	$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
-
-# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so 
-compile_project_code: $(OBJS)
-	$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
-
-# Compile all .c files required into object (.o) files
-# NOTE: Those files will be linked into a shared library
-$(PROJECT_BUILD_PATH)/obj/%.o:%.c
-	$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot 
-    
-# Compile project .java code into .class (Java bytecode) 
-compile_project_class:
-	$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(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 $(PROJECT_NAME).apk
-    
-# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
-check_device_abi:
-	$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
-
-# Monitorize output log coming from device, only raylib tag
-logcat:
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-    
-# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
-deploy:
-	$(ANDROID_PLATFORM_TOOLS)/adb install $(PROJECT_NAME).apk
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
-	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
-
-#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
-
-# Clean everything
-clean:
-	del $(PROJECT_BUILD_PATH)\* /f /s /q
-	rmdir $(PROJECT_BUILD_PATH) /s /q
-	@echo Cleaning done

+ 0 - 80
templates/standard_game/screens/screen_ending.c

@@ -1,80 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Standard Game template
-*
-*   Ending Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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 (local to this module)
-//----------------------------------------------------------------------------------
-
-// Ending screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Ending Screen Initialization logic
-void InitEndingScreen(void)
-{
-    // TODO: Initialize ENDING screen variables here!
-    framesCounter = 0;
-    finishScreen = 0;
-}
-
-// Ending Screen Update logic
-void UpdateEndingScreen(void)
-{
-    // TODO: Update ENDING screen variables here!
-
-    // Press enter or tap to return to TITLE screen
-    if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
-    {
-        finishScreen = 1;
-    }
-}
-
-// 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", 120, 220, 20, DARKBLUE);
-}
-
-// Ending Screen Unload logic
-void UnloadEndingScreen(void)
-{
-    // TODO: Unload ENDING screen variables here!
-}
-
-// Ending Screen should finish?
-int FinishEndingScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 80
templates/standard_game/screens/screen_gameplay.c

@@ -1,80 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Standard Game template
-*
-*   Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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 (local to this module)
-//----------------------------------------------------------------------------------
-
-// Gameplay screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Gameplay Screen Initialization logic
-void InitGameplayScreen(void)
-{
-    // TODO: Initialize GAMEPLAY screen variables here!
-    framesCounter = 0;
-    finishScreen = 0;
-}
-
-// Gameplay Screen Update logic
-void UpdateGameplayScreen(void)
-{
-    // TODO: Update GAMEPLAY screen variables here!
-
-    // Press enter or tap to change to ENDING screen
-    if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
-    {
-        finishScreen = 1;
-    }
-}
-
-// 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 or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
-}
-
-// Gameplay Screen Unload logic
-void UnloadGameplayScreen(void)
-{
-    // TODO: Unload GAMEPLAY screen variables here!
-}
-
-// Gameplay Screen should finish?
-int FinishGameplayScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 81
templates/standard_game/screens/screen_logo.c

@@ -1,81 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Standard Game template
-*
-*   Logo Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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 (local to this module)
-//----------------------------------------------------------------------------------
-
-// Logo screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Logo Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Logo Screen Initialization logic
-void InitLogoScreen(void)
-{
-    // TODO: Initialize LOGO screen variables here!
-    framesCounter = 0;
-    finishScreen = 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)
-    {
-        finishScreen = true;
-    }
-}
-
-// 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!
-}
-
-// Logo Screen should finish?
-int FinishLogoScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 71
templates/standard_game/screens/screen_options.c

@@ -1,71 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Standard Game template
-*
-*   Options Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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 (local to this module)
-//----------------------------------------------------------------------------------
-
-// Options screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Options Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Options Screen Initialization logic
-void InitOptionsScreen(void)
-{
-    // TODO: Initialize OPTIONS screen variables here!
-    framesCounter = 0;
-    finishScreen = 0;
-}
-
-// Options Screen Update logic
-void UpdateOptionsScreen(void)
-{
-    // TODO: Update OPTIONS screen variables here!
-}
-
-// Options Screen Draw logic
-void DrawOptionsScreen(void)
-{
-    // TODO: Draw OPTIONS screen here!
-}
-
-// Options Screen Unload logic
-void UnloadOptionsScreen(void)
-{
-    // TODO: Unload OPTIONS screen variables here!
-}
-
-// Options Screen should finish?
-int FinishOptionsScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 81
templates/standard_game/screens/screen_title.c

@@ -1,81 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Standard Game template
-*
-*   Title Screen Functions Definitions (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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 (local to this module)
-//----------------------------------------------------------------------------------
-
-// Title screen global variables
-static int framesCounter;
-static int finishScreen;
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Definition
-//----------------------------------------------------------------------------------
-
-// Title Screen Initialization logic
-void InitTitleScreen(void)
-{
-    // TODO: Initialize TITLE screen variables here!
-    framesCounter = 0;
-    finishScreen = 0;
-}
-
-// Title Screen Update logic
-void UpdateTitleScreen(void)
-{
-    // TODO: Update TITLE screen variables here!
-
-    // Press enter or tap to change to GAMEPLAY screen
-    if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
-    {
-        //finishScreen = 1;   // OPTIONS
-        finishScreen = 2;   // 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 or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
-}
-
-// Title Screen Unload logic
-void UnloadTitleScreen(void)
-{
-    // TODO: Unload TITLE screen variables here!
-}
-
-// Title Screen should finish?
-int FinishTitleScreen(void)
-{
-    return finishScreen;
-}

+ 0 - 92
templates/standard_game/screens/screens.h

@@ -1,92 +0,0 @@
-/**********************************************************************************************
-*
-*   raylib - Standard Game template
-*
-*   Screens Functions Declarations (Init, Update, Draw, Unload)
-*
-*   Copyright (c) 2014-2021 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 = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-GameScreen currentScreen;
-
-#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);
-int FinishLogoScreen(void);
-
-//----------------------------------------------------------------------------------
-// Title Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitTitleScreen(void);
-void UpdateTitleScreen(void);
-void DrawTitleScreen(void);
-void UnloadTitleScreen(void);
-int FinishTitleScreen(void);
-
-//----------------------------------------------------------------------------------
-// Options Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitOptionsScreen(void);
-void UpdateOptionsScreen(void);
-void DrawOptionsScreen(void);
-void UnloadOptionsScreen(void);
-int FinishOptionsScreen(void);
-
-//----------------------------------------------------------------------------------
-// Gameplay Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitGameplayScreen(void);
-void UpdateGameplayScreen(void);
-void DrawGameplayScreen(void);
-void UnloadGameplayScreen(void);
-int FinishGameplayScreen(void);
-
-//----------------------------------------------------------------------------------
-// Ending Screen Functions Declaration
-//----------------------------------------------------------------------------------
-void InitEndingScreen(void);
-void UpdateEndingScreen(void);
-void DrawEndingScreen(void);
-void UnloadEndingScreen(void);
-int FinishEndingScreen(void);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // SCREENS_H

+ 0 - 143
templates/standard_game/standard_game.c

@@ -1,143 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib - Standard Game template
-*
-*   <Game title>
-*   <Game description>
-*
-*   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) 2014-2021 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "screens/screens.h"    // NOTE: Defines global variable: currentScreen
-
-//----------------------------------------------------------------------------------
-// Main entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
-    // Initialization (Note windowTitle is unused on Android)
-    //---------------------------------------------------------
-    const int screenWidth = 800;
-    const int screenHeight = 450;
-
-    InitWindow(screenWidth, screenHeight, "raylib template - standard game");
-
-    // TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
-    
-    // Define and init first screen
-    currentScreen = LOGO;   // NOTE: currentScreen is defined in screens.h as a global variable
-    InitLogoScreen();
-    
-    SetTargetFPS(60);
-    //----------------------------------------------------------
-
-    // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        switch(currentScreen) 
-        {
-            case LOGO: 
-            {
-                UpdateLogoScreen();
-                
-                if (FinishLogoScreen())
-                {
-                    UnloadLogoScreen();
-                    currentScreen = TITLE;
-                    InitTitleScreen();
-                }
-            } break;
-            case TITLE: 
-            {
-                UpdateTitleScreen();
-                
-                // NOTE: FinishTitleScreen() return an int defining the screen to jump to
-                if (FinishTitleScreen() == 1)
-                {
-                    UnloadTitleScreen();
-                    currentScreen = OPTIONS;
-                    InitOptionsScreen();
-                }
-                else if (FinishTitleScreen() == 2)
-                {
-                    UnloadTitleScreen();
-                    currentScreen = GAMEPLAY;
-                    InitGameplayScreen();
-                }
-            } break;
-            case OPTIONS:
-            {
-                UpdateOptionsScreen();
-                
-                if (FinishOptionsScreen())
-                {
-                    UnloadOptionsScreen();
-                    currentScreen = TITLE;
-                    InitTitleScreen();
-                } 
-            } break;
-            case GAMEPLAY:
-            { 
-                UpdateGameplayScreen();
-                
-                if (FinishGameplayScreen())
-                {
-                    UnloadGameplayScreen();
-                    currentScreen = ENDING;
-                    InitEndingScreen();
-                }   
-            } break;
-            case ENDING: 
-            {
-                UpdateEndingScreen();
-                
-                if (FinishEndingScreen())
-                {
-                    UnloadEndingScreen();
-                    currentScreen = TITLE;
-                    InitTitleScreen();
-                } 
-            } break;
-            default: break;
-        }
-        //----------------------------------------------------------------------------------
-        
-        // 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;
-            }
-        
-            //DrawFPS(10, 10);
-        
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    
-    // TODO: Unload all global loaded data (i.e. fonts) here!
-    
-    CloseWindow();        // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-
-    return 0;
-}