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Added project for 4coder
Using example from the VSCode project

Chris Dill 6 ani în urmă
părinte
comite
303c886852

+ 344 - 0
projects/4coder/Makefile

@@ -0,0 +1,344 @@
+#**************************************************************************************************
+#
+#   raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
+#
+#   Copyright (c) 2013-2019 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
+# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
+PLATFORM            ?= PLATFORM_DESKTOP
+RAYLIB_PATH         ?= ../..
+PROJECT_NAME        ?= game
+DEBUGGING           ?= FALSE
+
+# Default path for raylib on Raspberry Pi, if installed in different path, update it!
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    RAYLIB_PATH     ?= /home/pi/raylib
+endif
+
+# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE      ?= STATIC
+
+# Use external GLFW library instead of rglfw module
+USE_EXTERNAL_GLFW   ?= FALSE
+
+# Use Wayland display server protocol on Linux desktop
+# by default it uses X11 windowing system
+USE_WAYLAND_DISPLAY ?= FALSE
+
+# NOTE: On PLATFORM_WEB OpenAL Soft backend is used by default (check raylib/src/Makefile)
+
+
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+ifeq ($(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
+        export PATH := C:/raylib/mingw32/bin:$(PATH)
+    else
+        UNAMEOS=$(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_WEB)
+    # Emscripten required variables
+    EMSDK_PATH          = C:/emsdk
+    EMSCRIPTEN_VERSION  = 1.38.8
+    CLANG_VERSION       = e1.38.8_64bit
+    PYTHON_VERSION      = 2.7.13.1_64bit\python-2.7.13.amd64
+    NODE_VERSION        = 8.9.1_64bit
+    export PATH         = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
+    EMSCRIPTEN          = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
+endif
+
+RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/release/libs
+
+# Define raylib release directory for compiled library
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),WINDOWS)
+        RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/win32/mingw32
+    endif
+    ifeq ($(PLATFORM_OS),LINUX)
+        RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/linux
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+        RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/osx
+    endif
+    ifeq ($(PLATFORM_OS),BSD)
+        RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/bsd
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/rpi
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/html5
+endif
+
+# Define default C compiler: gcc
+# NOTE: define g++ compiler if using C++
+CC = gcc
+
+ifeq ($(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
+    CC = emcc
+endif
+
+# Define default make program: Mingw32-make
+MAKE = mingw32-make
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),LINUX)
+        MAKE = make
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+        MAKE = make
+    endif
+endif
+
+# Define compiler flags:
+#  -O1                  defines optimization level
+#  -g                   enable debugging
+#  -s                   strip unnecessary data from build
+#  -Wall                turns on most, but not all, compiler warnings
+#  -std=c99             defines C language mode (standard C from 1999 revision)
+#  -std=gnu99           defines C language mode (GNU C from 1999 revision)
+#  -Wno-missing-braces  ignore invalid warning (GCC bug 53119)
+#  -D_DEFAULT_SOURCE    use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+ifeq ($(DEBUGGING), TRUE)
+    CFLAGS += -g
+else
+    CFLAGS += -O1 -s
+endif
+CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),WINDOWS)
+        # resources file contains windows exe icon
+        # -Wl,--subsystem,windows hides the console window
+        CFLAGS += -Wl,--subsystem,windows
+        LDFLAGS += $(RAYLIB_PATH)/raylib.rc.data
+    endif
+    ifeq ($(PLATFORM_OS),LINUX)
+        CFLAGS += -D_DEFAULT_SOURCE
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    # -O2                        # if used, also set --memory-init-file 0
+    # --memory-init-file 0       # to avoid an external memory initialization code file (.mem)
+    # -s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing
+    # -s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB)
+    # -s USE_PTHREADS=1          # multithreading support
+    # -s WASM=1                  # support Web Assembly (https://github.com/kripken/emscripten/wiki/WebAssembly)
+    # --preload-file resources   # specify a resources folder for data compilation
+    CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 --profiling --preload-file resources
+    
+    # Define a custom shell .html and output extension
+    CFLAGS += --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
+    EXT = .html
+endif
+
+# Define include paths for required headers
+# NOTE: Several external required libraries (stb and others)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
+
+# Define additional directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # RPI requried libraries
+    INCLUDE_PATHS += -I/opt/vc/include
+    INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+    INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
+endif
+
+# Define library paths containing required libs
+LDFLAGS += -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src 
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),BSD)
+        INCLUDE_PATHS += -I/usr/local/include
+        LDFLAGS += -L. -Lsrc -L/usr/local/lib
+    endif
+endif
+
+ifeq ($(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
+        LDLIBS = -lraylib -lopengl32 -lgdi32
+        
+        # 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
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+        # Libraries for OSX 10.9 desktop compiling
+        # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
+        LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreFoundation -framework CoreVideo
+    endif
+    ifeq ($(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_WEB)
+    # Libraries for web (HTML5) compiling
+    LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
+endif
+
+# Define a recursive wildcard function
+rwildcard=$(foreach d,$(wildcard $1*),$(call rwildcard,$d/,$2) $(filter $(subst *,%,$2),$d))
+
+# Define all source files required
+SRC_DIR = src
+OBJ_DIR = obj
+
+# Define all object files from source files
+SRC = $(call rwildcard, *.c, *.h)
+#OBJS = $(SRC:$(SRC_DIR)/%.c=$(OBJ_DIR)/%.o)
+OBJS = main.c
+
+# For Android platform we call a custom Makefile.Android
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+    MAKEFILE_PARAMS = -f Makefile.Android 
+    export PROJECT_NAME
+    export SRC_DIR
+else
+    MAKEFILE_PARAMS = $(PROJECT_NAME)
+endif
+
+# Default target entry
+# NOTE: We call this Makefile target or Makefile.Android target
+all:
+	$(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 $(OBJS)
+#%.o: %.c
+$(OBJ_DIR)/%.o: $(SRC_DIR)/%.c
+	$(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM)
+
+# Clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),WINDOWS)
+		del *.o *.exe /s
+    endif
+    ifeq ($(PLATFORM_OS),LINUX)
+		find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+		find . -type f -perm +ugo+x -delete
+		rm -f *.o
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	find . -type f -executable -delete
+	rm -f *.o
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+	del *.o *.html *.js
+endif
+	@echo Cleaning done
+

+ 298 - 0
projects/4coder/Makefile.Android

@@ -0,0 +1,298 @@
+#**************************************************************************************************
+#
+#   raylib makefile for Android project (APK building)
+#
+#   Copyright (c) 2017 Ramon Santamaria (@raysan5)
+#
+#   This software is provided "as-is", without any express or implied warranty. In no event
+#   will the authors be held liable for any damages arising from the use of this software.
+#
+#   Permission is granted to anyone to use this software for any purpose, including commercial
+#   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+#
+#     1. The origin of this software must not be misrepresented; you must not claim that you
+#     wrote the original software. If you use this software in a product, an acknowledgment
+#     in the product documentation would be appreciated but is not required.
+#
+#     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+#     as being the original software.
+#
+#     3. This notice may not be removed or altered from any source distribution.
+#
+#**************************************************************************************************
+
+# Define required raylib variables
+PLATFORM ?= PLATFORM_ANDROID
+RAYLIB_PATH ?= ..\..
+
+# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
+ANDROID_ARCH ?= ARM
+ANDROID_API_VERSION = 21
+ifeq ($(ANDROID_ARCH),ARM)
+    ANDROID_ARCH_NAME = armeabi-v7a
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+    ANDROID_ARCH_NAME = arm64-v8a
+endif
+
+# Required path variables
+# NOTE: JAVA_HOME must be set to JDK
+JAVA_HOME ?= C:/JavaJDK
+ANDROID_HOME = C:/android-sdk
+ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
+ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
+ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
+
+# Android project configuration variables
+PROJECT_NAME ?= raylib_game
+PROJECT_LIBRARY_NAME ?= main
+PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
+PROJECT_RESOURCES_PATH ?= resources
+PROJECT_SOURCE_FILES ?= raylib_game.c
+
+# Some source files are placed in directories, when compiling to some 
+# output directory other than source, that directory must pre-exist.
+# Here we get a list of required folders that need to be created on
+# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
+PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
+
+# Android app configuration variables
+APP_LABEL_NAME ?= rGame
+APP_COMPANY_NAME ?= raylib
+APP_PRODUCT_NAME ?= rgame
+APP_VERSION_CODE ?= 1
+APP_VERSION_NAME ?= 1.0
+APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
+APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
+APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
+APP_SCREEN_ORIENTATION ?= landscape
+APP_KEYSTORE_PASS ?= raylib
+
+# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+RAYLIB_LIB_PATH = $(RAYLIB_PATH)\release\libs\android\$(ANDROID_ARCH_NAME)
+
+# Shared libs must be added to APK if required
+# NOTE: Generated NativeLoader.java automatically load those libraries
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+    PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so 
+endif
+
+# Compiler and archiver
+# NOTE: GCC is being deprecated in Android NDK r16
+ifeq ($(ANDROID_ARCH),ARM)
+    CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
+    AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+    CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
+    AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
+endif
+
+# Compiler flags for arquitecture
+ifeq ($(ANDROID_ARCH),ARM)
+    CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
+endif
+ifeq ($(ANDROID_ARCH),ARM64)
+    CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
+endif
+# Compilation functions attributes options
+CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
+# Compiler options for the linker
+CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
+# Preprocessor macro definitions
+CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
+
+# Paths containing required header files
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src/external/android/native_app_glue
+
+# Linker options
+LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a 
+LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings 
+# Force linking of library module to define symbol
+LDFLAGS += -u ANativeActivity_onCreate
+# Library paths containing required libs
+LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
+
+# Define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
+
+# Generate target objects list from PROJECT_SOURCE_FILES
+OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
+
+# Android APK building process... some steps required...
+# NOTE: typing 'make' will invoke the default target entry called 'all',
+all: create_temp_project_dirs \
+     copy_project_required_libs \
+     copy_project_resources \
+     generate_loader_script \
+     generate_android_manifest \
+     generate_apk_keystore \
+     config_project_package \
+     compile_project_code \
+     compile_project_class \
+     compile_project_class_dex \
+     create_project_apk_package \
+     sign_project_apk_package \
+     zipalign_project_apk_package
+
+# Create required temp directories for APK building
+create_temp_project_dirs:
+	if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH) 
+	if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
+	if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
+	if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
+	if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
+	if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
+	if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
+	if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
+	if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
+	if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
+	if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
+	if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
+	if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
+	if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
+	if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
+	if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
+	if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
+	$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
+
+define create_dir
+    if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
+endef
+    
+# Copy required shared libs for integration into APK
+# NOTE: If using shared libs they are loaded by generated NativeLoader.java
+copy_project_required_libs:
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+	copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so 
+endif
+ifeq ($(RAYLIB_LIBTYPE),STATIC)
+	copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a 
+endif
+
+# Copy project required resources: strings.xml, icon.png, assets
+# NOTE: Required strings.xml is generated and game resources are copied to assets folder
+# TODO: Review xcopy usage, it can not be found in some systems!
+copy_project_resources:
+	copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
+	copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
+	copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
+	@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
+	@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
+	if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
+
+# Generate NativeLoader.java to load required shared libraries
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_loader_script:
+	@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+	@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+	@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+	@echo     static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+ifeq ($(RAYLIB_LIBTYPE),SHARED)
+	@echo         System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+endif
+	@echo         System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java 
+	@echo     } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+	@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+    
+# Generate AndroidManifest.xml with all the required options
+# NOTE: Probably not the bet way to generate this file... but it works.
+generate_android_manifest:
+	@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo         package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)"  >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo         android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo     ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo     ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo     ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo         ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo             android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo             android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo             android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo             android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo             ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo             ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo                 ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo                 ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo             ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo         ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo     ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+	@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
+
+# Generate storekey for APK signing: $(PROJECT_NAME).keystore
+# NOTE: Configure here your Distinguished Names (-dname) if required!
+generate_apk_keystore: 
+	if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
+
+# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
+# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
+config_project_package:
+	$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
+
+# Compile native_app_glue code as static library: obj/libnative_app_glue.a
+compile_native_app_glue:
+	$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
+	$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
+
+# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so 
+compile_project_code: $(OBJS)
+	$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
+
+# Compile all .c files required into object (.o) files
+# NOTE: Those files will be linked into a shared library
+$(PROJECT_BUILD_PATH)/obj/%.o:%.c
+	$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot 
+    
+# Compile project .java code into .class (Java bytecode) 
+compile_project_class:
+	$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
+
+# Compile .class files into Dalvik executable bytecode (.dex)
+# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
+compile_project_class_dex:
+	$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
+
+# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
+# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
+# NOTE: Use -A resources to define additional directory in which to find raw asset files
+create_project_apk_package:
+	$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
+	cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
+
+# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk 
+sign_project_apk_package:
+	$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
+
+# Create zip-aligned APK package: $(PROJECT_NAME).apk 
+zipalign_project_apk_package:
+	$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
+
+# Install $(PROJECT_NAME).apk to default emulator/device
+# NOTE: Use -e (emulator) or -d (device) parameters if required
+install:
+	$(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
+    
+# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
+check_device_abi:
+	$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
+
+# Monitorize output log coming from device, only raylib tag
+logcat:
+	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+    
+# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
+deploy:
+	$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
+	$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
+	$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
+
+#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
+
+# Clean everything
+clean:
+	del $(PROJECT_BUILD_PATH)\* /f /s /q
+	rmdir $(PROJECT_BUILD_PATH) /s /q
+	@echo Cleaning done

BIN
projects/4coder/game


+ 39 - 0
projects/4coder/main.c

@@ -0,0 +1,39 @@
+#include <math.h>
+#include "raylib.h"
+
+int main() {
+	int screenWidth = 800;
+	int screenHeight = 450;
+
+	InitWindow(screenWidth, screenHeight, "raylib");
+
+	Camera cam;
+	cam.position = (Vector3){ 0.f, 10.f, 8.f };
+	cam.target = (Vector3){ 0.f, 0.f, 0.f };
+	cam.up = (Vector3){ 0.f, 1.f, 0.f };
+	cam.fovy = 60.f;
+	cam.type = CAMERA_PERSPECTIVE;
+
+	Vector3 cubePos = { 0.f, 0.f, 0.f };
+
+	SetTargetFPS(60);
+
+	while (!WindowShouldClose()) {
+		cam.position.x = sin(GetTime()) * 10.f;
+		cam.position.z = cos(GetTime()) * 10.f;
+
+		BeginDrawing();
+			ClearBackground(RAYWHITE);
+			BeginMode3D(cam);
+				DrawCube(cubePos, 2.f, 2.f, 2.f, RED);
+				DrawCubeWires(cubePos, 2.f, 2.f, 2.f, MAROON);
+				DrawGrid(10, 1.f);
+			EndMode3D();
+			DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
+			DrawFPS(10, 10);
+		EndDrawing();
+	}
+	
+	CloseWindow();
+	return 0;
+}

+ 54 - 0
projects/4coder/project.4coder

@@ -0,0 +1,54 @@
+version(1);
+
+project_name = "raylib-example";
+
+patterns = {
+"*.cpp",
+"*.c",
+"*.h",
+"*.bat",
+"*.sh",
+"*.4coder",
+"Makefile",
+};
+
+blacklist_patterns = {
+".*",
+};
+
+load_paths = {
+ { { {".", .relative = true, .recursive = true, } }, .os = "win" },
+ { { {".", .relative = true, .recursive = true, } }, .os = "linux" },
+ { { {".", .relative = true, .recursive = true, } }, .os = "mac" },
+};
+
+command_list = {
+ { .name = "clean",
+   .out = "*clean*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
+   .cmd = {
+          {"mingw32-make clean", .os = "win"},
+          {"make clean", .os = "linux"},
+          {"make clean", .os = "mac"},          
+   },
+ },
+ { .name = "build",
+   .out = "*compile*", .footer_panel = true, .save_dirty_files = true, .cursor_at_end = false,
+   .cmd = {
+          {"mingw32-make", .os = "win"},
+          {"make", .os = "linux"},
+          {"make", .os = "mac"},
+   },
+ },
+ { .name = "run",
+   .out = "*run*", .footer_panel = true, .save_dirty_files = false, .cursor_at_end = true,
+   .cmd = {
+          {"./game.exe", .os = "win"},
+          {"./game", .os = "linux"},
+          {"./game", .os = "mac"},          
+   },
+ },
+};
+
+fkey_command[3] = "clean";
+fkey_command[4] = "build";
+fkey_command[5] = "run";