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Working for Android
NOTE: This guide is intended for Android development on Windows platform, for alternative platforms, check:
Android requires a set of tools to do all the build process to generate a .APK game.
You can just download the JDK from here and decompress it in a directory, raylib Makefile.Android
scripts looks for it on C:\open-jdk
.
Actually, Android SDK is composed by a series of tools, you can install everything in a go just downloading Android Studio and installing the full package.
Alternatively, you can just install the required files manually. To do that, start downloading Command line tools
package, found at the end of this page.
- Decompress downloaded
sdk-tools-...
file into a folder namedandroid-sdk
. One of the included tools is the sdkmanager, a command line utility to install required packages. - From command line, navigate to
android-sdk/tools/bin
and execute the following commands:
sdkmanager --sdk_root=<your_path_sdk> --update
sdkmanager --sdk_root=<your_path_sdk> --list
sdkmanager --sdk_root=<your_path_sdk> --install build-tools;29.0.3
sdkmanager --sdk_root=<your_path_sdk> --install platform-tools
sdkmanager --sdk_root=<your_path_sdk> --install platforms;android-29
sdkmanager --sdk_root=<your_path_sdk> --install extras;google;usb_driver
With those commands you're installing all required tools. It includes: tools
, build-tools
, platform-tools
, platforms\android-28
api level and also extras\google\usb_driver
(that you need to install to connect to your device).
To develop with raylib in C, we need to install the Android Native Development Kit. You can download it from here. Android NDK includes support files for multiple Android APIs and multiple architectures. raylib scripts expect to use NDK r21 and found it available on C:\android-ndk
.
To compile raylib sources, just navigate from command line to directory raylib/src/
and execute Makefile
with:
mingw32-make PLATFORM=PLATFORM_ANDROID
NOTE: libraylib.a will be generated in raylib/src
directory by default.
WARNING: Maybe your Android device uses a 64bit CPU but be careful, installed Android OS could still be 32bit, not allowing 64bit apps.
Compiling a raylib game for Android (using a project template)
Step 1. To build an APK, navigate to directory raylib-game-template/src/
and edit Makefile.Android
. Replace these
settings with yours where apropriate:
ANDROID_ARCH ?= ARM
ANDROID_API_VERSION = 28
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 = $(ANDROID_HOME)/platform-tools
Then build the apk with:
mingw32-make PLATFORM=PLATFORM_ANDROID
WARNING: Make sure the MAKE tool to use is properly configured in the Makefile:
# Define default make program
MAKE = make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make
endif
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
MAKE = mingw32-make
endif
Step 2: To install the APK into connected device (previously intalled drivers and activated USB debug mode on device):
%ANDROID_SDK_TOOLS%\adb install simple_game.apk
Step 4: To view log output from device:
%ANDROID_SDK_TOOLS%\adb logcat -c
%ANDROID_SDK_TOOLS%\adb -d logcat raylib:V *:S
If you have any doubt, just let me know.
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