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https://github.com/IllusionMan1212/android-native-example-odin.git
synced 2026-10-23 18:12:33 +00:00
use the odin compiler in the build script instead of manually building everything
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@@ -2,40 +2,7 @@
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## TODO: handle different ABIs, currently only builds for arm64
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APK=native_example.apk
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ANDROID_SDK_ROOT=/home/illusion/Android/Sdk
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ANDROID_NDK=$ANDROID_SDK_ROOT/ndk/26.1.10909125
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ANDROID_TOOLCHAIN=$ANDROID_NDK/toolchains/llvm/prebuilt/linux-x86_64
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ANDROID_JBR=/home/illusion/android-studio/jbr
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BUILD_TOOLS=34.0.0
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PLATFORM=34
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# Create required dirs
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mkdir -p lib/lib/arm64-v8a
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mkdir -p bin
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# Compile the glue code that comes with the NDK to an object using the aarch64 crosscompiler.
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$ANDROID_TOOLCHAIN/bin/aarch64-linux-android24-clang -c $ANDROID_NDK/sources/android/native_app_glue/android_native_app_glue.c -o android_native_app_glue.o -I $ANDROID_TOOLCHAIN/sysroot/usr/include/
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# Create a static lib from the glue code object
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$ANDROID_TOOLCHAIN/bin/llvm-ar rcs libandroid_native_app_glue.a android_native_app_glue.o
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# Compile our odin code to an object. relocation mode is set to PIC because the linker complains.
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# freestanding_arm64 should probably be preferred but raylib projects need linux_arm64, otherwise the android dynamic linker fails to find our main function.
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odin build jni/ -build-mode:obj -target:linux_arm64 -reloc-mode:pic || exit 1
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# Link the static library with our object and create the shared library that will hold all our native code.
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## We pass "-u ANativeActivity_onCreate" to the linker here because that symbol gets stripped by the linker even though it's required
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## This is exactly what the official ndk-build building process does, see: https://github.com/android/ndk/issues/381
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$ANDROID_TOOLCHAIN/bin/aarch64-linux-android24-clang -shared -o libmain.so jni.o libandroid_native_app_glue.a -L $ANDROID_TOOLCHAIN/sysroot/usr/lib/aarch64-linux-android/$PLATFORM/ -landroid -llog -lEGL -lGLESv3 -u ANativeActivity_onCreate
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# Move the shared lib to the lib directory
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cp libmain.so lib/lib/arm64-v8a
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# Pack the assets of the app using a basic android jar that comes with the SDK
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## If there are asset files that need to be loaded during runtime then they should be put in an `assets` directory
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## and "-A assets" should be appended after the -I option.
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$ANDROID_SDK_ROOT/build-tools/$BUILD_TOOLS/aapt package -f -M AndroidManifest.xml -S res -I $ANDROID_SDK_ROOT/platforms/android-$PLATFORM/android.jar -A assets -F "bin/$APK.build" lib
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# Create a debug signing key to sign our application.
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if [ ! -f .keystore ]; then
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@@ -43,15 +10,20 @@ if [ ! -f .keystore ]; then
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if [ $? -ne 0 ]; then exit 1; fi
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fi
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# Sign the jar
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$ANDROID_JBR/bin/jarsigner -storepass android -keystore .keystore "bin/$APK.build" androiddebugkey > /dev/null
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# Build the shared lib
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odin build jni -target:linux_arm64 -subtarget:android -build-mode:shared
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# Make it into an apk
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$ANDROID_SDK_ROOT/build-tools/$BUILD_TOOLS/zipalign -f 4 "bin/$APK.build" "bin/$APK"
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# Create the proper lib directories and move the shared lib to them
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# Rename the shared lib to match what we specified in the AndroidManifest.xml file
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# for the android.app.lib_name metadata value
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mkdir -p android/lib/lib/arm64-v8a
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mv jni.so android/lib/lib/arm64-v8a/libmain.so
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# Bundle the directory into an apk
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odin bundle android android -android-keystore:.keystore -android-keystore-password:"android"
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cleanup() {
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rm jni.o android_native_app_glue.o libandroid_native_app_glue.a bin/$APK.build
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rm test.apk-build
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}
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cleanup
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+2
-4
@@ -107,11 +107,11 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
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engine.height = h
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vasset := android.AAssetManager_open(engine.app.activity.assetManager, "vertex.glsl", .BUFFER)
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defer android.AAsset_close(vasset)
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if vasset == nil {
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LOG(.INFO, "NativeExampleOdin", "error opening vertex.glsl")
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return
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}
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defer android.AAsset_close(vasset)
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vsrc := cstring(android.AAsset_getBuffer(vasset))
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vlen := i32(android.AAsset_getLength(vasset))
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@@ -120,11 +120,11 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
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gl.CompileShader(v)
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fasset := android.AAssetManager_open(engine.app.activity.assetManager, "fragment.glsl", .BUFFER)
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defer android.AAsset_close(fasset)
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if fasset == nil {
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LOG(.INFO, "NativeExampleOdin", "error opening fragment.glsl")
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return
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}
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defer android.AAsset_close(fasset)
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fsrc := cstring(android.AAsset_getBuffer(fasset))
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flen := i32(android.AAsset_getLength(fasset))
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@@ -158,8 +158,6 @@ engine_init_display :: proc "contextless" (engine: ^engine) {
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engine.buffer = b
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engine.shader = p
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return
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}
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engine_draw_frame :: proc "contextless" (engine: ^engine) {
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