annotate README.android @ 4973:067b6ec8b751

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author Sam Lantinga <slouken@libsdl.org>
date Wed, 12 Jan 2011 12:31:51 -0800
parents f74a3f94c408
children 1cd0a891b69a
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1 ================================================================================
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2 Simple DirectMedia Layer for Android
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3 ================================================================================
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5 Requirements:
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6
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7 Android SDK
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8 http://developer.android.com/sdk/index.html
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9
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10 Android NDK r4 or later
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11 http://developer.android.com/sdk/ndk/index.html
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14 ================================================================================
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15 How the port works
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16 ================================================================================
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17
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18 - Android applications are Java-based, optionally with parts written in C
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19 - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
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20 the SDL library
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21 - This means that your application C code must be placed inside an android
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22 Java project, along with some C support code that communicates with Java
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23 - This eventually produces a standard Android .apk package
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24
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25 The Android Java code implements an "activity" and can be found in:
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26 android-project/src/org/libsdl/app/SDLActivity.java
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27
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28 The Java code loads your game code, the SDL shared library, and
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29 dispatches to native functions implemented in the SDL library:
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30 src/SDL_android.cpp
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31
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32 Your project must include some glue code that starts your main() routine:
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33 src/main/android/SDL_android_main.cpp
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34
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36 ================================================================================
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37 Building an app
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38 ================================================================================
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39
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40 Instructions:
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41 1. Copy the android-project directory wherever you want to keep your projects and rename it to the name of your project.
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42 2. Move this SDL directory into the <project>/jni directory
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43 3. Place your application source files in the <project>/jni/src directory
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44 4. Edit <project>/jni/src/Android.mk to include your source files
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45 5. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
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46
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47 If you want to use the Eclipse IDE, skip to the Eclipse section below.
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48
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49 6. Edit <project>/local.properties to point to the Android SDK directory
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50 7. Run 'ant debug' in android/project. This compiles the .java and eventually
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51 creates a .apk with the native code embedded
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52 8. 'ant install' will push the apk to the device or emulator (if connected)
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53
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54 Here's an explanation of the files in the Android project, so you can customize them:
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55
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56 android-project/
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57 AndroidManifest.xml - package manifest, do not modify
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58 build.properties - empty
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59 build.xml - build description file, used by ant
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60 default.properties - holds the ABI for the application, currently android-4 which corresponds to the Android 1.6 system image
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61 local.properties - holds the SDK path, you should change this to the path to your SDK
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62 jni/ - directory holding native code
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63 jni/Android.mk - Android makefile that includes all subdirectories
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64 jni/SDL/ - directory holding the SDL library files
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65 jni/SDL/Android.mk - Android makefile for creating the SDL shared library
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66 jni/src/ - directory holding your C/C++ source
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67 jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
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68 res/ - directory holding resources for your application
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69 res/drawable-* - directories holding icons for different phone hardware
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70 res/layout/main.xml - place holder for the main screen layout, overridden by the SDL video output
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71 res/values/strings.xml - strings used in your application, including the application name shown on the phone.
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72 src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation.
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73
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74
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75 ================================================================================
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76 Additional documentation
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77 ================================================================================
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78
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79 The documentation in the NDK docs directory is very helpful in understanding the build process and how to work with native code on the Android platform.
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80
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81 The best place to start is with docs/OVERVIEW.TXT
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82
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83
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84 ================================================================================
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85 Using Eclipse
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86 ================================================================================
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87
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88 First make sure that you've installed Eclipse and the Android extensions as described here:
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89 http://developer.android.com/sdk/eclipse-adt.html
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90
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91 Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
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92 * File -> New -> Other
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93 * Select the Android -> Android Project wizard and click Next
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94 * Enter the name you'd like your project to have
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95 * Select "Create project from existing source" and browse for your project directory
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96 * Make sure the Build Target is set to Android 1.6
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97 * Click Finish
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98
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99
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100 ================================================================================
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101 Loading files and resources
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102 ================================================================================
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103
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104 NEED CONTENT
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105
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106
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107 ================================================================================
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108 Troubleshooting
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109 ================================================================================
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110
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111 You can create and run an emulator from the Eclipse IDE:
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112 * Window -> Android SDK and AVD Manager
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113
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114 You can see if adb can see any devices with the following command:
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115 adb devices
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116
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117 You can see the output of log messages on the default device with:
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118 adb logcat
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119
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120 You can push files to the device with:
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121 adb push local_file remote_path_and_file
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122
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123 You can push files to the SD Card at /sdcard, for example:
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124 adb push moose.dat /sdcard/moose.dat
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125
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126 You can see the complete command line that ndk-build is using by passing V=1 on the command line:
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127 ndk-build V=1
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128
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129 If your application crashes in native code, you can use addr2line to convert the addresses in the stack trace to lines in your code.
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130
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131 For example, if your crash looks like this:
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132 I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
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133 I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
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134 I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
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135 I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
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136 I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
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137 I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
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138 I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
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139 I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
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140 I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
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141
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142 You can see that there's a crash in the C library being called from the main code. I run addr2line with the debug version of my code:
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143 arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
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144 and then paste in the number after "pc" in the call stack, from the line that I care about:
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145 000014bc
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146
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147 I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
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148
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149 You can add logging to your code to help show what's happening:
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150
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151 #include <android/log.h>
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152
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153 __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
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154
4727
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155
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156 ================================================================================
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157 Known issues
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158 ================================================================================
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159
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160 - SDL audio (although it's mostly written, just not working properly yet)
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161 - TODO. I'm sure there's a bunch more stuff I haven't thought of