Mercurial > sdl-ios-xcode
annotate README.android @ 5169:4d39eeaad00b
Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.
The software renderer has been re-routed to use the framebuffer interface, which makes it possible to have software rendering available even on simple ports.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 15:49:37 -0800 |
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4727 | 1 ================================================================================ |
4726 | 2 Simple DirectMedia Layer for Android |
4727 | 3 ================================================================================ |
4725 | 4 |
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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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13 |
4727 | 14 ================================================================================ |
15 How the port works | |
16 ================================================================================ | |
17 | |
18 - Android applications are Java-based, optionally with parts written in C | |
19 - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to | |
20 the SDL library | |
21 - This means that your application C code must be placed inside an android | |
22 Java project, along with some C support code that communicates with Java | |
23 - This eventually produces a standard Android .apk package | |
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 |
4727 | 35 |
36 ================================================================================ | |
37 Building an app | |
38 ================================================================================ | |
39 | |
4725 | 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 |
4727 | 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) |
4725 | 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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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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126 You can see the files on the SD card with a shell command: |
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127 adb shell ls /sdcard/ |
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128 |
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129 You can start a command shell on the default device with: |
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130 adb shell |
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131 |
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132 You can do a clean build with the following commands: |
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133 ndk-build clean |
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134 ndk-build |
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135 |
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136 You can see the complete command line that ndk-build is using by passing V=1 on the command line: |
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137 ndk-build V=1 |
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138 |
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139 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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140 |
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141 For example, if your crash looks like this: |
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142 I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0 |
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143 I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4 |
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144 I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c |
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145 I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c |
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146 I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030 |
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147 I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so |
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148 I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so |
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149 I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so |
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150 I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so |
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151 |
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152 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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153 arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so |
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154 and then paste in the number after "pc" in the call stack, from the line that I care about: |
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155 000014bc |
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156 |
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157 I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23. |
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158 |
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159 You can add logging to your code to help show what's happening: |
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160 |
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161 #include <android/log.h> |
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162 |
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163 __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x); |
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164 |
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165 If you need to build without optimization turned on, you can create a file called "Application.mk" in the jni directory, with the following line in it: |
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166 APP_OPTIM := debug |
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167 |
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169 ================================================================================ | |
170 Known issues | |
171 ================================================================================ | |
172 | |
173 - SDL audio (although it's mostly written, just not working properly yet) | |
174 - TODO. I'm sure there's a bunch more stuff I haven't thought of |