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  1. Android
  2. ================================================================================
  3. Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
  4. http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
  5. The rest of this README covers the Android gradle style build process.
  6. If you are using the older ant build process, it is no longer officially
  7. supported, but you can use the "android-project-ant" directory as a template.
  8. Requirements
  9. ================================================================================
  10. Android SDK (version 26 or later)
  11. https://developer.android.com/sdk/index.html
  12. Android NDK r15c or later
  13. https://developer.android.com/tools/sdk/ndk/index.html
  14. Minimum API level supported by SDL: 16 (Android 4.1)
  15. How the port works
  16. ================================================================================
  17. - Android applications are Java-based, optionally with parts written in C
  18. - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
  19. the SDL library
  20. - This means that your application C code must be placed inside an Android
  21. Java project, along with some C support code that communicates with Java
  22. - This eventually produces a standard Android .apk package
  23. The Android Java code implements an "Activity" and can be found in:
  24. android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
  25. The Java code loads your game code, the SDL shared library, and
  26. dispatches to native functions implemented in the SDL library:
  27. src/core/android/SDL_android.c
  28. Building an app
  29. ================================================================================
  30. For simple projects you can use the script located at build-scripts/androidbuild.sh
  31. There's two ways of using it:
  32. androidbuild.sh com.yourcompany.yourapp < sources.list
  33. androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
  34. sources.list should be a text file with a source file name in each line
  35. Filenames should be specified relative to the current directory, for example if
  36. you are in the build-scripts directory and want to create the testgles.c test, you'll
  37. run:
  38. ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
  39. One limitation of this script is that all sources provided will be aggregated into
  40. a single directory, thus all your source files should have a unique name.
  41. Once the project is complete the script will tell you where the debug APK is located.
  42. If you want to create a signed release APK, you can use the project created by this
  43. utility to generate it.
  44. Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
  45. done in the build directory for the app!
  46. For more complex projects, follow these instructions:
  47. 1. Copy the android-project directory wherever you want to keep your projects
  48. and rename it to the name of your project.
  49. 2. Move or symlink this SDL directory into the "<project>/app/jni" directory
  50. 3. Edit "<project>/app/jni/src/Android.mk" to include your source files
  51. 4a. If you want to use Android Studio, simply open your <project> directory and start building.
  52. 4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
  53. If you already have a project that uses CMake, the instructions change somewhat:
  54. 1. Do points 1 and 2 from the instruction above.
  55. 2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
  56. and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
  57. 3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
  58. adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
  59. as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
  60. in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
  61. add_executable() for the target containing your "main" function.
  62. If you wish to use Android Studio, you can skip the last step.
  63. 4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
  64. connected Android device
  65. Here's an explanation of the files in the Android project, so you can customize them:
  66. android-project/app
  67. build.gradle - build info including the application version and SDK
  68. src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
  69. jni/ - directory holding native code
  70. jni/Application.mk - Application JNI settings, including target platform and STL library
  71. jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
  72. jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
  73. jni/SDL/ - (symlink to) directory holding the SDL library files
  74. jni/SDL/Android.mk - Android makefile for creating the SDL shared library
  75. jni/src/ - directory holding your C/C++ source
  76. jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
  77. jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references
  78. src/main/assets/ - directory holding asset files for your application
  79. src/main/res/ - directory holding resources for your application
  80. src/main/res/mipmap-* - directories holding icons for different phone hardware
  81. src/main/res/values/strings.xml - strings used in your application, including the application name
  82. src/main/java/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. You should instead subclass this for your application.
  83. Customizing your application name
  84. ================================================================================
  85. To customize your application name, edit AndroidManifest.xml and replace
  86. "org.libsdl.app" with an identifier for your product package.
  87. Then create a Java class extending SDLActivity and place it in a directory
  88. under src matching your package, e.g.
  89. src/com/gamemaker/game/MyGame.java
  90. Here's an example of a minimal class file:
  91. --- MyGame.java --------------------------
  92. package com.gamemaker.game;
  93. import org.libsdl.app.SDLActivity;
  94. /**
  95. * A sample wrapper class that just calls SDLActivity
  96. */
  97. public class MyGame extends SDLActivity { }
  98. ------------------------------------------
  99. Then replace "SDLActivity" in AndroidManifest.xml with the name of your
  100. class, .e.g. "MyGame"
  101. Customizing your application icon
  102. ================================================================================
  103. Conceptually changing your icon is just replacing the "ic_launcher.png" files in
  104. the drawable directories under the res directory. There are several directories
  105. for different screen sizes.
  106. Loading assets
  107. ================================================================================
  108. Any files you put in the "app/src/main/assets" directory of your project
  109. directory will get bundled into the application package and you can load
  110. them using the standard functions in SDL_rwops.h.
  111. There are also a few Android specific functions that allow you to get other
  112. useful paths for saving and loading data:
  113. * SDL_AndroidGetInternalStoragePath()
  114. * SDL_AndroidGetExternalStorageState()
  115. * SDL_AndroidGetExternalStoragePath()
  116. See SDL_system.h for more details on these functions.
  117. The asset packaging system will, by default, compress certain file extensions.
  118. SDL includes two asset file access mechanisms, the preferred one is the so
  119. called "File Descriptor" method, which is faster and doesn't involve the Dalvik
  120. GC, but given this method does not work on compressed assets, there is also the
  121. "Input Stream" method, which is automatically used as a fall back by SDL. You
  122. may want to keep this fact in mind when building your APK, specially when large
  123. files are involved.
  124. For more information on which extensions get compressed by default and how to
  125. disable this behaviour, see for example:
  126. http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
  127. Pause / Resume behaviour
  128. ================================================================================
  129. If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
  130. the event loop will block itself when the app is paused (ie, when the user
  131. returns to the main Android dashboard). Blocking is better in terms of battery
  132. use, and it allows your app to spring back to life instantaneously after resume
  133. (versus polling for a resume message).
  134. Upon resume, SDL will attempt to restore the GL context automatically.
  135. In modern devices (Android 3.0 and up) this will most likely succeed and your
  136. app can continue to operate as it was.
  137. However, there's a chance (on older hardware, or on systems under heavy load),
  138. where the GL context can not be restored. In that case you have to listen for
  139. a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
  140. manually or quit the app.
  141. You should not use the SDL renderer API while the app going in background:
  142. - SDL_APP_WILLENTERBACKGROUND:
  143. after you read this message, GL context gets backed-up and you should not
  144. use the SDL renderer API.
  145. When this event is received, you have to set the render target to NULL, if you're using it.
  146. (eg call SDL_SetRenderTarget(renderer, NULL))
  147. - SDL_APP_DIDENTERFOREGROUND:
  148. GL context is restored, and the SDL renderer API is available (unless you
  149. receive SDL_RENDER_DEVICE_RESET).
  150. Mouse / Touch events
  151. ================================================================================
  152. In some case, SDL generates synthetic mouse (resp. touch) events for touch
  153. (resp. mouse) devices.
  154. To enable/disable this behavior, see SDL_hints.h:
  155. - SDL_HINT_TOUCH_MOUSE_EVENTS
  156. - SDL_HINT_MOUSE_TOUCH_EVENTS
  157. Misc
  158. ================================================================================
  159. For some device, it appears to works better setting explicitly GL attributes
  160. before creating a window:
  161. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  162. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  163. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  164. Threads and the Java VM
  165. ================================================================================
  166. For a quick tour on how Linux native threads interoperate with the Java VM, take
  167. a look here: https://developer.android.com/guide/practices/jni.html
  168. If you want to use threads in your SDL app, it's strongly recommended that you
  169. do so by creating them using SDL functions. This way, the required attach/detach
  170. handling is managed by SDL automagically. If you have threads created by other
  171. means and they make calls to SDL functions, make sure that you call
  172. Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
  173. your thread automatically anyway (when you make an SDL call), but it'll never
  174. detach it.
  175. If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
  176. it won't be able to find your java class and method because of the java class loader
  177. which is different for native threads, than for java threads (eg your "main()").
  178. the work-around is to find class/method, in you "main()" thread, and to use them
  179. in your native thread.
  180. see:
  181. https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
  182. Using STL
  183. ================================================================================
  184. You can use STL in your project by creating an Application.mk file in the jni
  185. folder and adding the following line:
  186. APP_STL := c++_shared
  187. For more information go here:
  188. https://developer.android.com/ndk/guides/cpp-support
  189. Using the emulator
  190. ================================================================================
  191. There are some good tips and tricks for getting the most out of the
  192. emulator here: https://developer.android.com/tools/devices/emulator.html
  193. Especially useful is the info on setting up OpenGL ES 2.0 emulation.
  194. Notice that this software emulator is incredibly slow and needs a lot of disk space.
  195. Using a real device works better.
  196. Troubleshooting
  197. ================================================================================
  198. You can see if adb can see any devices with the following command:
  199. adb devices
  200. You can see the output of log messages on the default device with:
  201. adb logcat
  202. You can push files to the device with:
  203. adb push local_file remote_path_and_file
  204. You can push files to the SD Card at /sdcard, for example:
  205. adb push moose.dat /sdcard/moose.dat
  206. You can see the files on the SD card with a shell command:
  207. adb shell ls /sdcard/
  208. You can start a command shell on the default device with:
  209. adb shell
  210. You can remove the library files of your project (and not the SDL lib files) with:
  211. ndk-build clean
  212. You can do a build with the following command:
  213. ndk-build
  214. You can see the complete command line that ndk-build is using by passing V=1 on the command line:
  215. ndk-build V=1
  216. If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
  217. https://developer.android.com/ndk/guides/ndk-stack
  218. If you want to go through the process manually, you can use addr2line to convert the
  219. addresses in the stack trace to lines in your code.
  220. For example, if your crash looks like this:
  221. I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
  222. I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
  223. I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
  224. I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
  225. I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
  226. I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
  227. I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
  228. I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
  229. I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
  230. You can see that there's a crash in the C library being called from the main code.
  231. I run addr2line with the debug version of my code:
  232. arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
  233. and then paste in the number after "pc" in the call stack, from the line that I care about:
  234. 000014bc
  235. I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
  236. You can add logging to your code to help show what's happening:
  237. #include <android/log.h>
  238. __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
  239. If you need to build without optimization turned on, you can create a file called
  240. "Application.mk" in the jni directory, with the following line in it:
  241. APP_OPTIM := debug
  242. Memory debugging
  243. ================================================================================
  244. The best (and slowest) way to debug memory issues on Android is valgrind.
  245. Valgrind has support for Android out of the box, just grab code using:
  246. svn co svn://svn.valgrind.org/valgrind/trunk valgrind
  247. ... and follow the instructions in the file README.android to build it.
  248. One thing I needed to do on Mac OS X was change the path to the toolchain,
  249. and add ranlib to the environment variables:
  250. export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
  251. Once valgrind is built, you can create a wrapper script to launch your
  252. application with it, changing org.libsdl.app to your package identifier:
  253. --- start_valgrind_app -------------------
  254. #!/system/bin/sh
  255. export TMPDIR=/data/data/org.libsdl.app
  256. exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
  257. ------------------------------------------
  258. Then push it to the device:
  259. adb push start_valgrind_app /data/local
  260. and make it executable:
  261. adb shell chmod 755 /data/local/start_valgrind_app
  262. and tell Android to use the script to launch your application:
  263. adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
  264. If the setprop command says "could not set property", it's likely that
  265. your package name is too long and you should make it shorter by changing
  266. AndroidManifest.xml and the path to your class file in android-project/src
  267. You can then launch your application normally and waaaaaaaiiittt for it.
  268. You can monitor the startup process with the logcat command above, and
  269. when it's done (or even while it's running) you can grab the valgrind
  270. output file:
  271. adb pull /sdcard/valgrind.log
  272. When you're done instrumenting with valgrind, you can disable the wrapper:
  273. adb shell setprop wrap.org.libsdl.app ""
  274. Graphics debugging
  275. ================================================================================
  276. If you are developing on a compatible Tegra-based tablet, NVidia provides
  277. Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
  278. and GLES libraries, you must follow their instructions for installing the
  279. interposer library on a rooted device. The non-rooted instructions are not
  280. compatible with applications that use SDL2 for video.
  281. The Tegra Graphics Debugger is available from NVidia here:
  282. https://developer.nvidia.com/tegra-graphics-debugger
  283. Why is API level 16 the minimum required?
  284. ================================================================================
  285. The latest NDK toolchain doesn't support targeting earlier than API level 16.
  286. As of this writing, according to https://developer.android.com/about/dashboards/index.html
  287. about 99% of the Android devices accessing Google Play support API level 16 or
  288. higher (January 2018).
  289. A note regarding the use of the "dirty rectangles" rendering technique
  290. ================================================================================
  291. If your app uses a variation of the "dirty rectangles" rendering technique,
  292. where you only update a portion of the screen on each frame, you may notice a
  293. variety of visual glitches on Android, that are not present on other platforms.
  294. This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
  295. contexts, in particular the use of the eglSwapBuffers function. As stated in the
  296. documentation for the function "The contents of ancillary buffers are always
  297. undefined after calling eglSwapBuffers".
  298. Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
  299. is not possible for SDL as it requires EGL 1.4, available only on the API level
  300. 17+, so the only workaround available on this platform is to redraw the entire
  301. screen each frame.
  302. Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
  303. Ending your application
  304. ================================================================================
  305. Two legitimate ways:
  306. - return from your main() function. Java side will automatically terminate the
  307. Activity by calling Activity.finish().
  308. - Android OS can decide to terminate your application by calling onDestroy()
  309. (see Activity life cycle). Your application will receive a SDL_QUIT event you
  310. can handle to save things and quit.
  311. Don't call exit() as it stops the activity badly.
  312. NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
  313. SDLK_AC_BACK, for any purpose.
  314. Known issues
  315. ================================================================================
  316. - The number of buttons reported for each joystick is hardcoded to be 36, which
  317. is the current maximum number of buttons Android can report.