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