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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 34 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: 19 (Android 4.4)
  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. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).
  48. (The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)
  49. 2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory
  50. (This is needed as the source of SDL has to be compiled by the Android compiler)
  51. 3. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files.
  52. (They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration)
  53. 4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building.
  54. 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
  55. If you already have a project that uses CMake, the instructions change somewhat:
  56. 1. Do points 1 and 2 from the instruction above.
  57. 2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build
  58. and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
  59. 3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to
  60. adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
  61. as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
  62. in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
  63. add_executable() for the target containing your "main" function.
  64. If you wish to use Android Studio, you can skip the last step.
  65. 4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
  66. connected Android device
  67. Here's an explanation of the files in the Android project, so you can customize them:
  68. android-project/app
  69. build.gradle - build info including the application version and SDK
  70. src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
  71. jni/ - directory holding native code
  72. jni/Application.mk - Application JNI settings, including target platform and STL library
  73. jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
  74. jni/CMakeLists.txt - Top-level CMake project that adds SDL as a subproject
  75. jni/SDL/ - (symlink to) directory holding the SDL library files
  76. jni/SDL/Android.mk - Android makefile for creating the SDL shared library
  77. jni/src/ - directory holding your C/C++ source
  78. jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
  79. jni/src/CMakeLists.txt - CMake file that you may customize to include your source code and any library references
  80. src/main/assets/ - directory holding asset files for your application
  81. src/main/res/ - directory holding resources for your application
  82. src/main/res/mipmap-* - directories holding icons for different phone hardware
  83. src/main/res/values/strings.xml - strings used in your application, including the application name
  84. 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.
  85. Customizing your application name
  86. ================================================================================
  87. To customize your application name, edit AndroidManifest.xml and replace
  88. "org.libsdl.app" with an identifier for your product package.
  89. Then create a Java class extending SDLActivity and place it in a directory
  90. under src matching your package, e.g.
  91. src/com/gamemaker/game/MyGame.java
  92. Here's an example of a minimal class file:
  93. --- MyGame.java --------------------------
  94. package com.gamemaker.game;
  95. import org.libsdl.app.SDLActivity;
  96. /**
  97. * A sample wrapper class that just calls SDLActivity
  98. */
  99. public class MyGame extends SDLActivity { }
  100. ------------------------------------------
  101. Then replace "SDLActivity" in AndroidManifest.xml with the name of your
  102. class, .e.g. "MyGame"
  103. Customizing your application icon
  104. ================================================================================
  105. Conceptually changing your icon is just replacing the "ic_launcher.png" files in
  106. the drawable directories under the res directory. There are several directories
  107. for different screen sizes.
  108. Loading assets
  109. ================================================================================
  110. Any files you put in the "app/src/main/assets" directory of your project
  111. directory will get bundled into the application package and you can load
  112. them using the standard functions in SDL_rwops.h.
  113. There are also a few Android specific functions that allow you to get other
  114. useful paths for saving and loading data:
  115. * SDL_AndroidGetInternalStoragePath()
  116. * SDL_AndroidGetExternalStorageState()
  117. * SDL_AndroidGetExternalStoragePath()
  118. See SDL_system.h for more details on these functions.
  119. The asset packaging system will, by default, compress certain file extensions.
  120. SDL includes two asset file access mechanisms, the preferred one is the so
  121. called "File Descriptor" method, which is faster and doesn't involve the Dalvik
  122. GC, but given this method does not work on compressed assets, there is also the
  123. "Input Stream" method, which is automatically used as a fall back by SDL. You
  124. may want to keep this fact in mind when building your APK, specially when large
  125. files are involved.
  126. For more information on which extensions get compressed by default and how to
  127. disable this behaviour, see for example:
  128. http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
  129. Pause / Resume behaviour
  130. ================================================================================
  131. If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
  132. the event loop will block itself when the app is paused (ie, when the user
  133. returns to the main Android dashboard). Blocking is better in terms of battery
  134. use, and it allows your app to spring back to life instantaneously after resume
  135. (versus polling for a resume message).
  136. Upon resume, SDL will attempt to restore the GL context automatically.
  137. In modern devices (Android 3.0 and up) this will most likely succeed and your
  138. app can continue to operate as it was.
  139. However, there's a chance (on older hardware, or on systems under heavy load),
  140. where the GL context can not be restored. In that case you have to listen for
  141. a specific message (SDL_RENDER_DEVICE_RESET) and restore your textures
  142. manually or quit the app.
  143. You should not use the SDL renderer API while the app going in background:
  144. - SDL_APP_WILLENTERBACKGROUND:
  145. after you read this message, GL context gets backed-up and you should not
  146. use the SDL renderer API.
  147. When this event is received, you have to set the render target to NULL, if you're using it.
  148. (eg call SDL_SetRenderTarget(renderer, NULL))
  149. - SDL_APP_DIDENTERFOREGROUND:
  150. GL context is restored, and the SDL renderer API is available (unless you
  151. receive SDL_RENDER_DEVICE_RESET).
  152. Mouse / Touch events
  153. ================================================================================
  154. In some case, SDL generates synthetic mouse (resp. touch) events for touch
  155. (resp. mouse) devices.
  156. To enable/disable this behavior, see SDL_hints.h:
  157. - SDL_HINT_TOUCH_MOUSE_EVENTS
  158. - SDL_HINT_MOUSE_TOUCH_EVENTS
  159. Misc
  160. ================================================================================
  161. For some device, it appears to works better setting explicitly GL attributes
  162. before creating a window:
  163. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
  164. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
  165. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
  166. Threads and the Java VM
  167. ================================================================================
  168. For a quick tour on how Linux native threads interoperate with the Java VM, take
  169. a look here: https://developer.android.com/guide/practices/jni.html
  170. If you want to use threads in your SDL app, it's strongly recommended that you
  171. do so by creating them using SDL functions. This way, the required attach/detach
  172. handling is managed by SDL automagically. If you have threads created by other
  173. means and they make calls to SDL functions, make sure that you call
  174. Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
  175. your thread automatically anyway (when you make an SDL call), but it'll never
  176. detach it.
  177. If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"),
  178. it won't be able to find your java class and method because of the java class loader
  179. which is different for native threads, than for java threads (eg your "main()").
  180. the work-around is to find class/method, in you "main()" thread, and to use them
  181. in your native thread.
  182. see:
  183. https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class
  184. Using STL
  185. ================================================================================
  186. You can use STL in your project by creating an Application.mk file in the jni
  187. folder and adding the following line:
  188. APP_STL := c++_shared
  189. For more information go here:
  190. https://developer.android.com/ndk/guides/cpp-support
  191. Using the emulator
  192. ================================================================================
  193. There are some good tips and tricks for getting the most out of the
  194. emulator here: https://developer.android.com/tools/devices/emulator.html
  195. Especially useful is the info on setting up OpenGL ES 2.0 emulation.
  196. Notice that this software emulator is incredibly slow and needs a lot of disk space.
  197. Using a real device works better.
  198. Troubleshooting
  199. ================================================================================
  200. You can see if adb can see any devices with the following command:
  201. adb devices
  202. You can see the output of log messages on the default device with:
  203. adb logcat
  204. You can push files to the device with:
  205. adb push local_file remote_path_and_file
  206. You can push files to the SD Card at /sdcard, for example:
  207. adb push moose.dat /sdcard/moose.dat
  208. You can see the files on the SD card with a shell command:
  209. adb shell ls /sdcard/
  210. You can start a command shell on the default device with:
  211. adb shell
  212. You can remove the library files of your project (and not the SDL lib files) with:
  213. ndk-build clean
  214. You can do a build with the following command:
  215. ndk-build
  216. You can see the complete command line that ndk-build is using by passing V=1 on the command line:
  217. ndk-build V=1
  218. If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
  219. https://developer.android.com/ndk/guides/ndk-stack
  220. If you want to go through the process manually, you can use addr2line to convert the
  221. addresses in the stack trace to lines in your code.
  222. For example, if your crash looks like this:
  223. I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
  224. I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
  225. I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
  226. I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
  227. I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
  228. I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
  229. I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
  230. I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
  231. I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
  232. You can see that there's a crash in the C library being called from the main code.
  233. I run addr2line with the debug version of my code:
  234. arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
  235. and then paste in the number after "pc" in the call stack, from the line that I care about:
  236. 000014bc
  237. I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
  238. You can add logging to your code to help show what's happening:
  239. #include <android/log.h>
  240. __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
  241. If you need to build without optimization turned on, you can create a file called
  242. "Application.mk" in the jni directory, with the following line in it:
  243. APP_OPTIM := debug
  244. Memory debugging
  245. ================================================================================
  246. The best (and slowest) way to debug memory issues on Android is valgrind.
  247. Valgrind has support for Android out of the box, just grab code using:
  248. svn co svn://svn.valgrind.org/valgrind/trunk valgrind
  249. ... and follow the instructions in the file README.android to build it.
  250. One thing I needed to do on Mac OS X was change the path to the toolchain,
  251. and add ranlib to the environment variables:
  252. export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
  253. Once valgrind is built, you can create a wrapper script to launch your
  254. application with it, changing org.libsdl.app to your package identifier:
  255. --- start_valgrind_app -------------------
  256. #!/system/bin/sh
  257. export TMPDIR=/data/data/org.libsdl.app
  258. exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
  259. ------------------------------------------
  260. Then push it to the device:
  261. adb push start_valgrind_app /data/local
  262. and make it executable:
  263. adb shell chmod 755 /data/local/start_valgrind_app
  264. and tell Android to use the script to launch your application:
  265. adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
  266. If the setprop command says "could not set property", it's likely that
  267. your package name is too long and you should make it shorter by changing
  268. AndroidManifest.xml and the path to your class file in android-project/src
  269. You can then launch your application normally and waaaaaaaiiittt for it.
  270. You can monitor the startup process with the logcat command above, and
  271. when it's done (or even while it's running) you can grab the valgrind
  272. output file:
  273. adb pull /sdcard/valgrind.log
  274. When you're done instrumenting with valgrind, you can disable the wrapper:
  275. adb shell setprop wrap.org.libsdl.app ""
  276. Graphics debugging
  277. ================================================================================
  278. If you are developing on a compatible Tegra-based tablet, NVidia provides
  279. Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
  280. and GLES libraries, you must follow their instructions for installing the
  281. interposer library on a rooted device. The non-rooted instructions are not
  282. compatible with applications that use SDL2 for video.
  283. The Tegra Graphics Debugger is available from NVidia here:
  284. https://developer.nvidia.com/tegra-graphics-debugger
  285. Why is API level 19 the minimum required?
  286. ================================================================================
  287. The latest NDK toolchain doesn't support targeting earlier than API level 19.
  288. As of this writing, according to https://www.composables.com/tools/distribution-chart
  289. about 99.7% of the Android devices accessing Google Play support API level 19 or
  290. higher (August 2023).
  291. A note regarding the use of the "dirty rectangles" rendering technique
  292. ================================================================================
  293. If your app uses a variation of the "dirty rectangles" rendering technique,
  294. where you only update a portion of the screen on each frame, you may notice a
  295. variety of visual glitches on Android, that are not present on other platforms.
  296. This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
  297. contexts, in particular the use of the eglSwapBuffers function. As stated in the
  298. documentation for the function "The contents of ancillary buffers are always
  299. undefined after calling eglSwapBuffers".
  300. Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
  301. is not possible for SDL as it requires EGL 1.4, available only on the API level
  302. 17+, so the only workaround available on this platform is to redraw the entire
  303. screen each frame.
  304. Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
  305. Ending your application
  306. ================================================================================
  307. Two legitimate ways:
  308. - return from your main() function. Java side will automatically terminate the
  309. Activity by calling Activity.finish().
  310. - Android OS can decide to terminate your application by calling onDestroy()
  311. (see Activity life cycle). Your application will receive a SDL_QUIT event you
  312. can handle to save things and quit.
  313. Don't call exit() as it stops the activity badly.
  314. NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
  315. SDLK_AC_BACK, for any purpose.
  316. Known issues
  317. ================================================================================
  318. - The number of buttons reported for each joystick is hardcoded to be 36, which
  319. is the current maximum number of buttons Android can report.