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README-android.md (20326B)


      1 Android
      2 ================================================================================
      3 
      4 Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
      5 http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
      6 
      7 The rest of this README covers the Android gradle style build process.
      8 
      9 If you are using the older ant build process, it is no longer officially
     10 supported, but you can use the "android-project-ant" directory as a template.
     11 
     12 
     13 ================================================================================
     14  Requirements
     15 ================================================================================
     16 
     17 Android SDK (version 26 or later)
     18 https://developer.android.com/sdk/index.html
     19 
     20 Android NDK r15c or later
     21 https://developer.android.com/tools/sdk/ndk/index.html
     22 
     23 Minimum API level supported by SDL: 16 (Android 4.1)
     24 
     25 
     26 ================================================================================
     27  How the port works
     28 ================================================================================
     29 
     30 - Android applications are Java-based, optionally with parts written in C
     31 - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
     32   the SDL library
     33 - This means that your application C code must be placed inside an Android 
     34   Java project, along with some C support code that communicates with Java
     35 - This eventually produces a standard Android .apk package
     36 
     37 The Android Java code implements an "Activity" and can be found in:
     38 android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
     39 
     40 The Java code loads your game code, the SDL shared library, and
     41 dispatches to native functions implemented in the SDL library:
     42 src/core/android/SDL_android.c
     43 
     44 
     45 ================================================================================
     46  Building an app
     47 ================================================================================
     48 
     49 For simple projects you can use the script located at build-scripts/androidbuild.sh
     50 
     51 There's two ways of using it:
     52 
     53     androidbuild.sh com.yourcompany.yourapp < sources.list
     54     androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
     55 
     56 sources.list should be a text file with a source file name in each line
     57 Filenames should be specified relative to the current directory, for example if
     58 you are in the build-scripts directory and want to create the testgles.c test, you'll
     59 run:
     60 
     61     ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
     62 
     63 One limitation of this script is that all sources provided will be aggregated into
     64 a single directory, thus all your source files should have a unique name.
     65 
     66 Once the project is complete the script will tell you where the debug APK is located.
     67 If you want to create a signed release APK, you can use the project created by this
     68 utility to generate it.
     69 
     70 Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
     71 done in the build directory for the app!
     72 
     73 
     74 For more complex projects, follow these instructions:
     75     
     76 1. Copy the android-project directory wherever you want to keep your projects
     77    and rename it to the name of your project.
     78 2. Move or symlink this SDL directory into the "<project>/app/jni" directory
     79 3. Edit "<project>/app/jni/src/Android.mk" to include your source files
     80 
     81 4a. If you want to use Android Studio, simply open your <project> directory and start building.
     82 
     83 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
     84 
     85 
     86 If you already have a project that uses CMake, the instructions change somewhat:
     87 
     88 1. Do points 1 and 2 from the instruction above.
     89 2. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
     90    and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
     91 3. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
     92    adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
     93    as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
     94    in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
     95    add_executable() for the target containing your "main" function.
     96 
     97 If you wish to use Android Studio, you can skip the last step.
     98 
     99 4. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
    100    connected Android device
    101 
    102 Here's an explanation of the files in the Android project, so you can customize them:
    103 
    104     android-project/app
    105         build.gradle            - build info including the application version and SDK
    106         src/main/AndroidManifest.xml	- package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
    107         jni/			- directory holding native code
    108         jni/Application.mk	- Application JNI settings, including target platform and STL library
    109         jni/Android.mk		- Android makefile that can call recursively the Android.mk files in all subdirectories
    110         jni/CMakeLists.txt	- Top-level CMake project that adds SDL as a subproject
    111         jni/SDL/		- (symlink to) directory holding the SDL library files
    112         jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
    113         jni/src/		- directory holding your C/C++ source
    114         jni/src/Android.mk	- Android makefile that you should customize to include your source code and any library references
    115         jni/src/CMakeLists.txt	- CMake file that you may customize to include your source code and any library references
    116         src/main/assets/	- directory holding asset files for your application
    117         src/main/res/		- directory holding resources for your application
    118         src/main/res/mipmap-*	- directories holding icons for different phone hardware
    119         src/main/res/values/strings.xml	- strings used in your application, including the application name
    120         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.
    121 
    122 
    123 ================================================================================
    124  Customizing your application name
    125 ================================================================================
    126 
    127 To customize your application name, edit AndroidManifest.xml and replace
    128 "org.libsdl.app" with an identifier for your product package.
    129 
    130 Then create a Java class extending SDLActivity and place it in a directory
    131 under src matching your package, e.g.
    132 
    133     src/com/gamemaker/game/MyGame.java
    134 
    135 Here's an example of a minimal class file:
    136 
    137     --- MyGame.java --------------------------
    138     package com.gamemaker.game;
    139     
    140     import org.libsdl.app.SDLActivity; 
    141     
    142     /**
    143      * A sample wrapper class that just calls SDLActivity 
    144      */ 
    145     
    146     public class MyGame extends SDLActivity { }
    147     
    148     ------------------------------------------
    149 
    150 Then replace "SDLActivity" in AndroidManifest.xml with the name of your
    151 class, .e.g. "MyGame"
    152 
    153 
    154 ================================================================================
    155  Customizing your application icon
    156 ================================================================================
    157 
    158 Conceptually changing your icon is just replacing the "ic_launcher.png" files in
    159 the drawable directories under the res directory. There are several directories
    160 for different screen sizes.
    161 
    162 
    163 ================================================================================
    164  Loading assets
    165 ================================================================================
    166 
    167 Any files you put in the "app/src/main/assets" directory of your project
    168 directory will get bundled into the application package and you can load
    169 them using the standard functions in SDL_rwops.h.
    170 
    171 There are also a few Android specific functions that allow you to get other
    172 useful paths for saving and loading data:
    173 * SDL_AndroidGetInternalStoragePath()
    174 * SDL_AndroidGetExternalStorageState()
    175 * SDL_AndroidGetExternalStoragePath()
    176 
    177 See SDL_system.h for more details on these functions.
    178 
    179 The asset packaging system will, by default, compress certain file extensions.
    180 SDL includes two asset file access mechanisms, the preferred one is the so
    181 called "File Descriptor" method, which is faster and doesn't involve the Dalvik
    182 GC, but given this method does not work on compressed assets, there is also the
    183 "Input Stream" method, which is automatically used as a fall back by SDL. You
    184 may want to keep this fact in mind when building your APK, specially when large
    185 files are involved.
    186 For more information on which extensions get compressed by default and how to
    187 disable this behaviour, see for example:
    188     
    189 http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
    190 
    191 
    192 ================================================================================
    193  Pause / Resume behaviour
    194 ================================================================================
    195 
    196 If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
    197 the event loop will block itself when the app is paused (ie, when the user
    198 returns to the main Android dashboard). Blocking is better in terms of battery
    199 use, and it allows your app to spring back to life instantaneously after resume
    200 (versus polling for a resume message).
    201 
    202 Upon resume, SDL will attempt to restore the GL context automatically.
    203 In modern devices (Android 3.0 and up) this will most likely succeed and your
    204 app can continue to operate as it was.
    205 
    206 However, there's a chance (on older hardware, or on systems under heavy load),
    207 where the GL context can not be restored. In that case you have to listen for
    208 a specific message, (which is not yet implemented!) and restore your textures
    209 manually or quit the app (which is actually the kind of behaviour you'll see
    210 under iOS, if the OS can not restore your GL context it will just kill your app)
    211 
    212 
    213 ================================================================================
    214  Threads and the Java VM
    215 ================================================================================
    216 
    217 For a quick tour on how Linux native threads interoperate with the Java VM, take
    218 a look here: https://developer.android.com/guide/practices/jni.html
    219 
    220 If you want to use threads in your SDL app, it's strongly recommended that you
    221 do so by creating them using SDL functions. This way, the required attach/detach
    222 handling is managed by SDL automagically. If you have threads created by other
    223 means and they make calls to SDL functions, make sure that you call
    224 Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
    225 your thread automatically anyway (when you make an SDL call), but it'll never
    226 detach it.
    227 
    228 
    229 ================================================================================
    230  Using STL
    231 ================================================================================
    232 
    233 You can use STL in your project by creating an Application.mk file in the jni
    234 folder and adding the following line:
    235 
    236     APP_STL := c++_shared
    237 
    238 For more information go here:
    239 	https://developer.android.com/ndk/guides/cpp-support
    240 
    241 
    242 ================================================================================
    243  Using the emulator
    244 ================================================================================
    245 
    246 There are some good tips and tricks for getting the most out of the
    247 emulator here: https://developer.android.com/tools/devices/emulator.html
    248 
    249 Especially useful is the info on setting up OpenGL ES 2.0 emulation.
    250 
    251 Notice that this software emulator is incredibly slow and needs a lot of disk space.
    252 Using a real device works better.
    253 
    254 
    255 ================================================================================
    256  Troubleshooting
    257 ================================================================================
    258 
    259 You can see if adb can see any devices with the following command:
    260 
    261     adb devices
    262 
    263 You can see the output of log messages on the default device with:
    264 
    265     adb logcat
    266 
    267 You can push files to the device with:
    268 
    269     adb push local_file remote_path_and_file
    270 
    271 You can push files to the SD Card at /sdcard, for example:
    272 
    273     adb push moose.dat /sdcard/moose.dat
    274 
    275 You can see the files on the SD card with a shell command:
    276 
    277     adb shell ls /sdcard/
    278 
    279 You can start a command shell on the default device with:
    280 
    281     adb shell
    282 
    283 You can remove the library files of your project (and not the SDL lib files) with:
    284 
    285     ndk-build clean
    286 
    287 You can do a build with the following command:
    288 
    289     ndk-build
    290 
    291 You can see the complete command line that ndk-build is using by passing V=1 on the command line:
    292 
    293     ndk-build V=1
    294 
    295 If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
    296 	https://developer.android.com/ndk/guides/ndk-stack
    297 
    298 If you want to go through the process manually, you can use addr2line to convert the
    299 addresses in the stack trace to lines in your code.
    300 
    301 For example, if your crash looks like this:
    302 
    303     I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
    304     I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
    305     I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
    306     I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
    307     I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
    308     I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
    309     I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
    310     I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
    311     I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
    312 
    313 You can see that there's a crash in the C library being called from the main code.
    314 I run addr2line with the debug version of my code:
    315 
    316     arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
    317 
    318 and then paste in the number after "pc" in the call stack, from the line that I care about:
    319 000014bc
    320 
    321 I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
    322 
    323 You can add logging to your code to help show what's happening:
    324 
    325     #include <android/log.h>
    326     
    327     __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
    328 
    329 If you need to build without optimization turned on, you can create a file called
    330 "Application.mk" in the jni directory, with the following line in it:
    331 
    332     APP_OPTIM := debug
    333 
    334 
    335 ================================================================================
    336  Memory debugging
    337 ================================================================================
    338 
    339 The best (and slowest) way to debug memory issues on Android is valgrind.
    340 Valgrind has support for Android out of the box, just grab code using:
    341 
    342     svn co svn://svn.valgrind.org/valgrind/trunk valgrind
    343 
    344 ... and follow the instructions in the file README.android to build it.
    345 
    346 One thing I needed to do on Mac OS X was change the path to the toolchain,
    347 and add ranlib to the environment variables:
    348 export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
    349 
    350 Once valgrind is built, you can create a wrapper script to launch your
    351 application with it, changing org.libsdl.app to your package identifier:
    352 
    353     --- start_valgrind_app -------------------
    354     #!/system/bin/sh
    355     export TMPDIR=/data/data/org.libsdl.app
    356     exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
    357     ------------------------------------------
    358 
    359 Then push it to the device:
    360 
    361     adb push start_valgrind_app /data/local
    362 
    363 and make it executable:
    364 
    365     adb shell chmod 755 /data/local/start_valgrind_app
    366 
    367 and tell Android to use the script to launch your application:
    368 
    369     adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
    370 
    371 If the setprop command says "could not set property", it's likely that
    372 your package name is too long and you should make it shorter by changing
    373 AndroidManifest.xml and the path to your class file in android-project/src
    374 
    375 You can then launch your application normally and waaaaaaaiiittt for it.
    376 You can monitor the startup process with the logcat command above, and
    377 when it's done (or even while it's running) you can grab the valgrind
    378 output file:
    379 
    380     adb pull /sdcard/valgrind.log
    381 
    382 When you're done instrumenting with valgrind, you can disable the wrapper:
    383 
    384     adb shell setprop wrap.org.libsdl.app ""
    385 
    386 
    387 ================================================================================
    388  Graphics debugging
    389 ================================================================================
    390 
    391 If you are developing on a compatible Tegra-based tablet, NVidia provides
    392 Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
    393 and GLES libraries, you must follow their instructions for installing the
    394 interposer library on a rooted device. The non-rooted instructions are not
    395 compatible with applications that use SDL2 for video.
    396 
    397 The Tegra Graphics Debugger is available from NVidia here:
    398 https://developer.nvidia.com/tegra-graphics-debugger
    399 
    400 
    401 ================================================================================
    402  Why is API level 16 the minimum required?
    403 ================================================================================
    404 
    405 The latest NDK toolchain doesn't support targeting earlier than API level 16.
    406 As of this writing, according to https://developer.android.com/about/dashboards/index.html
    407 about 99% of the Android devices accessing Google Play support API level 16 or
    408 higher (January 2018).
    409 
    410 
    411 ================================================================================
    412  A note regarding the use of the "dirty rectangles" rendering technique
    413 ================================================================================
    414 
    415 If your app uses a variation of the "dirty rectangles" rendering technique,
    416 where you only update a portion of the screen on each frame, you may notice a
    417 variety of visual glitches on Android, that are not present on other platforms.
    418 This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
    419 contexts, in particular the use of the eglSwapBuffers function. As stated in the
    420 documentation for the function "The contents of ancillary buffers are always 
    421 undefined after calling eglSwapBuffers".
    422 Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
    423 is not possible for SDL as it requires EGL 1.4, available only on the API level
    424 17+, so the only workaround available on this platform is to redraw the entire
    425 screen each frame.
    426 
    427 Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
    428 
    429 
    430 ================================================================================
    431  Ending your application
    432 ================================================================================
    433 
    434 Two legitimate ways:
    435 
    436 - return from your main() function. Java side will automatically terminate the
    437 Activity by calling Activity.finish().
    438 
    439 - Android OS can decide to terminate your application by calling onDestroy()
    440 (see Activity life cycle). Your application will receive a SDL_QUIT event you 
    441 can handle to save things and quit.
    442 
    443 Don't call exit() as it stops the activity badly.
    444 
    445 NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
    446 SDLK_AC_BACK, for any purpose.
    447 
    448 ================================================================================
    449  Known issues
    450 ================================================================================
    451 
    452 - The number of buttons reported for each joystick is hardcoded to be 36, which
    453 is the current maximum number of buttons Android can report.
    454