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