README.android
changeset 6987 7084af936d82
parent 6979 8d6ab3bdc08b
child 7016 24edf0189bc5
     1.1 --- a/README.android	Sat Mar 09 10:35:12 2013 -0800
     1.2 +++ b/README.android	Sun Mar 10 09:03:38 2013 -0700
     1.3 @@ -7,10 +7,10 @@
     1.4  Android SDK (version 10 or later)
     1.5  http://developer.android.com/sdk/index.html
     1.6  
     1.7 -Android NDK r4 or later
     1.8 +Android NDK r7 or later
     1.9  http://developer.android.com/sdk/ndk/index.html
    1.10  
    1.11 -Minimum API Level supported by SDL: 10 (Android 2.3.3)
    1.12 +Minimum API level supported by SDL: 10 (Android 2.3.3)
    1.13  
    1.14  ================================================================================
    1.15   How the port works
    1.16 @@ -19,7 +19,7 @@
    1.17  - Android applications are Java-based, optionally with parts written in C
    1.18  - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to 
    1.19  the SDL library
    1.20 -- This means that your application C code must be placed inside an android 
    1.21 +- This means that your application C code must be placed inside an Android 
    1.22  Java project, along with some C support code that communicates with Java
    1.23  - This eventually produces a standard Android .apk package
    1.24  
    1.25 @@ -60,8 +60,8 @@
    1.26  	build.properties	- empty
    1.27  	build.xml		- build description file, used by ant. The actual application name
    1.28  				  is specified here.
    1.29 -	default.properties	- holds the target ABI for the application, can range between
    1.30 -				  android-5 and android-16
    1.31 +	default.properties	- holds the target ABI for the application, android-10 and up
    1.32 +	project.properties	- holds the target ABI for the application, android-10 and up
    1.33  	local.properties	- holds the SDK path, you should change this to the path to your SDK
    1.34  	jni/			- directory holding native code
    1.35  	jni/Android.mk		- Android makefile that can call recursively the Android.mk files
    1.36 @@ -172,10 +172,10 @@
    1.37  under iOS, if the OS can not restore your GL context it will just kill your app)
    1.38  
    1.39  ================================================================================
    1.40 - Threads and the JAVA VM
    1.41 + Threads and the Java VM
    1.42  ================================================================================
    1.43  
    1.44 -For a quick tour on how Linux native threads interoperate with the JAVA VM, take
    1.45 +For a quick tour on how Linux native threads interoperate with the Java VM, take
    1.46  a look here: http://developer.android.com/guide/practices/jni.html
    1.47  If you want to use threads in your SDL app, it's strongly recommended that you
    1.48  do so by creating them using SDL functions. This way, the required attach/detach
    1.49 @@ -347,11 +347,16 @@
    1.50   Why is API level 10 the minimum required?
    1.51  ================================================================================
    1.52  
    1.53 -Support for OpenGL ES/ES2 applications was introduced in the NDK for API level 9, 
    1.54 -which has since then been obsoleted, with the recommendation to developers to 
    1.55 -bump the required level to 10.
    1.56 +API level 10 is required because SDL requires some functionality for running not
    1.57 +available on older devices and some for building which is not in older NDK/SDKs.
    1.58 +
    1.59 +Support for native OpenGL ES and ES2 applications was introduced in the NDK for
    1.60 +API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
    1.61 +has since then been obsoleted, with the recommendation to developers to bump the
    1.62 +required API level to 10.
    1.63  As of this writing, according to http://developer.android.com/about/dashboards/index.html
    1.64 -about 90% of the existing Android devices support an API level 10 or higher.
    1.65 +about 90% of the Android devices accessing Google Play support API level 10 or
    1.66 +higher (March 2013).
    1.67  
    1.68  ================================================================================
    1.69   A note regarding the use of the "dirty rectangles" rendering technique