paul@4727
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================================================================================
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paul@4726
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Simple DirectMedia Layer for Android
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paul@4727
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================================================================================
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paul@4725
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slouken@4965
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Requirements:
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slouken@4965
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slouken@4965
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Android SDK
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slouken@4965
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http://developer.android.com/sdk/index.html
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slouken@4965
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slouken@4965
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Android NDK r4 or later
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slouken@4965
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http://developer.android.com/sdk/ndk/index.html
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paul@4725
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slouken@4967
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paul@4727
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================================================================================
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paul@4727
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How the port works
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paul@4727
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================================================================================
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paul@4727
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paul@4727
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- Android applications are Java-based, optionally with parts written in C
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paul@4727
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- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
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paul@4727
|
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the SDL library
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paul@4727
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- This means that your application C code must be placed inside an android
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paul@4727
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Java project, along with some C support code that communicates with Java
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paul@4727
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- This eventually produces a standard Android .apk package
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paul@4727
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slouken@4967
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The Android Java code implements an "activity" and can be found in:
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slouken@4967
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android-project/src/org/libsdl/app/SDLActivity.java
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slouken@4967
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slouken@4967
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The Java code loads your game code, the SDL shared library, and
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slouken@4967
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dispatches to native functions implemented in the SDL library:
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slouken@4967
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src/SDL_android.cpp
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slouken@4967
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slouken@4967
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Your project must include some glue code that starts your main() routine:
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slouken@4967
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src/main/android/SDL_android_main.cpp
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slouken@4967
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paul@4727
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paul@4727
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================================================================================
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paul@4727
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Building an app
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paul@4727
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================================================================================
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paul@4727
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paul@4725
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Instructions:
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gabomdq@6678
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1. Copy the android-project directory wherever you want to keep your projects
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gabomdq@6678
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and rename it to the name of your project.
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slouken@6631
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2. Move or symlink this SDL directory into the <project>/jni directory
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slouken@6631
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3. Edit <project>/jni/src/Android.mk to include your source files
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slouken@6631
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4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
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slouken@4964
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slouken@4964
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If you want to use the Eclipse IDE, skip to the Eclipse section below.
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slouken@4964
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slouken@6631
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5. Edit <project>/local.properties to point to the Android SDK directory
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slouken@6631
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6. Run 'ant debug' in android/project. This compiles the .java and eventually
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gabomdq@6678
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creates a .apk with the native code embedded
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slouken@6650
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7. 'ant debug install' will push the apk to the device or emulator (if connected)
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paul@4725
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slouken@4965
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Here's an explanation of the files in the Android project, so you can customize them:
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slouken@4965
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slouken@4965
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android-project/
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gabomdq@6678
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AndroidManifest.xml - package manifest. Among others, it contains the class name
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gabomdq@6678
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of the main activity.
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slouken@4965
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build.properties - empty
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gabomdq@6678
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build.xml - build description file, used by ant. The actual application name
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gabomdq@6678
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is specified here.
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gabomdq@6678
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default.properties - holds the target ABI for the application, can range between
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gabomdq@6678
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android-5 and android-16
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slouken@4965
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local.properties - holds the SDK path, you should change this to the path to your SDK
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slouken@4967
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jni/ - directory holding native code
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gabomdq@6678
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jni/Android.mk - Android makefile that can call recursively the Android.mk files
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gabomdq@6678
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in all subdirectories
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gabomdq@6678
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jni/SDL/ - (symlink to) directory holding the SDL library files
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slouken@4965
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jni/SDL/Android.mk - Android makefile for creating the SDL shared library
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slouken@4967
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jni/src/ - directory holding your C/C++ source
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gabomdq@6678
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jni/src/Android.mk - Android makefile that you should customize to include your
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gabomdq@6678
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source code and any library references
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slouken@4965
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res/ - directory holding resources for your application
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gabomdq@6678
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res/drawable-* - directories holding icons for different phone hardware. Could be
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gabomdq@6678
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one dir called "drawable".
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gabomdq@6678
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res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
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gabomdq@6678
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We don't need it because we use the SDL video output.
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gabomdq@6678
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res/values/strings.xml - strings used in your application, including the application name
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gabomdq@6678
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shown on the phone.
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gabomdq@6678
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src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
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gabomdq@6678
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to SDL. Be very careful changing this, as the SDL library relies
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gabomdq@6678
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on this implementation.
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slouken@4965
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slouken@4965
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slouken@4965
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================================================================================
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slouken@6631
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Customizing your application name
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slouken@6631
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================================================================================
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slouken@6631
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slouken@6631
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To customize your application name, edit AndroidManifest.xml and replace
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slouken@6631
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"org.libsdl.app" with an identifier for your product package.
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slouken@6631
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slouken@6631
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Then create a Java class extending SDLActivity and place it in a directory
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slouken@6631
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under src matching your package, e.g.
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slouken@6631
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src/com/gamemaker/game/MyGame.java
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slouken@6631
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slouken@6631
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Here's an example of a minimal class file:
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slouken@6631
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--- MyGame.java --------------------------
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slouken@6631
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package com.gamemaker.game;
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slouken@6631
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slouken@6631
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import org.libsdl.app.SDLActivity;
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slouken@6631
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slouken@6631
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/*
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slouken@6631
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* A sample wrapper class that just calls SDLActivity
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slouken@6631
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*/
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slouken@6631
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gabomdq@6678
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public class MyGame extends SDLActivity { }
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gabomdq@6678
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slouken@6631
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------------------------------------------
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slouken@6631
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slouken@6631
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Then replace "SDLActivity" in AndroidManifest.xml with the name of your
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slouken@6631
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class, .e.g. "MyGame"
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slouken@6631
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slouken@6631
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================================================================================
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slouken@6631
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Customizing your application icon
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slouken@6631
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================================================================================
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slouken@6631
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slouken@6631
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Conceptually changing your icon is just replacing the icon.png files in the
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gabomdq@6678
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drawable directories under the res directory. There are 3 directories for
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gabomdq@6678
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different screen sizes. These can be replaced with 1 dir called 'drawable',
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gabomdq@6678
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containing an icon file 'icon.png' with dimensions 48x48 or 72x72.
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slouken@6631
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slouken@6631
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You may need to change the name of your icon in AndroidManifest.xml to match
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gabomdq@6678
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this icon filename.
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slouken@6631
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slouken@6631
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================================================================================
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slouken@6646
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Loading assets
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slouken@6646
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================================================================================
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slouken@6646
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slouken@6646
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Any files you put in the "assets" directory of your android-project directory
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slouken@6646
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will get bundled into the application package and you can load them using the
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slouken@6646
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standard functions in SDL_rwops.h.
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slouken@6646
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slouken@6646
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There are also a few Android specific functions that allow you to get other
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slouken@6646
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useful paths for saving and loading data:
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slouken@6646
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SDL_AndroidGetInternalStoragePath()
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slouken@6646
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SDL_AndroidGetExternalStorageState()
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slouken@6646
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SDL_AndroidGetExternalStoragePath()
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slouken@6646
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slouken@6646
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See SDL_system.h for more details on these functions.
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slouken@6646
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gabomdq@6816
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The asset packaging system will, by default, compress certain file extensions.
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gabomdq@6816
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SDL includes two asset file access mechanisms, the preferred one is the so
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gabomdq@6816
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called "File Descriptor" method, which is faster and doesn't involve the Dalvik
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gabomdq@6816
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GC, but given this method does not work on compressed assets, there is also the
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gabomdq@6816
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"Input Stream" method, which is automatically used as a fall back by SDL. You
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gabomdq@6816
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may want to keep this fact in mind when building your APK, specially when large
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gabomdq@6816
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files are involved.
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gabomdq@6816
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For more information on which extensions get compressed by default and how to
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gabomdq@6816
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disable this behaviour, see for example:
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gabomdq@6816
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gabomdq@6816
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http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
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gabomdq@6816
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slouken@6646
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================================================================================
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gabomdq@6330
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Pause / Resume behaviour
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gabomdq@6330
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================================================================================
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gabomdq@6330
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slouken@6664
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If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
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slouken@6664
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the event loop will block itself when the app is paused (ie, when the user
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slouken@6664
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returns to the main Android dashboard). Blocking is better in terms of battery
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slouken@6664
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use, and it allows your app to spring back to life instantaneously after resume
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slouken@6664
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(versus polling for a resume message).
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slouken@6664
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gabomdq@6330
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Upon resume, SDL will attempt to restore the GL context automatically.
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gabomdq@6330
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In modern devices (Android 3.0 and up) this will most likely succeed and your
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gabomdq@6330
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app can continue to operate as it was.
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slouken@6664
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gabomdq@6330
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However, there's a chance (on older hardware, or on systems under heavy load),
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gabomdq@6330
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where the GL context can not be restored. In that case you have to listen for
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gabomdq@6330
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a specific message, (which is not yet implemented!) and restore your textures
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gabomdq@6330
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manually or quit the app (which is actually the kind of behaviour you'll see
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gabomdq@6330
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under iOS, if the OS can not restore your GL context it will just kill your app)
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gabomdq@6330
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gabomdq@6330
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================================================================================
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gabomdq@6354
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Threads and the JAVA VM
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gabomdq@6354
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================================================================================
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gabomdq@6354
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gabomdq@6354
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For a quick tour on how Linux native threads interoperate with the JAVA VM, take
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gabomdq@6354
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a look here: http://developer.android.com/guide/practices/jni.html
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gabomdq@6354
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If you want to use threads in your SDL app, it's strongly recommended that you
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gabomdq@6354
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do so by creating them using SDL functions. This way, the required attach/detach
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gabomdq@6354
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handling is managed by SDL automagically. If you have threads created by other
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gabomdq@6354
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means and they make calls to SDL functions, make sure that you call
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gabomdq@6354
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Android_JNI_SetupThread before doing anything else otherwise SDL will attach
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gabomdq@6354
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your thread automatically anyway (when you make an SDL call), but it'll never
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gabomdq@6354
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detach it.
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gabomdq@6354
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gabomdq@6354
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================================================================================
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slouken@6631
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188 |
Using STL
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slouken@6631
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189 |
================================================================================
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slouken@6631
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slouken@6631
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You can use STL in your project by creating an Application.mk file in the jni
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slouken@6631
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folder and adding the following line:
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slouken@6631
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APP_STL := stlport_static
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slouken@6631
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slouken@6631
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195 |
For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
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slouken@6631
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slouken@6631
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================================================================================
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slouken@4965
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Additional documentation
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slouken@4965
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199 |
================================================================================
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slouken@4965
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gabomdq@6678
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201 |
The documentation in the NDK docs directory is very helpful in understanding the
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gabomdq@6678
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build process and how to work with native code on the Android platform.
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slouken@4965
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slouken@4965
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The best place to start is with docs/OVERVIEW.TXT
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slouken@4965
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paul@4725
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slouken@4964
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================================================================================
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slouken@4964
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208 |
Using Eclipse
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slouken@4964
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209 |
================================================================================
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slouken@4964
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210 |
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slouken@4965
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211 |
First make sure that you've installed Eclipse and the Android extensions as described here:
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slouken@4965
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http://developer.android.com/sdk/eclipse-adt.html
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slouken@4965
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slouken@4965
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214 |
Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
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slouken@4965
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215 |
* File -> New -> Other
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slouken@4965
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216 |
* Select the Android -> Android Project wizard and click Next
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slouken@4965
|
217 |
* Enter the name you'd like your project to have
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slouken@4965
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218 |
* Select "Create project from existing source" and browse for your project directory
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icculus@6387
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* Make sure the Build Target is set to Android 2.0
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slouken@4965
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* Click Finish
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slouken@4964
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221 |
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slouken@4964
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222 |
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slouken@4964
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223 |
================================================================================
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slouken@6652
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224 |
Using the emulator
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slouken@4964
|
225 |
================================================================================
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slouken@4964
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226 |
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slouken@6652
|
227 |
There are some good tips and tricks for getting the most out of the
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slouken@6652
|
228 |
emulator here: http://developer.android.com/tools/devices/emulator.html
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slouken@6652
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229 |
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slouken@6652
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Especially useful is the info on setting up OpenGL ES 2.0 emulation.
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slouken@4964
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231 |
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gabomdq@6678
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232 |
Notice that this software emulator is incredibly slow and needs a lot of disk space.
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gabomdq@6678
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233 |
Using a real device works better.
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slouken@4964
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234 |
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slouken@4964
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235 |
================================================================================
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slouken@4964
|
236 |
Troubleshooting
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slouken@4964
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================================================================================
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slouken@4964
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slouken@4965
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You can create and run an emulator from the Eclipse IDE:
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slouken@4965
|
240 |
* Window -> Android SDK and AVD Manager
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slouken@4965
|
241 |
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slouken@4965
|
242 |
You can see if adb can see any devices with the following command:
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slouken@4965
|
243 |
adb devices
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slouken@4965
|
244 |
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slouken@4965
|
245 |
You can see the output of log messages on the default device with:
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slouken@4965
|
246 |
adb logcat
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slouken@4965
|
247 |
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slouken@4965
|
248 |
You can push files to the device with:
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slouken@4965
|
249 |
adb push local_file remote_path_and_file
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slouken@4965
|
250 |
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slouken@4965
|
251 |
You can push files to the SD Card at /sdcard, for example:
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slouken@4965
|
252 |
adb push moose.dat /sdcard/moose.dat
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paul@4727
|
253 |
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slouken@4976
|
254 |
You can see the files on the SD card with a shell command:
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slouken@4976
|
255 |
adb shell ls /sdcard/
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slouken@4976
|
256 |
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slouken@4976
|
257 |
You can start a command shell on the default device with:
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slouken@4976
|
258 |
adb shell
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slouken@4976
|
259 |
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gabomdq@6678
|
260 |
You can remove the library files of your project (and not the SDL lib files) with:
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slouken@4975
|
261 |
ndk-build clean
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gabomdq@6678
|
262 |
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gabomdq@6678
|
263 |
You can do a build with the following command:
|
slouken@4975
|
264 |
ndk-build
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slouken@4975
|
265 |
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slouken@4973
|
266 |
You can see the complete command line that ndk-build is using by passing V=1 on the command line:
|
slouken@4973
|
267 |
ndk-build V=1
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slouken@4973
|
268 |
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gabomdq@6678
|
269 |
If your application crashes in native code, you can use addr2line to convert the
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gabomdq@6678
|
270 |
addresses in the stack trace to lines in your code.
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slouken@4973
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slouken@4973
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For example, if your crash looks like this:
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slouken@4973
|
273 |
I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
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slouken@4973
|
274 |
I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
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slouken@4973
|
275 |
I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
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slouken@4973
|
276 |
I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
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slouken@4973
|
277 |
I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
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slouken@4973
|
278 |
I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
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slouken@4973
|
279 |
I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
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slouken@4973
|
280 |
I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
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slouken@4973
|
281 |
I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
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slouken@4973
|
282 |
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gabomdq@6678
|
283 |
You can see that there's a crash in the C library being called from the main code.
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gabomdq@6678
|
284 |
I run addr2line with the debug version of my code:
|
slouken@4973
|
285 |
arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
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slouken@4973
|
286 |
and then paste in the number after "pc" in the call stack, from the line that I care about:
|
slouken@4973
|
287 |
000014bc
|
slouken@4973
|
288 |
|
slouken@4973
|
289 |
I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
|
slouken@4973
|
290 |
|
slouken@4973
|
291 |
You can add logging to your code to help show what's happening:
|
slouken@4973
|
292 |
|
slouken@4973
|
293 |
#include <android/log.h>
|
slouken@4973
|
294 |
|
slouken@4973
|
295 |
__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
|
slouken@4973
|
296 |
|
gabomdq@6678
|
297 |
If you need to build without optimization turned on, you can create a file called
|
gabomdq@6678
|
298 |
"Application.mk" in the jni directory, with the following line in it:
|
slouken@4974
|
299 |
APP_OPTIM := debug
|
slouken@4974
|
300 |
|
paul@4727
|
301 |
|
paul@4727
|
302 |
================================================================================
|
slouken@6650
|
303 |
Memory debugging
|
slouken@6650
|
304 |
================================================================================
|
slouken@6650
|
305 |
|
slouken@6650
|
306 |
The best (and slowest) way to debug memory issues on Android is valgrind.
|
slouken@6650
|
307 |
Valgrind has support for Android out of the box, just grab code using:
|
slouken@6650
|
308 |
svn co svn://svn.valgrind.org/valgrind/trunk valgrind
|
slouken@6650
|
309 |
... and follow the instructions in the file README.android to build it.
|
slouken@6650
|
310 |
|
slouken@6650
|
311 |
One thing I needed to do on Mac OS X was change the path to the toolchain,
|
slouken@6650
|
312 |
and add ranlib to the environment variables:
|
slouken@6650
|
313 |
export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
|
slouken@6650
|
314 |
|
slouken@6650
|
315 |
Once valgrind is built, you can create a wrapper script to launch your
|
slouken@6650
|
316 |
application with it, changing org.libsdl.app to your package identifier:
|
slouken@6650
|
317 |
--- start_valgrind_app -------------------
|
slouken@6650
|
318 |
#!/system/bin/sh
|
slouken@6650
|
319 |
export TMPDIR=/data/data/org.libsdl.app
|
slouken@6650
|
320 |
exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
|
slouken@6650
|
321 |
------------------------------------------
|
slouken@6650
|
322 |
|
slouken@6650
|
323 |
Then push it to the device:
|
slouken@6650
|
324 |
adb push start_valgrind_app /data/local
|
slouken@6650
|
325 |
|
slouken@6650
|
326 |
and make it executable:
|
slouken@6650
|
327 |
adb shell chmod 755 /data/local/start_valgrind_app
|
slouken@6650
|
328 |
|
slouken@6650
|
329 |
and tell Android to use the script to launch your application:
|
slouken@6650
|
330 |
adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
|
slouken@6650
|
331 |
|
slouken@6650
|
332 |
If the setprop command says "could not set property", it's likely that
|
slouken@6650
|
333 |
your package name is too long and you should make it shorter by changing
|
slouken@6650
|
334 |
AndroidManifest.xml and the path to your class file in android-project/src
|
slouken@6650
|
335 |
|
slouken@6650
|
336 |
You can then launch your application normally and waaaaaaaiiittt for it.
|
slouken@6650
|
337 |
You can monitor the startup process with the logcat command above, and
|
slouken@6650
|
338 |
when it's done (or even while it's running) you can grab the valgrind
|
slouken@6650
|
339 |
output file:
|
slouken@6650
|
340 |
adb pull /sdcard/valgrind.log
|
slouken@6650
|
341 |
|
slouken@6650
|
342 |
When you're done instrumenting with valgrind, you can disable the wrapper:
|
slouken@6650
|
343 |
adb shell setprop wrap.org.libsdl.app ""
|
slouken@6650
|
344 |
|
slouken@6650
|
345 |
|
slouken@6650
|
346 |
================================================================================
|
paul@4727
|
347 |
Known issues
|
paul@4727
|
348 |
================================================================================
|
paul@4727
|
349 |
|
paul@4727
|
350 |
- TODO. I'm sure there's a bunch more stuff I haven't thought of
|