| ================================================================================ | |
| Simple DirectMedia Layer for Android | |
| ================================================================================ | |
| Requirements: | |
| Android SDK (version 10 or later) | |
| http://developer.android.com/sdk/index.html | |
| Android NDK r7 or later | |
| http://developer.android.com/sdk/ndk/index.html | |
| Minimum API level supported by SDL: 10 (Android 2.3.3) | |
| ================================================================================ | |
| How the port works | |
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| - Android applications are Java-based, optionally with parts written in C | |
| - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to | |
| the SDL library | |
| - This means that your application C code must be placed inside an Android | |
| Java project, along with some C support code that communicates with Java | |
| - This eventually produces a standard Android .apk package | |
| The Android Java code implements an "Activity" and can be found in: | |
| android-project/src/org/libsdl/app/SDLActivity.java | |
| The Java code loads your game code, the SDL shared library, and | |
| dispatches to native functions implemented in the SDL library: | |
| src/SDL_android.c | |
| Your project must include some glue code that starts your main() routine: | |
| src/main/android/SDL_android_main.c | |
| ================================================================================ | |
| Building an app | |
| ================================================================================ | |
| For simple projects you can use the script located at build-scripts/androidbuild.sh | |
| There's two ways of using it: | |
| androidbuild.sh com.yourcompany.yourapp < sources.list | |
| androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c | |
| sources.list should be a text file with a source file name in each line | |
| Filenames should be specified relative to the current directory, for example if | |
| you are in the build-scripts directory and want to create the testgles.c test, you'll | |
| run: | |
| ./androidbuild.sh org.libsdl.testgles ../test/testgles.c | |
| One limitation of this script is that all sources provided will be aggregated into | |
| a single directory, thus all your source files should have a unique name. | |
| Once the project is complete the script will tell you where the debug APK is located. | |
| If you want to create a signed release APK, you can use the project created by this | |
| utility to generate it. | |
| Finally, a word of caution: re running androidbuild.sh wipes any changes you may have | |
| done in the build directory for the app! | |
| For more complex projects, follow these instructions: | |
| 1. Copy the android-project directory wherever you want to keep your projects | |
| and rename it to the name of your project. | |
| 2. Move or symlink this SDL directory into the <project>/jni directory | |
| 3. Edit <project>/jni/src/Android.mk to include your source files | |
| 4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source | |
| If you want to use the Eclipse IDE, skip to the Eclipse section below. | |
| 5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form: | |
| sdk.dir=PATH_TO_ANDROID_SDK | |
| 6. Run 'ant debug' in android/project. This compiles the .java and eventually | |
| creates a .apk with the native code embedded | |
| 7. 'ant debug install' will push the apk to the device or emulator (if connected) | |
| Here's an explanation of the files in the Android project, so you can customize them: | |
| android-project/ | |
| AndroidManifest.xml - package manifest. Among others, it contains the class name | |
| of the main Activity and the package name of the application. | |
| build.properties - empty | |
| build.xml - build description file, used by ant. The actual application name | |
| is specified here. | |
| default.properties - holds the target ABI for the application, android-10 and up | |
| project.properties - holds the target ABI for the application, android-10 and up | |
| local.properties - holds the SDK path, you should change this to the path to your SDK | |
| jni/ - directory holding native code | |
| jni/Android.mk - Android makefile that can call recursively the Android.mk files | |
| in all subdirectories | |
| jni/SDL/ - (symlink to) directory holding the SDL library files | |
| jni/SDL/Android.mk - Android makefile for creating the SDL shared library | |
| jni/src/ - directory holding your C/C++ source | |
| jni/src/Android.mk - Android makefile that you should customize to include your | |
| source code and any library references | |
| res/ - directory holding resources for your application | |
| res/drawable-* - directories holding icons for different phone hardware. Could be | |
| one dir called "drawable". | |
| res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout. | |
| We don't need it because we use the SDL video output. | |
| res/values/strings.xml - strings used in your application, including the application name | |
| shown on the phone. | |
| src/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. | |
| ================================================================================ | |
| Customizing your application name | |
| ================================================================================ | |
| To customize your application name, edit AndroidManifest.xml and replace | |
| "org.libsdl.app" with an identifier for your product package. | |
| Then create a Java class extending SDLActivity and place it in a directory | |
| under src matching your package, e.g. | |
| src/com/gamemaker/game/MyGame.java | |
| Here's an example of a minimal class file: | |
| --- MyGame.java -------------------------- | |
| package com.gamemaker.game; | |
| import org.libsdl.app.SDLActivity; | |
| /* | |
| * A sample wrapper class that just calls SDLActivity | |
| */ | |
| public class MyGame extends SDLActivity { } | |
| ------------------------------------------ | |
| Then replace "SDLActivity" in AndroidManifest.xml with the name of your | |
| class, .e.g. "MyGame" | |
| ================================================================================ | |
| Customizing your application icon | |
| ================================================================================ | |
| Conceptually changing your icon is just replacing the "ic_launcher.png" files in | |
| the drawable directories under the res directory. There are four directories for | |
| different screen sizes. These can be replaced with one dir called "drawable", | |
| containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72. | |
| You may need to change the name of your icon in AndroidManifest.xml to match | |
| this icon filename. | |
| ================================================================================ | |
| Loading assets | |
| ================================================================================ | |
| Any files you put in the "assets" directory of your android-project directory | |
| will get bundled into the application package and you can load them using the | |
| standard functions in SDL_rwops.h. | |
| There are also a few Android specific functions that allow you to get other | |
| useful paths for saving and loading data: | |
| SDL_AndroidGetInternalStoragePath() | |
| SDL_AndroidGetExternalStorageState() | |
| SDL_AndroidGetExternalStoragePath() | |
| See SDL_system.h for more details on these functions. | |
| The asset packaging system will, by default, compress certain file extensions. | |
| SDL includes two asset file access mechanisms, the preferred one is the so | |
| called "File Descriptor" method, which is faster and doesn't involve the Dalvik | |
| GC, but given this method does not work on compressed assets, there is also the | |
| "Input Stream" method, which is automatically used as a fall back by SDL. You | |
| may want to keep this fact in mind when building your APK, specially when large | |
| files are involved. | |
| For more information on which extensions get compressed by default and how to | |
| disable this behaviour, see for example: | |
| http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/ | |
| ================================================================================ | |
| Pause / Resume behaviour | |
| ================================================================================ | |
| If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default), | |
| the event loop will block itself when the app is paused (ie, when the user | |
| returns to the main Android dashboard). Blocking is better in terms of battery | |
| use, and it allows your app to spring back to life instantaneously after resume | |
| (versus polling for a resume message). | |
| Upon resume, SDL will attempt to restore the GL context automatically. | |
| In modern devices (Android 3.0 and up) this will most likely succeed and your | |
| app can continue to operate as it was. | |
| However, there's a chance (on older hardware, or on systems under heavy load), | |
| where the GL context can not be restored. In that case you have to listen for | |
| a specific message, (which is not yet implemented!) and restore your textures | |
| manually or quit the app (which is actually the kind of behaviour you'll see | |
| under iOS, if the OS can not restore your GL context it will just kill your app) | |
| ================================================================================ | |
| Threads and the Java VM | |
| ================================================================================ | |
| For a quick tour on how Linux native threads interoperate with the Java VM, take | |
| a look here: http://developer.android.com/guide/practices/jni.html | |
| If you want to use threads in your SDL app, it's strongly recommended that you | |
| do so by creating them using SDL functions. This way, the required attach/detach | |
| handling is managed by SDL automagically. If you have threads created by other | |
| means and they make calls to SDL functions, make sure that you call | |
| Android_JNI_SetupThread before doing anything else otherwise SDL will attach | |
| your thread automatically anyway (when you make an SDL call), but it'll never | |
| detach it. | |
| ================================================================================ | |
| Using STL | |
| ================================================================================ | |
| You can use STL in your project by creating an Application.mk file in the jni | |
| folder and adding the following line: | |
| APP_STL := stlport_static | |
| For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation. | |
| ================================================================================ | |
| Additional documentation | |
| ================================================================================ | |
| The documentation in the NDK docs directory is very helpful in understanding the | |
| build process and how to work with native code on the Android platform. | |
| The best place to start is with docs/OVERVIEW.TXT | |
| ================================================================================ | |
| Using Eclipse | |
| ================================================================================ | |
| First make sure that you've installed Eclipse and the Android extensions as described here: | |
| http://developer.android.com/sdk/eclipse-adt.html | |
| Once you've copied the SDL android project and customized it, you can create an Eclipse project from it: | |
| * File -> New -> Other | |
| * Select the Android -> Android Project wizard and click Next | |
| * Enter the name you'd like your project to have | |
| * Select "Create project from existing source" and browse for your project directory | |
| * Make sure the Build Target is set to Android 2.0 | |
| * Click Finish | |
| ================================================================================ | |
| Using the emulator | |
| ================================================================================ | |
| There are some good tips and tricks for getting the most out of the | |
| emulator here: http://developer.android.com/tools/devices/emulator.html | |
| Especially useful is the info on setting up OpenGL ES 2.0 emulation. | |
| Notice that this software emulator is incredibly slow and needs a lot of disk space. | |
| Using a real device works better. | |
| ================================================================================ | |
| Troubleshooting | |
| ================================================================================ | |
| You can create and run an emulator from the Eclipse IDE: | |
| * Window -> Android SDK and AVD Manager | |
| You can see if adb can see any devices with the following command: | |
| adb devices | |
| You can see the output of log messages on the default device with: | |
| adb logcat | |
| You can push files to the device with: | |
| adb push local_file remote_path_and_file | |
| You can push files to the SD Card at /sdcard, for example: | |
| adb push moose.dat /sdcard/moose.dat | |
| You can see the files on the SD card with a shell command: | |
| adb shell ls /sdcard/ | |
| You can start a command shell on the default device with: | |
| adb shell | |
| You can remove the library files of your project (and not the SDL lib files) with: | |
| ndk-build clean | |
| You can do a build with the following command: | |
| ndk-build | |
| You can see the complete command line that ndk-build is using by passing V=1 on the command line: | |
| ndk-build V=1 | |
| If your application crashes in native code, you can use addr2line to convert the | |
| addresses in the stack trace to lines in your code. | |
| For example, if your crash looks like this: | |
| I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0 | |
| I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4 | |
| I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c | |
| I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c | |
| I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030 | |
| I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so | |
| I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so | |
| I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so | |
| I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so | |
| You can see that there's a crash in the C library being called from the main code. | |
| I run addr2line with the debug version of my code: | |
| arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so | |
| and then paste in the number after "pc" in the call stack, from the line that I care about: | |
| 000014bc | |
| I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23. | |
| You can add logging to your code to help show what's happening: | |
| #include <android/log.h> | |
| __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x); | |
| If you need to build without optimization turned on, you can create a file called | |
| "Application.mk" in the jni directory, with the following line in it: | |
| APP_OPTIM := debug | |
| ================================================================================ | |
| Memory debugging | |
| ================================================================================ | |
| The best (and slowest) way to debug memory issues on Android is valgrind. | |
| Valgrind has support for Android out of the box, just grab code using: | |
| svn co svn://svn.valgrind.org/valgrind/trunk valgrind | |
| ... and follow the instructions in the file README.android to build it. | |
| One thing I needed to do on Mac OS X was change the path to the toolchain, | |
| and add ranlib to the environment variables: | |
| export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib | |
| Once valgrind is built, you can create a wrapper script to launch your | |
| application with it, changing org.libsdl.app to your package identifier: | |
| --- start_valgrind_app ------------------- | |
| #!/system/bin/sh | |
| export TMPDIR=/data/data/org.libsdl.app | |
| exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $* | |
| ------------------------------------------ | |
| Then push it to the device: | |
| adb push start_valgrind_app /data/local | |
| and make it executable: | |
| adb shell chmod 755 /data/local/start_valgrind_app | |
| and tell Android to use the script to launch your application: | |
| adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app" | |
| If the setprop command says "could not set property", it's likely that | |
| your package name is too long and you should make it shorter by changing | |
| AndroidManifest.xml and the path to your class file in android-project/src | |
| You can then launch your application normally and waaaaaaaiiittt for it. | |
| You can monitor the startup process with the logcat command above, and | |
| when it's done (or even while it's running) you can grab the valgrind | |
| output file: | |
| adb pull /sdcard/valgrind.log | |
| When you're done instrumenting with valgrind, you can disable the wrapper: | |
| adb shell setprop wrap.org.libsdl.app "" | |
| ================================================================================ | |
| Why is API level 10 the minimum required? | |
| ================================================================================ | |
| API level 10 is required because SDL requires some functionality for running not | |
| available on older devices and some for building which is not in older NDK/SDKs. | |
| Support for native OpenGL ES and ES2 applications was introduced in the NDK for | |
| API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which | |
| has since then been obsoleted, with the recommendation to developers to bump the | |
| required API level to 10. | |
| As of this writing, according to http://developer.android.com/about/dashboards/index.html | |
| about 90% of the Android devices accessing Google Play support API level 10 or | |
| higher (March 2013). | |
| ================================================================================ | |
| A note regarding the use of the "dirty rectangles" rendering technique | |
| ================================================================================ | |
| If your app uses a variation of the "dirty rectangles" rendering technique, | |
| where you only update a portion of the screen on each frame, you may notice a | |
| variety of visual glitches on Android, that are not present on other platforms. | |
| This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2 | |
| contexts, in particular the use of the eglSwapBuffers function. As stated in the | |
| documentation for the function "The contents of ancillary buffers are always | |
| undefined after calling eglSwapBuffers". | |
| Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED | |
| is not possible for SDL as it requires EGL 1.4, available only on the API level | |
| 17+, so the only workaround available on this platform is to redraw the entire | |
| screen each frame. | |
| Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html | |
| ================================================================================ | |
| Known issues | |
| ================================================================================ | |
| - TODO. I'm sure there's a bunch more stuff I haven't thought of |