README-android.txt 18 KB

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  1. ================================================================================
  2. Simple DirectMedia Layer for Android
  3. ================================================================================
  4. Requirements:
  5. Android SDK (version 10 or later)
  6. http://developer.android.com/sdk/index.html
  7. Android NDK r7 or later
  8. http://developer.android.com/sdk/ndk/index.html
  9. Minimum API level supported by SDL: 10 (Android 2.3.3)
  10. ================================================================================
  11. How the port works
  12. ================================================================================
  13. - Android applications are Java-based, optionally with parts written in C
  14. - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
  15. the SDL library
  16. - This means that your application C code must be placed inside an Android
  17. Java project, along with some C support code that communicates with Java
  18. - This eventually produces a standard Android .apk package
  19. The Android Java code implements an "Activity" and can be found in:
  20. android-project/src/org/libsdl/app/SDLActivity.java
  21. The Java code loads your game code, the SDL shared library, and
  22. dispatches to native functions implemented in the SDL library:
  23. src/SDL_android.c
  24. Your project must include some glue code that starts your main() routine:
  25. src/main/android/SDL_android_main.c
  26. ================================================================================
  27. Building an app
  28. ================================================================================
  29. Instructions:
  30. 1. Copy the android-project directory wherever you want to keep your projects
  31. and rename it to the name of your project.
  32. 2. Move or symlink this SDL directory into the <project>/jni directory
  33. 3. Edit <project>/jni/src/Android.mk to include your source files
  34. 4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
  35. If you want to use the Eclipse IDE, skip to the Eclipse section below.
  36. 5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
  37. sdk.dir=PATH_TO_ANDROID_SDK
  38. 6. Run 'ant debug' in android/project. This compiles the .java and eventually
  39. creates a .apk with the native code embedded
  40. 7. 'ant debug install' will push the apk to the device or emulator (if connected)
  41. Here's an explanation of the files in the Android project, so you can customize them:
  42. android-project/
  43. AndroidManifest.xml - package manifest. Among others, it contains the class name
  44. of the main Activity and the package name of the application.
  45. build.properties - empty
  46. build.xml - build description file, used by ant. The actual application name
  47. is specified here.
  48. default.properties - holds the target ABI for the application, android-10 and up
  49. project.properties - holds the target ABI for the application, android-10 and up
  50. local.properties - holds the SDK path, you should change this to the path to your SDK
  51. jni/ - directory holding native code
  52. jni/Android.mk - Android makefile that can call recursively the Android.mk files
  53. in all subdirectories
  54. jni/SDL/ - (symlink to) directory holding the SDL library files
  55. jni/SDL/Android.mk - Android makefile for creating the SDL shared library
  56. jni/src/ - directory holding your C/C++ source
  57. jni/src/Android.mk - Android makefile that you should customize to include your
  58. source code and any library references
  59. res/ - directory holding resources for your application
  60. res/drawable-* - directories holding icons for different phone hardware. Could be
  61. one dir called "drawable".
  62. res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
  63. We don't need it because we use the SDL video output.
  64. res/values/strings.xml - strings used in your application, including the application name
  65. shown on the phone.
  66. src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
  67. to SDL. Be very careful changing this, as the SDL library relies
  68. on this implementation.
  69. ================================================================================
  70. Customizing your application name
  71. ================================================================================
  72. To customize your application name, edit AndroidManifest.xml and replace
  73. "org.libsdl.app" with an identifier for your product package.
  74. Then create a Java class extending SDLActivity and place it in a directory
  75. under src matching your package, e.g.
  76. src/com/gamemaker/game/MyGame.java
  77. Here's an example of a minimal class file:
  78. --- MyGame.java --------------------------
  79. package com.gamemaker.game;
  80. import org.libsdl.app.SDLActivity;
  81. /*
  82. * A sample wrapper class that just calls SDLActivity
  83. */
  84. public class MyGame extends SDLActivity { }
  85. ------------------------------------------
  86. Then replace "SDLActivity" in AndroidManifest.xml with the name of your
  87. class, .e.g. "MyGame"
  88. ================================================================================
  89. Customizing your application icon
  90. ================================================================================
  91. Conceptually changing your icon is just replacing the "ic_launcher.png" files in
  92. the drawable directories under the res directory. There are four directories for
  93. different screen sizes. These can be replaced with one dir called "drawable",
  94. containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72.
  95. You may need to change the name of your icon in AndroidManifest.xml to match
  96. this icon filename.
  97. ================================================================================
  98. Loading assets
  99. ================================================================================
  100. Any files you put in the "assets" directory of your android-project directory
  101. will get bundled into the application package and you can load them using the
  102. standard functions in SDL_rwops.h.
  103. There are also a few Android specific functions that allow you to get other
  104. useful paths for saving and loading data:
  105. SDL_AndroidGetInternalStoragePath()
  106. SDL_AndroidGetExternalStorageState()
  107. SDL_AndroidGetExternalStoragePath()
  108. See SDL_system.h for more details on these functions.
  109. The asset packaging system will, by default, compress certain file extensions.
  110. SDL includes two asset file access mechanisms, the preferred one is the so
  111. called "File Descriptor" method, which is faster and doesn't involve the Dalvik
  112. GC, but given this method does not work on compressed assets, there is also the
  113. "Input Stream" method, which is automatically used as a fall back by SDL. You
  114. may want to keep this fact in mind when building your APK, specially when large
  115. files are involved.
  116. For more information on which extensions get compressed by default and how to
  117. disable this behaviour, see for example:
  118. http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
  119. ================================================================================
  120. Pause / Resume behaviour
  121. ================================================================================
  122. If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
  123. the event loop will block itself when the app is paused (ie, when the user
  124. returns to the main Android dashboard). Blocking is better in terms of battery
  125. use, and it allows your app to spring back to life instantaneously after resume
  126. (versus polling for a resume message).
  127. Upon resume, SDL will attempt to restore the GL context automatically.
  128. In modern devices (Android 3.0 and up) this will most likely succeed and your
  129. app can continue to operate as it was.
  130. However, there's a chance (on older hardware, or on systems under heavy load),
  131. where the GL context can not be restored. In that case you have to listen for
  132. a specific message, (which is not yet implemented!) and restore your textures
  133. manually or quit the app (which is actually the kind of behaviour you'll see
  134. under iOS, if the OS can not restore your GL context it will just kill your app)
  135. ================================================================================
  136. Threads and the Java VM
  137. ================================================================================
  138. For a quick tour on how Linux native threads interoperate with the Java VM, take
  139. a look here: http://developer.android.com/guide/practices/jni.html
  140. If you want to use threads in your SDL app, it's strongly recommended that you
  141. do so by creating them using SDL functions. This way, the required attach/detach
  142. handling is managed by SDL automagically. If you have threads created by other
  143. means and they make calls to SDL functions, make sure that you call
  144. Android_JNI_SetupThread before doing anything else otherwise SDL will attach
  145. your thread automatically anyway (when you make an SDL call), but it'll never
  146. detach it.
  147. ================================================================================
  148. Using STL
  149. ================================================================================
  150. You can use STL in your project by creating an Application.mk file in the jni
  151. folder and adding the following line:
  152. APP_STL := stlport_static
  153. For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
  154. ================================================================================
  155. Additional documentation
  156. ================================================================================
  157. The documentation in the NDK docs directory is very helpful in understanding the
  158. build process and how to work with native code on the Android platform.
  159. The best place to start is with docs/OVERVIEW.TXT
  160. ================================================================================
  161. Using Eclipse
  162. ================================================================================
  163. First make sure that you've installed Eclipse and the Android extensions as described here:
  164. http://developer.android.com/sdk/eclipse-adt.html
  165. Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
  166. * File -> New -> Other
  167. * Select the Android -> Android Project wizard and click Next
  168. * Enter the name you'd like your project to have
  169. * Select "Create project from existing source" and browse for your project directory
  170. * Make sure the Build Target is set to Android 2.0
  171. * Click Finish
  172. ================================================================================
  173. Using the emulator
  174. ================================================================================
  175. There are some good tips and tricks for getting the most out of the
  176. emulator here: http://developer.android.com/tools/devices/emulator.html
  177. Especially useful is the info on setting up OpenGL ES 2.0 emulation.
  178. Notice that this software emulator is incredibly slow and needs a lot of disk space.
  179. Using a real device works better.
  180. ================================================================================
  181. Troubleshooting
  182. ================================================================================
  183. You can create and run an emulator from the Eclipse IDE:
  184. * Window -> Android SDK and AVD Manager
  185. You can see if adb can see any devices with the following command:
  186. adb devices
  187. You can see the output of log messages on the default device with:
  188. adb logcat
  189. You can push files to the device with:
  190. adb push local_file remote_path_and_file
  191. You can push files to the SD Card at /sdcard, for example:
  192. adb push moose.dat /sdcard/moose.dat
  193. You can see the files on the SD card with a shell command:
  194. adb shell ls /sdcard/
  195. You can start a command shell on the default device with:
  196. adb shell
  197. You can remove the library files of your project (and not the SDL lib files) with:
  198. ndk-build clean
  199. You can do a build with the following command:
  200. ndk-build
  201. You can see the complete command line that ndk-build is using by passing V=1 on the command line:
  202. ndk-build V=1
  203. If your application crashes in native code, you can use addr2line to convert the
  204. addresses in the stack trace to lines in your code.
  205. For example, if your crash looks like this:
  206. I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
  207. I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
  208. I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
  209. I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
  210. I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
  211. I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
  212. I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
  213. I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
  214. I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
  215. You can see that there's a crash in the C library being called from the main code.
  216. I run addr2line with the debug version of my code:
  217. arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
  218. and then paste in the number after "pc" in the call stack, from the line that I care about:
  219. 000014bc
  220. I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
  221. You can add logging to your code to help show what's happening:
  222. #include <android/log.h>
  223. __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
  224. If you need to build without optimization turned on, you can create a file called
  225. "Application.mk" in the jni directory, with the following line in it:
  226. APP_OPTIM := debug
  227. ================================================================================
  228. Memory debugging
  229. ================================================================================
  230. The best (and slowest) way to debug memory issues on Android is valgrind.
  231. Valgrind has support for Android out of the box, just grab code using:
  232. svn co svn://svn.valgrind.org/valgrind/trunk valgrind
  233. ... and follow the instructions in the file README.android to build it.
  234. One thing I needed to do on Mac OS X was change the path to the toolchain,
  235. and add ranlib to the environment variables:
  236. export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
  237. Once valgrind is built, you can create a wrapper script to launch your
  238. application with it, changing org.libsdl.app to your package identifier:
  239. --- start_valgrind_app -------------------
  240. #!/system/bin/sh
  241. export TMPDIR=/data/data/org.libsdl.app
  242. exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
  243. ------------------------------------------
  244. Then push it to the device:
  245. adb push start_valgrind_app /data/local
  246. and make it executable:
  247. adb shell chmod 755 /data/local/start_valgrind_app
  248. and tell Android to use the script to launch your application:
  249. adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
  250. If the setprop command says "could not set property", it's likely that
  251. your package name is too long and you should make it shorter by changing
  252. AndroidManifest.xml and the path to your class file in android-project/src
  253. You can then launch your application normally and waaaaaaaiiittt for it.
  254. You can monitor the startup process with the logcat command above, and
  255. when it's done (or even while it's running) you can grab the valgrind
  256. output file:
  257. adb pull /sdcard/valgrind.log
  258. When you're done instrumenting with valgrind, you can disable the wrapper:
  259. adb shell setprop wrap.org.libsdl.app ""
  260. ================================================================================
  261. Why is API level 10 the minimum required?
  262. ================================================================================
  263. API level 10 is required because SDL requires some functionality for running not
  264. available on older devices and some for building which is not in older NDK/SDKs.
  265. Support for native OpenGL ES and ES2 applications was introduced in the NDK for
  266. API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which
  267. has since then been obsoleted, with the recommendation to developers to bump the
  268. required API level to 10.
  269. As of this writing, according to http://developer.android.com/about/dashboards/index.html
  270. about 90% of the Android devices accessing Google Play support API level 10 or
  271. higher (March 2013).
  272. ================================================================================
  273. A note regarding the use of the "dirty rectangles" rendering technique
  274. ================================================================================
  275. If your app uses a variation of the "dirty rectangles" rendering technique,
  276. where you only update a portion of the screen on each frame, you may notice a
  277. variety of visual glitches on Android, that are not present on other platforms.
  278. This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
  279. contexts, in particular the use of the eglSwapBuffers function. As stated in the
  280. documentation for the function "The contents of ancillary buffers are always
  281. undefined after calling eglSwapBuffers".
  282. Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
  283. is not possible for SDL as it requires EGL 1.4, available only on the API level
  284. 17+, so the only workaround available on this platform is to redraw the entire
  285. screen each frame.
  286. Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
  287. ================================================================================
  288. Known issues
  289. ================================================================================
  290. - TODO. I'm sure there's a bunch more stuff I haven't thought of