Fixed markdown formatting in READMEs.
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11 changed files with 140 additions and 127 deletions
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@ -18,9 +18,9 @@ Joystick support is available for API level >=12 devices.
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- Android applications are Java-based, optionally with parts written in C
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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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the SDL library
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the SDL library
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- This means that your application C code must be placed inside an Android
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Java project, along with some C support code that communicates with Java
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Java project, along with some C support code that communicates with Java
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- This eventually produces a standard Android .apk package
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The Android Java code implements an "Activity" and can be found in:
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@ -42,15 +42,15 @@ For simple projects you can use the script located at build-scripts/androidbuild
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There's two ways of using it:
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androidbuild.sh com.yourcompany.yourapp < sources.list
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androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
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androidbuild.sh com.yourcompany.yourapp < sources.list
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androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
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sources.list should be a text file with a source file name in each line
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Filenames should be specified relative to the current directory, for example if
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you are in the build-scripts directory and want to create the testgles.c test, you'll
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run:
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./androidbuild.sh org.libsdl.testgles ../test/testgles.c
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./androidbuild.sh org.libsdl.testgles ../test/testgles.c
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One limitation of this script is that all sources provided will be aggregated into
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a single directory, thus all your source files should have a unique name.
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@ -74,7 +74,9 @@ For more complex projects, follow these instructions:
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If you want to use the Eclipse IDE, skip to the Eclipse section below.
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5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form:
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sdk.dir=PATH_TO_ANDROID_SDK
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sdk.dir=PATH_TO_ANDROID_SDK
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6. Run 'ant debug' in android/project. This compiles the .java and eventually
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creates a .apk with the native code embedded
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7. 'ant debug install' will push the apk to the device or emulator (if connected)
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@ -125,7 +127,7 @@ Instructions:
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4. create and export an environment variable named NDK_MODULE_PATH that points
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to the parent directory of this SDL directory. e.g.:
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export NDK_MODULE_PATH="$PWD"/..
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export NDK_MODULE_PATH="$PWD"/..
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5. Edit <project>/src/org/libsdl/app/SDLActivity.java and remove the call to
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System.loadLibrary("SDL2").
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@ -142,7 +144,7 @@ To customize your application name, edit AndroidManifest.xml and replace
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Then create a Java class extending SDLActivity and place it in a directory
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under src matching your package, e.g.
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src/com/gamemaker/game/MyGame.java
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src/com/gamemaker/game/MyGame.java
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Here's an example of a minimal class file:
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@ -184,9 +186,9 @@ standard functions in SDL_rwops.h.
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There are also a few Android specific functions that allow you to get other
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useful paths for saving and loading data:
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SDL_AndroidGetInternalStoragePath()
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SDL_AndroidGetExternalStorageState()
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SDL_AndroidGetExternalStoragePath()
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* SDL_AndroidGetInternalStoragePath()
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* SDL_AndroidGetExternalStorageState()
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* SDL_AndroidGetExternalStoragePath()
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See SDL_system.h for more details on these functions.
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@ -228,6 +230,7 @@ under iOS, if the OS can not restore your GL context it will just kill your app)
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For a quick tour on how Linux native threads interoperate with the Java VM, take
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a look here: http://developer.android.com/guide/practices/jni.html
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If you want to use threads in your SDL app, it's strongly recommended that you
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do so by creating them using SDL functions. This way, the required attach/detach
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handling is managed by SDL automagically. If you have threads created by other
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@ -242,7 +245,8 @@ detach it.
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You can use STL in your project by creating an Application.mk file in the jni
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folder and adding the following line:
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APP_STL := stlport_static
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APP_STL := stlport_static
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For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
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@ -293,39 +297,39 @@ You can create and run an emulator from the Eclipse IDE:
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You can see if adb can see any devices with the following command:
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adb devices
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adb devices
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You can see the output of log messages on the default device with:
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adb logcat
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adb logcat
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You can push files to the device with:
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adb push local_file remote_path_and_file
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adb push local_file remote_path_and_file
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You can push files to the SD Card at /sdcard, for example:
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adb push moose.dat /sdcard/moose.dat
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adb push moose.dat /sdcard/moose.dat
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You can see the files on the SD card with a shell command:
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adb shell ls /sdcard/
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adb shell ls /sdcard/
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You can start a command shell on the default device with:
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adb shell
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adb shell
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You can remove the library files of your project (and not the SDL lib files) with:
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ndk-build clean
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ndk-build clean
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You can do a build with the following command:
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ndk-build
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ndk-build
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You can see the complete command line that ndk-build is using by passing V=1 on the command line:
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ndk-build V=1
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ndk-build V=1
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If your application crashes in native code, you can use addr2line to convert the
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addresses in the stack trace to lines in your code.
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@ -345,7 +349,7 @@ For example, if your crash looks like this:
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You can see that there's a crash in the C library being called from the main code.
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I run addr2line with the debug version of my code:
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arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
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arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
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and then paste in the number after "pc" in the call stack, from the line that I care about:
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000014bc
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@ -360,7 +364,8 @@ You can add logging to your code to help show what's happening:
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If you need to build without optimization turned on, you can create a file called
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"Application.mk" in the jni directory, with the following line in it:
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APP_OPTIM := debug
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APP_OPTIM := debug
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================================================================================
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@ -370,7 +375,7 @@ APP_OPTIM := debug
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The best (and slowest) way to debug memory issues on Android is valgrind.
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Valgrind has support for Android out of the box, just grab code using:
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svn co svn://svn.valgrind.org/valgrind/trunk valgrind
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svn co svn://svn.valgrind.org/valgrind/trunk valgrind
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... and follow the instructions in the file README.android to build it.
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@ -389,15 +394,15 @@ application with it, changing org.libsdl.app to your package identifier:
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Then push it to the device:
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adb push start_valgrind_app /data/local
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adb push start_valgrind_app /data/local
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and make it executable:
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adb shell chmod 755 /data/local/start_valgrind_app
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adb shell chmod 755 /data/local/start_valgrind_app
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and tell Android to use the script to launch your application:
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adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
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adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
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If the setprop command says "could not set property", it's likely that
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your package name is too long and you should make it shorter by changing
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@ -408,11 +413,11 @@ You can monitor the startup process with the logcat command above, and
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when it's done (or even while it's running) you can grab the valgrind
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output file:
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adb pull /sdcard/valgrind.log
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adb pull /sdcard/valgrind.log
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When you're done instrumenting with valgrind, you can disable the wrapper:
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adb shell setprop wrap.org.libsdl.app ""
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adb shell setprop wrap.org.libsdl.app ""
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================================================================================
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Why is API level 10 the minimum required?
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