README.android improvements by W. Boeke, bug #1637
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@ -38,7 +38,8 @@ src/main/android/SDL_android_main.cpp
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================================================================================
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Instructions:
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1. Copy the android-project directory wherever you want to keep your projects and rename it to the name of your project.
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1. Copy the android-project directory wherever you want to keep your projects
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and rename it to the name of your project.
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2. Move or symlink this SDL directory into the <project>/jni directory
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3. Edit <project>/jni/src/Android.mk to include your source files
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4. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
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@ -47,28 +48,38 @@ If you want to use the Eclipse IDE, skip to the Eclipse section below.
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5. Edit <project>/local.properties to point to the Android SDK directory
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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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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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Here's an explanation of the files in the Android project, so you can customize them:
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android-project/
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AndroidManifest.xml - package manifest, customize this for your app
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AndroidManifest.xml - package manifest. Among others, it contains the class name
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of the main activity.
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build.properties - empty
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build.xml - build description file, used by ant
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default.properties - holds the ABI for the application, currently android-5 which corresponds to the Android 2.0 system image
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build.xml - build description file, used by ant. The actual application name
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is specified here.
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default.properties - holds the target ABI for the application, can range between
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android-5 and android-16
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local.properties - holds the SDK path, you should change this to the path to your SDK
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jni/ - directory holding native code
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jni/Android.mk - Android makefile that includes all subdirectories
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jni/SDL/ - directory holding the SDL library files
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jni/Android.mk - Android makefile that can call recursively the Android.mk files
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in all subdirectories
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jni/SDL/ - (symlink to) directory holding the SDL library files
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jni/SDL/Android.mk - Android makefile for creating the SDL shared library
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jni/src/ - directory holding your C/C++ source
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jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
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jni/src/Android.mk - Android makefile that you should customize to include your
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source code and any library references
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res/ - directory holding resources for your application
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res/drawable-* - directories holding icons for different phone hardware
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res/layout/main.xml - place holder for the main screen layout, overridden by the SDL video output
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res/values/strings.xml - strings used in your application, including the application name shown on the phone.
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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.
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res/drawable-* - directories holding icons for different phone hardware. Could be
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one dir called "drawable".
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res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
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We don't need it because we use the SDL video output.
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res/values/strings.xml - strings used in your application, including the application name
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shown on the phone.
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src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
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to SDL. Be very careful changing this, as the SDL library relies
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on this implementation.
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================================================================================
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@ -87,21 +98,13 @@ Here's an example of a minimal class file:
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package com.gamemaker.game;
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import org.libsdl.app.SDLActivity;
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import android.os.*;
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/*
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* A sample wrapper class that just calls SDLActivity
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*/
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public class MyGame extends SDLActivity {
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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}
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protected void onDestroy() {
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super.onDestroy();
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}
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}
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public class MyGame extends SDLActivity { }
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------------------------------------------
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Then replace "SDLActivity" in AndroidManifest.xml with the name of your
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@ -112,16 +115,12 @@ class, .e.g. "MyGame"
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================================================================================
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Conceptually changing your icon is just replacing the icon.png files in the
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drawable directories under the res directory.
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The easiest way to create a set of icons for your project is to remove all
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the existing icon.png files, and then use the Eclipse IDE to create a dummy
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project. During the process of doing this Eclipse will prompt you to create
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an icon. Then just copy the drawable directories it creates over to your
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res directory.
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drawable directories under the res directory. There are 3 directories for
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different screen sizes. These can be replaced with 1 dir called 'drawable',
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containing an icon file 'icon.png' with dimensions 48x48 or 72x72.
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You may need to change the name of your icon in AndroidManifest.xml to match
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the filename used by Eclipse.
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this icon filename.
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================================================================================
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Loading assets
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@ -187,7 +186,8 @@ For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
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Additional documentation
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================================================================================
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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.
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The documentation in the NDK docs directory is very helpful in understanding the
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build process and how to work with native code on the Android platform.
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The best place to start is with docs/OVERVIEW.TXT
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@ -217,6 +217,8 @@ emulator here: http://developer.android.com/tools/devices/emulator.html
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Especially useful is the info on setting up OpenGL ES 2.0 emulation.
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Notice that this software emulator is incredibly slow and needs a lot of disk space.
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Using a real device works better.
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================================================================================
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Troubleshooting
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@ -243,14 +245,17 @@ You can see the files on the SD card with a shell command:
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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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You can do a clean build with the following commands:
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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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You can do a build with the following command:
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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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If your application crashes in native code, you can use addr2line to convert the addresses in the stack trace to lines in your code.
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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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For example, if your crash looks like this:
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I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
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@ -263,7 +268,8 @@ I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
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I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
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I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
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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:
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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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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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@ -276,7 +282,8 @@ You can add logging to your code to help show what's happening:
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__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
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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:
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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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@ -328,5 +335,4 @@ When you're done instrumenting with valgrind, you can disable the wrapper:
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Known issues
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================================================================================
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- SDL audio (although it's mostly written, just not working properly yet)
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- TODO. I'm sure there's a bunch more stuff I haven't thought of
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