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Fri Feb 25 17:31:09 2011 UTC (9 years, 9 months ago) by william
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1 william 401 ================================================================================
2     Simple DirectMedia Layer for Android
3     ================================================================================
4    
5     Requirements:
6    
7     Android SDK
8     http://developer.android.com/sdk/index.html
9    
10     Android NDK r4 or later
11     http://developer.android.com/sdk/ndk/index.html
12    
13    
14     ================================================================================
15     How the port works
16     ================================================================================
17    
18     - Android applications are Java-based, optionally with parts written in C
19     - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
20     the SDL library
21     - This means that your application C code must be placed inside an android
22     Java project, along with some C support code that communicates with Java
23     - This eventually produces a standard Android .apk package
24    
25     The Android Java code implements an "activity" and can be found in:
26     android-project/src/org/libsdl/app/SDLActivity.java
27    
28     The Java code loads your game code, the SDL shared library, and
29     dispatches to native functions implemented in the SDL library:
30     src/SDL_android.cpp
31    
32     Your project must include some glue code that starts your main() routine:
33     src/main/android/SDL_android_main.cpp
34    
35    
36     ================================================================================
37     Building an app
38     ================================================================================
39    
40     Instructions:
41     1. Copy the android-project directory wherever you want to keep your projects and rename it to the name of your project.
42     2. Move this SDL directory into the <project>/jni directory
43     3. Place your application source files in the <project>/jni/src directory
44     4. Edit <project>/jni/src/Android.mk to include your source files
45     5. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
46    
47     If you want to use the Eclipse IDE, skip to the Eclipse section below.
48    
49     6. Edit <project>/local.properties to point to the Android SDK directory
50     7. Run 'ant debug' in android/project. This compiles the .java and eventually
51     creates a .apk with the native code embedded
52     8. 'ant install' will push the apk to the device or emulator (if connected)
53    
54     Here's an explanation of the files in the Android project, so you can customize them:
55    
56     android-project/
57     AndroidManifest.xml - package manifest, do not modify
58     build.properties - empty
59     build.xml - build description file, used by ant
60     default.properties - holds the ABI for the application, currently android-4 which corresponds to the Android 1.6 system image
61     local.properties - holds the SDK path, you should change this to the path to your SDK
62     jni/ - directory holding native code
63     jni/Android.mk - Android makefile that includes all subdirectories
64     jni/SDL/ - directory holding the SDL library files
65     jni/SDL/Android.mk - Android makefile for creating the SDL shared library
66     jni/src/ - directory holding your C/C++ source
67     jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
68     res/ - directory holding resources for your application
69     res/drawable-* - directories holding icons for different phone hardware
70     res/layout/main.xml - place holder for the main screen layout, overridden by the SDL video output
71     res/values/strings.xml - strings used in your application, including the application name shown on the phone.
72     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.
73    
74    
75     ================================================================================
76     Additional documentation
77     ================================================================================
78    
79     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.
80    
81     The best place to start is with docs/OVERVIEW.TXT
82    
83    
84     ================================================================================
85     Using Eclipse
86     ================================================================================
87    
88     First make sure that you've installed Eclipse and the Android extensions as described here:
89     http://developer.android.com/sdk/eclipse-adt.html
90    
91     Once you've copied the SDL android project and customized it, you can create an Eclipse project from it:
92     * File -> New -> Other
93     * Select the Android -> Android Project wizard and click Next
94     * Enter the name you'd like your project to have
95     * Select "Create project from existing source" and browse for your project directory
96     * Make sure the Build Target is set to Android 1.6
97     * Click Finish
98    
99    
100     ================================================================================
101     Loading files and resources
102     ================================================================================
103    
104     NEED CONTENT
105    
106    
107     ================================================================================
108     Troubleshooting
109     ================================================================================
110    
111     You can create and run an emulator from the Eclipse IDE:
112     * Window -> Android SDK and AVD Manager
113    
114     You can see if adb can see any devices with the following command:
115     adb devices
116    
117     You can see the output of log messages on the default device with:
118     adb logcat
119    
120     You can push files to the device with:
121     adb push local_file remote_path_and_file
122    
123     You can push files to the SD Card at /sdcard, for example:
124     adb push moose.dat /sdcard/moose.dat
125    
126     You can see the files on the SD card with a shell command:
127     adb shell ls /sdcard/
128    
129     You can start a command shell on the default device with:
130     adb shell
131    
132     You can do a clean build with the following commands:
133     ndk-build clean
134     ndk-build
135    
136     You can see the complete command line that ndk-build is using by passing V=1 on the command line:
137     ndk-build V=1
138    
139     If your application crashes in native code, you can use addr2line to convert the addresses in the stack trace to lines in your code.
140    
141     For example, if your crash looks like this:
142     I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
143     I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
144     I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
145     I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
146     I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
147     I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
148     I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
149     I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
150     I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
151    
152     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:
153     arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
154     and then paste in the number after "pc" in the call stack, from the line that I care about:
155     000014bc
156    
157     I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
158    
159     You can add logging to your code to help show what's happening:
160    
161     #include <android/log.h>
162    
163     __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
164    
165     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:
166     APP_OPTIM := debug
167    
168    
169     ================================================================================
170     Known issues
171     ================================================================================
172    
173     - SDL audio (although it's mostly written, just not working properly yet)
174     - TODO. I'm sure there's a bunch more stuff I haven't thought of

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