mirror of
https://github.com/DrBeef/DVR.git
synced 2024-12-19 09:01:35 +00:00
174 lines
7.6 KiB
Text
174 lines
7.6 KiB
Text
================================================================================
|
|
Simple DirectMedia Layer for Android
|
|
================================================================================
|
|
|
|
Requirements:
|
|
|
|
Android SDK
|
|
http://developer.android.com/sdk/index.html
|
|
|
|
Android NDK r4 or later
|
|
http://developer.android.com/sdk/ndk/index.html
|
|
|
|
|
|
================================================================================
|
|
How the port works
|
|
================================================================================
|
|
|
|
- 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.cpp
|
|
|
|
Your project must include some glue code that starts your main() routine:
|
|
src/main/android/SDL_android_main.cpp
|
|
|
|
|
|
================================================================================
|
|
Building an app
|
|
================================================================================
|
|
|
|
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 this SDL directory into the <project>/jni directory
|
|
3. Place your application source files in the <project>/jni/src directory
|
|
4. Edit <project>/jni/src/Android.mk to include your source files
|
|
5. 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.
|
|
|
|
6. Edit <project>/local.properties to point to the Android SDK directory
|
|
7. Run 'ant debug' in android/project. This compiles the .java and eventually
|
|
creates a .apk with the native code embedded
|
|
8. 'ant 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, do not modify
|
|
build.properties - empty
|
|
build.xml - build description file, used by ant
|
|
default.properties - holds the ABI for the application, currently android-4 which corresponds to the Android 1.6 system image
|
|
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 includes all subdirectories
|
|
jni/SDL/ - 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
|
|
res/layout/main.xml - place holder for the main screen layout, overridden by 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.
|
|
|
|
|
|
================================================================================
|
|
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 1.6
|
|
* Click Finish
|
|
|
|
|
|
================================================================================
|
|
Loading files and resources
|
|
================================================================================
|
|
|
|
NEED CONTENT
|
|
|
|
|
|
================================================================================
|
|
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 do a clean build with the following commands:
|
|
ndk-build clean
|
|
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
|
|
|
|
|
|
================================================================================
|
|
Known issues
|
|
================================================================================
|
|
|
|
- SDL audio (although it's mostly written, just not working properly yet)
|
|
- TODO. I'm sure there's a bunch more stuff I haven't thought of
|