1Android
2================================================================================
3
4Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
5http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
6
7The rest of this README covers the Android gradle style build process.
8
9If you are using the older ant build process, it is no longer officially
10supported, but you can use the "android-project-ant" directory as a template.
11
12
13================================================================================
14 Requirements
15================================================================================
16
17Android SDK (version 19 or later)
18https://developer.android.com/sdk/index.html
19
20Android NDK r10e or later
21https://developer.android.com/tools/sdk/ndk/index.html
22
23Minimum API level supported by SDL: 14 (Android 4.0.1)
24
25
26================================================================================
27 How the port works
28================================================================================
29
30- Android applications are Java-based, optionally with parts written in C
31- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
32  the SDL library
33- This means that your application C code must be placed inside an Android
34  Java project, along with some C support code that communicates with Java
35- This eventually produces a standard Android .apk package
36
37The Android Java code implements an "Activity" and can be found in:
38android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
39
40The Java code loads your game code, the SDL shared library, and
41dispatches to native functions implemented in the SDL library:
42src/core/android/SDL_android.c
43
44
45================================================================================
46 Building an app
47================================================================================
48
49For simple projects you can use the script located at build-scripts/androidbuild.sh
50
51There's two ways of using it:
52
53    androidbuild.sh com.yourcompany.yourapp < sources.list
54    androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
55
56sources.list should be a text file with a source file name in each line
57Filenames should be specified relative to the current directory, for example if
58you are in the build-scripts directory and want to create the testgles.c test, you'll
59run:
60
61    ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
62
63One limitation of this script is that all sources provided will be aggregated into
64a single directory, thus all your source files should have a unique name.
65
66Once the project is complete the script will tell you where the debug APK is located.
67If you want to create a signed release APK, you can use the project created by this
68utility to generate it.
69
70Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
71done in the build directory for the app!
72
73
74For more complex projects, follow these instructions:
75
761. Copy the android-project directory wherever you want to keep your projects
77   and rename it to the name of your project.
782. Move or symlink this SDL directory into the "<project>/app/jni" directory
793. Edit "<project>/app/jni/src/Android.mk" to include your source files
804. Run 'ndk-build' (a script provided by the NDK). This compiles the C source
81
82If you want to use Android Studio (recommended), skip to the Android Studio section below.
83
845. Run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
85
86Here's an explanation of the files in the Android project, so you can customize them:
87
88    android-project/app
89        build.gradle            - build info including the application version and SDK
90        src/main/AndroidManifest.xml	- package manifest. Among others, it contains the class name
91        			  of the main Activity and the package name of the application.
92        jni/			- directory holding native code
93        jni/Application.mk	- Application JNI settings, including target platform and STL library
94        jni/Android.mk		- Android makefile that can call recursively the Android.mk files in all subdirectories
95        jni/SDL/		- (symlink to) directory holding the SDL library files
96        jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
97        jni/src/		- directory holding your C/C++ source
98        jni/src/Android.mk	- Android makefile that you should customize to include your source code and any library references
99        src/main/assets/	- directory holding asset files for your application
100        src/main/res/		- directory holding resources for your application
101        src/main/res/mipmap-*	- directories holding icons for different phone hardware
102        src/main/res/values/strings.xml	- strings used in your application, including the application name
103        src/main/java/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. You should instead subclass this for your application.
104
105
106================================================================================
107 Customizing your application name
108================================================================================
109
110To customize your application name, edit AndroidManifest.xml and replace
111"org.libsdl.app" with an identifier for your product package.
112
113Then create a Java class extending SDLActivity and place it in a directory
114under src matching your package, e.g.
115
116    src/com/gamemaker/game/MyGame.java
117
118Here's an example of a minimal class file:
119
120    --- MyGame.java --------------------------
121    package com.gamemaker.game;
122
123    import org.libsdl.app.SDLActivity;
124
125    /**
126     * A sample wrapper class that just calls SDLActivity
127     */
128
129    public class MyGame extends SDLActivity { }
130
131    ------------------------------------------
132
133Then replace "SDLActivity" in AndroidManifest.xml with the name of your
134class, .e.g. "MyGame"
135
136
137================================================================================
138 Customizing your application icon
139================================================================================
140
141Conceptually changing your icon is just replacing the "ic_launcher.png" files in
142the drawable directories under the res directory. There are several directories
143for different screen sizes.
144
145
146================================================================================
147 Loading assets
148================================================================================
149
150Any files you put in the "app/src/main/assets" directory of your project
151directory will get bundled into the application package and you can load
152them using the standard functions in SDL_rwops.h.
153
154There are also a few Android specific functions that allow you to get other
155useful paths for saving and loading data:
156* SDL_AndroidGetInternalStoragePath()
157* SDL_AndroidGetExternalStorageState()
158* SDL_AndroidGetExternalStoragePath()
159
160See SDL_system.h for more details on these functions.
161
162The asset packaging system will, by default, compress certain file extensions.
163SDL includes two asset file access mechanisms, the preferred one is the so
164called "File Descriptor" method, which is faster and doesn't involve the Dalvik
165GC, but given this method does not work on compressed assets, there is also the
166"Input Stream" method, which is automatically used as a fall back by SDL. You
167may want to keep this fact in mind when building your APK, specially when large
168files are involved.
169For more information on which extensions get compressed by default and how to
170disable this behaviour, see for example:
171
172http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
173
174
175================================================================================
176 Pause / Resume behaviour
177================================================================================
178
179If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default),
180the event loop will block itself when the app is paused (ie, when the user
181returns to the main Android dashboard). Blocking is better in terms of battery
182use, and it allows your app to spring back to life instantaneously after resume
183(versus polling for a resume message).
184
185Upon resume, SDL will attempt to restore the GL context automatically.
186In modern devices (Android 3.0 and up) this will most likely succeed and your
187app can continue to operate as it was.
188
189However, there's a chance (on older hardware, or on systems under heavy load),
190where the GL context can not be restored. In that case you have to listen for
191a specific message, (which is not yet implemented!) and restore your textures
192manually or quit the app (which is actually the kind of behaviour you'll see
193under iOS, if the OS can not restore your GL context it will just kill your app)
194
195
196================================================================================
197 Threads and the Java VM
198================================================================================
199
200For a quick tour on how Linux native threads interoperate with the Java VM, take
201a look here: https://developer.android.com/guide/practices/jni.html
202
203If you want to use threads in your SDL app, it's strongly recommended that you
204do so by creating them using SDL functions. This way, the required attach/detach
205handling is managed by SDL automagically. If you have threads created by other
206means and they make calls to SDL functions, make sure that you call
207Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
208your thread automatically anyway (when you make an SDL call), but it'll never
209detach it.
210
211
212================================================================================
213 Using STL
214================================================================================
215
216You can use STL in your project by creating an Application.mk file in the jni
217folder and adding the following line:
218
219    APP_STL := stlport_static
220
221For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation.
222
223
224================================================================================
225 Additional documentation
226================================================================================
227
228The documentation in the NDK docs directory is very helpful in understanding the
229build process and how to work with native code on the Android platform.
230
231The best place to start is with docs/OVERVIEW.TXT
232
233
234================================================================================
235 Using Android Studio
236================================================================================
237
238You can open your project directory with Android Studio and run it normally.
239
240
241================================================================================
242 Using the emulator
243================================================================================
244
245There are some good tips and tricks for getting the most out of the
246emulator here: https://developer.android.com/tools/devices/emulator.html
247
248Especially useful is the info on setting up OpenGL ES 2.0 emulation.
249
250Notice that this software emulator is incredibly slow and needs a lot of disk space.
251Using a real device works better.
252
253
254================================================================================
255 Troubleshooting
256================================================================================
257
258You can see if adb can see any devices with the following command:
259
260    adb devices
261
262You can see the output of log messages on the default device with:
263
264    adb logcat
265
266You can push files to the device with:
267
268    adb push local_file remote_path_and_file
269
270You can push files to the SD Card at /sdcard, for example:
271
272    adb push moose.dat /sdcard/moose.dat
273
274You can see the files on the SD card with a shell command:
275
276    adb shell ls /sdcard/
277
278You can start a command shell on the default device with:
279
280    adb shell
281
282You can remove the library files of your project (and not the SDL lib files) with:
283
284    ndk-build clean
285
286You can do a build with the following command:
287
288    ndk-build
289
290You can see the complete command line that ndk-build is using by passing V=1 on the command line:
291
292    ndk-build V=1
293
294If your application crashes in native code, you can use addr2line to convert the
295addresses in the stack trace to lines in your code.
296
297For example, if your crash looks like this:
298
299    I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
300    I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
301    I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
302    I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
303    I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
304    I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
305    I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
306    I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
307    I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
308
309You can see that there's a crash in the C library being called from the main code.
310I run addr2line with the debug version of my code:
311
312    arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
313
314and then paste in the number after "pc" in the call stack, from the line that I care about:
315000014bc
316
317I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
318
319You can add logging to your code to help show what's happening:
320
321    #include <android/log.h>
322
323    __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
324
325If you need to build without optimization turned on, you can create a file called
326"Application.mk" in the jni directory, with the following line in it:
327
328    APP_OPTIM := debug
329
330
331================================================================================
332 Memory debugging
333================================================================================
334
335The best (and slowest) way to debug memory issues on Android is valgrind.
336Valgrind has support for Android out of the box, just grab code using:
337
338    svn co svn://svn.valgrind.org/valgrind/trunk valgrind
339
340... and follow the instructions in the file README.android to build it.
341
342One thing I needed to do on Mac OS X was change the path to the toolchain,
343and add ranlib to the environment variables:
344export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
345
346Once valgrind is built, you can create a wrapper script to launch your
347application with it, changing org.libsdl.app to your package identifier:
348
349    --- start_valgrind_app -------------------
350    #!/system/bin/sh
351    export TMPDIR=/data/data/org.libsdl.app
352    exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
353    ------------------------------------------
354
355Then push it to the device:
356
357    adb push start_valgrind_app /data/local
358
359and make it executable:
360
361    adb shell chmod 755 /data/local/start_valgrind_app
362
363and tell Android to use the script to launch your application:
364
365    adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
366
367If the setprop command says "could not set property", it's likely that
368your package name is too long and you should make it shorter by changing
369AndroidManifest.xml and the path to your class file in android-project/src
370
371You can then launch your application normally and waaaaaaaiiittt for it.
372You can monitor the startup process with the logcat command above, and
373when it's done (or even while it's running) you can grab the valgrind
374output file:
375
376    adb pull /sdcard/valgrind.log
377
378When you're done instrumenting with valgrind, you can disable the wrapper:
379
380    adb shell setprop wrap.org.libsdl.app ""
381
382
383================================================================================
384 Graphics debugging
385================================================================================
386
387If you are developing on a compatible Tegra-based tablet, NVidia provides
388Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
389and GLES libraries, you must follow their instructions for installing the
390interposer library on a rooted device. The non-rooted instructions are not
391compatible with applications that use SDL2 for video.
392
393The Tegra Graphics Debugger is available from NVidia here:
394https://developer.nvidia.com/tegra-graphics-debugger
395
396
397================================================================================
398 Why is API level 14 the minimum required?
399================================================================================
400
401The latest NDK toolchain doesn't support targeting earlier than API level 14.
402As of this writing, according to https://developer.android.com/about/dashboards/index.html
403about 99% of the Android devices accessing Google Play support API level 14 or
404higher (October 2017).
405
406
407================================================================================
408 A note regarding the use of the "dirty rectangles" rendering technique
409================================================================================
410
411If your app uses a variation of the "dirty rectangles" rendering technique,
412where you only update a portion of the screen on each frame, you may notice a
413variety of visual glitches on Android, that are not present on other platforms.
414This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
415contexts, in particular the use of the eglSwapBuffers function. As stated in the
416documentation for the function "The contents of ancillary buffers are always
417undefined after calling eglSwapBuffers".
418Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
419is not possible for SDL as it requires EGL 1.4, available only on the API level
42017+, so the only workaround available on this platform is to redraw the entire
421screen each frame.
422
423Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
424
425
426================================================================================
427 Known issues
428================================================================================
429
430- The number of buttons reported for each joystick is hardcoded to be 36, which
431is the current maximum number of buttons Android can report.
432
433