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 26 or later)
18https://developer.android.com/sdk/index.html
19
20Android NDK r15c or later
21https://developer.android.com/tools/sdk/ndk/index.html
22
23Minimum API level supported by SDL: 16 (Android 4.1)
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
80
814a. If you want to use Android Studio, simply open your <project> directory and start building.
82
834b. If you want to build manually, 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
84
85
86If you already have a project that uses CMake, the instructions change somewhat:
87
881. Do points 1 and 2 from the instruction above.
892. Edit "<project>/app/build.gradle" to comment out or remove sections containing ndk-build
90   and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
913. Edit "<project>/app/jni/CMakeLists.txt" to include your project (it defaults to
92   adding the "src" subdirectory). Note that you'll have SDL2, SDL2main and SDL2-static
93   as targets in your project, so you should have "target_link_libraries(yourgame SDL2 SDL2main)"
94   in your CMakeLists.txt file. Also be aware that you should use add_library() instead of
95   add_executable() for the target containing your "main" function.
96
97If you wish to use Android Studio, you can skip the last step.
98
994. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any
100   connected Android device
101
102Here's an explanation of the files in the Android project, so you can customize them:
103
104    android-project/app
105        build.gradle            - build info including the application version and SDK
106        src/main/AndroidManifest.xml	- package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
107        jni/			- directory holding native code
108        jni/Application.mk	- Application JNI settings, including target platform and STL library
109        jni/Android.mk		- Android makefile that can call recursively the Android.mk files in all subdirectories
110        jni/CMakeLists.txt	- Top-level CMake project that adds SDL as a subproject
111        jni/SDL/		- (symlink to) directory holding the SDL library files
112        jni/SDL/Android.mk	- Android makefile for creating the SDL shared library
113        jni/src/		- directory holding your C/C++ source
114        jni/src/Android.mk	- Android makefile that you should customize to include your source code and any library references
115        jni/src/CMakeLists.txt	- CMake file that you may customize to include your source code and any library references
116        src/main/assets/	- directory holding asset files for your application
117        src/main/res/		- directory holding resources for your application
118        src/main/res/mipmap-*	- directories holding icons for different phone hardware
119        src/main/res/values/strings.xml	- strings used in your application, including the application name
120        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.
121
122
123================================================================================
124 Customizing your application name
125================================================================================
126
127To customize your application name, edit AndroidManifest.xml and replace
128"org.libsdl.app" with an identifier for your product package.
129
130Then create a Java class extending SDLActivity and place it in a directory
131under src matching your package, e.g.
132
133    src/com/gamemaker/game/MyGame.java
134
135Here's an example of a minimal class file:
136
137    --- MyGame.java --------------------------
138    package com.gamemaker.game;
139
140    import org.libsdl.app.SDLActivity;
141
142    /**
143     * A sample wrapper class that just calls SDLActivity
144     */
145
146    public class MyGame extends SDLActivity { }
147
148    ------------------------------------------
149
150Then replace "SDLActivity" in AndroidManifest.xml with the name of your
151class, .e.g. "MyGame"
152
153
154================================================================================
155 Customizing your application icon
156================================================================================
157
158Conceptually changing your icon is just replacing the "ic_launcher.png" files in
159the drawable directories under the res directory. There are several directories
160for different screen sizes.
161
162
163================================================================================
164 Loading assets
165================================================================================
166
167Any files you put in the "app/src/main/assets" directory of your project
168directory will get bundled into the application package and you can load
169them using the standard functions in SDL_rwops.h.
170
171There are also a few Android specific functions that allow you to get other
172useful paths for saving and loading data:
173* SDL_AndroidGetInternalStoragePath()
174* SDL_AndroidGetExternalStorageState()
175* SDL_AndroidGetExternalStoragePath()
176
177See SDL_system.h for more details on these functions.
178
179The asset packaging system will, by default, compress certain file extensions.
180SDL includes two asset file access mechanisms, the preferred one is the so
181called "File Descriptor" method, which is faster and doesn't involve the Dalvik
182GC, but given this method does not work on compressed assets, there is also the
183"Input Stream" method, which is automatically used as a fall back by SDL. You
184may want to keep this fact in mind when building your APK, specially when large
185files are involved.
186For more information on which extensions get compressed by default and how to
187disable this behaviour, see for example:
188
189http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
190
191
192================================================================================
193 Pause / Resume behaviour
194================================================================================
195
196If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
197the event loop will block itself when the app is paused (ie, when the user
198returns to the main Android dashboard). Blocking is better in terms of battery
199use, and it allows your app to spring back to life instantaneously after resume
200(versus polling for a resume message).
201
202Upon resume, SDL will attempt to restore the GL context automatically.
203In modern devices (Android 3.0 and up) this will most likely succeed and your
204app can continue to operate as it was.
205
206However, there's a chance (on older hardware, or on systems under heavy load),
207where the GL context can not be restored. In that case you have to listen for
208a specific message, (which is not yet implemented!) and restore your textures
209manually or quit the app (which is actually the kind of behaviour you'll see
210under iOS, if the OS can not restore your GL context it will just kill your app)
211
212
213================================================================================
214 Threads and the Java VM
215================================================================================
216
217For a quick tour on how Linux native threads interoperate with the Java VM, take
218a look here: https://developer.android.com/guide/practices/jni.html
219
220If you want to use threads in your SDL app, it's strongly recommended that you
221do so by creating them using SDL functions. This way, the required attach/detach
222handling is managed by SDL automagically. If you have threads created by other
223means and they make calls to SDL functions, make sure that you call
224Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
225your thread automatically anyway (when you make an SDL call), but it'll never
226detach it.
227
228
229================================================================================
230 Using STL
231================================================================================
232
233You can use STL in your project by creating an Application.mk file in the jni
234folder and adding the following line:
235
236    APP_STL := c++_shared
237
238For more information go here:
239	https://developer.android.com/ndk/guides/cpp-support
240
241
242================================================================================
243 Using the emulator
244================================================================================
245
246There are some good tips and tricks for getting the most out of the
247emulator here: https://developer.android.com/tools/devices/emulator.html
248
249Especially useful is the info on setting up OpenGL ES 2.0 emulation.
250
251Notice that this software emulator is incredibly slow and needs a lot of disk space.
252Using a real device works better.
253
254
255================================================================================
256 Troubleshooting
257================================================================================
258
259You can see if adb can see any devices with the following command:
260
261    adb devices
262
263You can see the output of log messages on the default device with:
264
265    adb logcat
266
267You can push files to the device with:
268
269    adb push local_file remote_path_and_file
270
271You can push files to the SD Card at /sdcard, for example:
272
273    adb push moose.dat /sdcard/moose.dat
274
275You can see the files on the SD card with a shell command:
276
277    adb shell ls /sdcard/
278
279You can start a command shell on the default device with:
280
281    adb shell
282
283You can remove the library files of your project (and not the SDL lib files) with:
284
285    ndk-build clean
286
287You can do a build with the following command:
288
289    ndk-build
290
291You can see the complete command line that ndk-build is using by passing V=1 on the command line:
292
293    ndk-build V=1
294
295If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
296	https://developer.android.com/ndk/guides/ndk-stack
297
298If you want to go through the process manually, you can use addr2line to convert the
299addresses in the stack trace to lines in your code.
300
301For example, if your crash looks like this:
302
303    I/DEBUG   (   31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
304    I/DEBUG   (   31):  r0 00000000  r1 00001000  r2 00000003  r3 400085d4
305    I/DEBUG   (   31):  r4 400085d0  r5 40008000  r6 afd41504  r7 436c6a7c
306    I/DEBUG   (   31):  r8 436c6b30  r9 435c6fb0  10 435c6f9c  fp 4168d82c
307    I/DEBUG   (   31):  ip 8346aff0  sp 436c6a60  lr afd1c8ff  pc afd1c902  cpsr 60000030
308    I/DEBUG   (   31):          #00  pc 0001c902  /system/lib/libc.so
309    I/DEBUG   (   31):          #01  pc 0001ccf6  /system/lib/libc.so
310    I/DEBUG   (   31):          #02  pc 000014bc  /data/data/org.libsdl.app/lib/libmain.so
311    I/DEBUG   (   31):          #03  pc 00001506  /data/data/org.libsdl.app/lib/libmain.so
312
313You can see that there's a crash in the C library being called from the main code.
314I run addr2line with the debug version of my code:
315
316    arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
317
318and then paste in the number after "pc" in the call stack, from the line that I care about:
319000014bc
320
321I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
322
323You can add logging to your code to help show what's happening:
324
325    #include <android/log.h>
326
327    __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
328
329If you need to build without optimization turned on, you can create a file called
330"Application.mk" in the jni directory, with the following line in it:
331
332    APP_OPTIM := debug
333
334
335================================================================================
336 Memory debugging
337================================================================================
338
339The best (and slowest) way to debug memory issues on Android is valgrind.
340Valgrind has support for Android out of the box, just grab code using:
341
342    svn co svn://svn.valgrind.org/valgrind/trunk valgrind
343
344... and follow the instructions in the file README.android to build it.
345
346One thing I needed to do on Mac OS X was change the path to the toolchain,
347and add ranlib to the environment variables:
348export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
349
350Once valgrind is built, you can create a wrapper script to launch your
351application with it, changing org.libsdl.app to your package identifier:
352
353    --- start_valgrind_app -------------------
354    #!/system/bin/sh
355    export TMPDIR=/data/data/org.libsdl.app
356    exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
357    ------------------------------------------
358
359Then push it to the device:
360
361    adb push start_valgrind_app /data/local
362
363and make it executable:
364
365    adb shell chmod 755 /data/local/start_valgrind_app
366
367and tell Android to use the script to launch your application:
368
369    adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
370
371If the setprop command says "could not set property", it's likely that
372your package name is too long and you should make it shorter by changing
373AndroidManifest.xml and the path to your class file in android-project/src
374
375You can then launch your application normally and waaaaaaaiiittt for it.
376You can monitor the startup process with the logcat command above, and
377when it's done (or even while it's running) you can grab the valgrind
378output file:
379
380    adb pull /sdcard/valgrind.log
381
382When you're done instrumenting with valgrind, you can disable the wrapper:
383
384    adb shell setprop wrap.org.libsdl.app ""
385
386
387================================================================================
388 Graphics debugging
389================================================================================
390
391If you are developing on a compatible Tegra-based tablet, NVidia provides
392Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
393and GLES libraries, you must follow their instructions for installing the
394interposer library on a rooted device. The non-rooted instructions are not
395compatible with applications that use SDL2 for video.
396
397The Tegra Graphics Debugger is available from NVidia here:
398https://developer.nvidia.com/tegra-graphics-debugger
399
400
401================================================================================
402 Why is API level 16 the minimum required?
403================================================================================
404
405The latest NDK toolchain doesn't support targeting earlier than API level 16.
406As of this writing, according to https://developer.android.com/about/dashboards/index.html
407about 99% of the Android devices accessing Google Play support API level 16 or
408higher (January 2018).
409
410
411================================================================================
412 A note regarding the use of the "dirty rectangles" rendering technique
413================================================================================
414
415If your app uses a variation of the "dirty rectangles" rendering technique,
416where you only update a portion of the screen on each frame, you may notice a
417variety of visual glitches on Android, that are not present on other platforms.
418This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
419contexts, in particular the use of the eglSwapBuffers function. As stated in the
420documentation for the function "The contents of ancillary buffers are always
421undefined after calling eglSwapBuffers".
422Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
423is not possible for SDL as it requires EGL 1.4, available only on the API level
42417+, so the only workaround available on this platform is to redraw the entire
425screen each frame.
426
427Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
428
429
430================================================================================
431 Ending your application
432================================================================================
433
434Two legitimate ways:
435
436- return from your main() function. Java side will automatically terminate the
437Activity by calling Activity.finish().
438
439- Android OS can decide to terminate your application by calling onDestroy()
440(see Activity life cycle). Your application will receive a SDL_QUIT event you
441can handle to save things and quit.
442
443Don't call exit() as it stops the activity badly.
444
445NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
446SDLK_AC_BACK, for any purpose.
447
448================================================================================
449 Known issues
450================================================================================
451
452- The number of buttons reported for each joystick is hardcoded to be 36, which
453is the current maximum number of buttons Android can report.
454
455