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diff --git a/3rdparty/sdl2/docs/README-android.md b/3rdparty/sdl2/docs/README-android.md deleted file mode 100644 index 0911eeae4db..00000000000 --- a/3rdparty/sdl2/docs/README-android.md +++ /dev/null @@ -1,464 +0,0 @@ -Android -================================================================================ - -Requirements: - -Android SDK (version 12 or later) -http://developer.android.com/sdk/index.html - -Android NDK r7 or later -http://developer.android.com/tools/sdk/ndk/index.html - -Minimum API level supported by SDL: 10 (Android 2.3.3) -Joystick support is available for API level >=12 devices. - -================================================================================ - 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/core/android/SDL_android.c - -Your project must include some glue code that starts your main() routine: -src/main/android/SDL_android_main.c - - -================================================================================ - Building an app -================================================================================ - -For simple projects you can use the script located at build-scripts/androidbuild.sh - -There's two ways of using it: - - androidbuild.sh com.yourcompany.yourapp < sources.list - androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c - -sources.list should be a text file with a source file name in each line -Filenames should be specified relative to the current directory, for example if -you are in the build-scripts directory and want to create the testgles.c test, you'll -run: - - ./androidbuild.sh org.libsdl.testgles ../test/testgles.c - -One limitation of this script is that all sources provided will be aggregated into -a single directory, thus all your source files should have a unique name. - -Once the project is complete the script will tell you where the debug APK is located. -If you want to create a signed release APK, you can use the project created by this -utility to generate it. - -Finally, a word of caution: re running androidbuild.sh wipes any changes you may have -done in the build directory for the app! - - -For more complex projects, follow these 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 or symlink this SDL directory into the <project>/jni directory -3. Edit <project>/jni/src/Android.mk to include your source files -4. 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. - -5. Create <project>/local.properties and use that to point to the Android SDK directory, by writing a line with the following form: - - sdk.dir=PATH_TO_ANDROID_SDK - -6. Run 'ant debug' in android/project. This compiles the .java and eventually - creates a .apk with the native code embedded -7. 'ant debug 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. Among others, it contains the class name - of the main Activity and the package name of the application. - build.properties - empty - build.xml - build description file, used by ant. The actual application name - is specified here. - default.properties - holds the target ABI for the application, android-10 and up - project.properties - holds the target ABI for the application, android-10 and up - 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 can call recursively the Android.mk files - in all subdirectories - jni/SDL/ - (symlink to) 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. Could be - one dir called "drawable". - res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout. - We don't need it because we use 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. - - -================================================================================ - Build an app with static linking of libSDL -================================================================================ - -This build uses the Android NDK module system. - -Instructions: -1. Copy the android-project directory wherever you want to keep your projects - and rename it to the name of your project. -2. Rename <project>/jni/src/Android_static.mk to <project>/jni/src/Android.mk - (overwrite the existing one) -3. Edit <project>/jni/src/Android.mk to include your source files -4. create and export an environment variable named NDK_MODULE_PATH that points - to the parent directory of this SDL directory. e.g.: - - export NDK_MODULE_PATH="$PWD"/.. - -5. Edit <project>/src/org/libsdl/app/SDLActivity.java and remove the call to - System.loadLibrary("SDL2"). -6. Run 'ndk-build' (a script provided by the NDK). This compiles the C source - - -================================================================================ - Customizing your application name -================================================================================ - -To customize your application name, edit AndroidManifest.xml and replace -"org.libsdl.app" with an identifier for your product package. - -Then create a Java class extending SDLActivity and place it in a directory -under src matching your package, e.g. - - src/com/gamemaker/game/MyGame.java - -Here's an example of a minimal class file: - - --- MyGame.java -------------------------- - package com.gamemaker.game; - - import org.libsdl.app.SDLActivity; - - /** - * A sample wrapper class that just calls SDLActivity - */ - - public class MyGame extends SDLActivity { } - - ------------------------------------------ - -Then replace "SDLActivity" in AndroidManifest.xml with the name of your -class, .e.g. "MyGame" - -================================================================================ - Customizing your application icon -================================================================================ - -Conceptually changing your icon is just replacing the "ic_launcher.png" files in -the drawable directories under the res directory. There are four directories for -different screen sizes. These can be replaced with one dir called "drawable", -containing an icon file "ic_launcher.png" with dimensions 48x48 or 72x72. - -You may need to change the name of your icon in AndroidManifest.xml to match -this icon filename. - -================================================================================ - Loading assets -================================================================================ - -Any files you put in the "assets" directory of your android-project directory -will get bundled into the application package and you can load them using the -standard functions in SDL_rwops.h. - -There are also a few Android specific functions that allow you to get other -useful paths for saving and loading data: -* SDL_AndroidGetInternalStoragePath() -* SDL_AndroidGetExternalStorageState() -* SDL_AndroidGetExternalStoragePath() - -See SDL_system.h for more details on these functions. - -The asset packaging system will, by default, compress certain file extensions. -SDL includes two asset file access mechanisms, the preferred one is the so -called "File Descriptor" method, which is faster and doesn't involve the Dalvik -GC, but given this method does not work on compressed assets, there is also the -"Input Stream" method, which is automatically used as a fall back by SDL. You -may want to keep this fact in mind when building your APK, specially when large -files are involved. -For more information on which extensions get compressed by default and how to -disable this behaviour, see for example: - -http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/ - -================================================================================ - Pause / Resume behaviour -================================================================================ - -If SDL is compiled with SDL_ANDROID_BLOCK_ON_PAUSE defined (the default), -the event loop will block itself when the app is paused (ie, when the user -returns to the main Android dashboard). Blocking is better in terms of battery -use, and it allows your app to spring back to life instantaneously after resume -(versus polling for a resume message). - -Upon resume, SDL will attempt to restore the GL context automatically. -In modern devices (Android 3.0 and up) this will most likely succeed and your -app can continue to operate as it was. - -However, there's a chance (on older hardware, or on systems under heavy load), -where the GL context can not be restored. In that case you have to listen for -a specific message, (which is not yet implemented!) and restore your textures -manually or quit the app (which is actually the kind of behaviour you'll see -under iOS, if the OS can not restore your GL context it will just kill your app) - -================================================================================ - Threads and the Java VM -================================================================================ - -For a quick tour on how Linux native threads interoperate with the Java VM, take -a look here: http://developer.android.com/guide/practices/jni.html - -If you want to use threads in your SDL app, it's strongly recommended that you -do so by creating them using SDL functions. This way, the required attach/detach -handling is managed by SDL automagically. If you have threads created by other -means and they make calls to SDL functions, make sure that you call -Android_JNI_SetupThread() before doing anything else otherwise SDL will attach -your thread automatically anyway (when you make an SDL call), but it'll never -detach it. - -================================================================================ - Using STL -================================================================================ - -You can use STL in your project by creating an Application.mk file in the jni -folder and adding the following line: - - APP_STL := stlport_static - -For more information check out CPLUSPLUS-SUPPORT.html in the NDK documentation. - -================================================================================ - 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/tools/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 3.1 (API 12) - * Click Finish - - -================================================================================ - Using the emulator -================================================================================ - -There are some good tips and tricks for getting the most out of the -emulator here: http://developer.android.com/tools/devices/emulator.html - -Especially useful is the info on setting up OpenGL ES 2.0 emulation. - -Notice that this software emulator is incredibly slow and needs a lot of disk space. -Using a real device works better. - -================================================================================ - 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 remove the library files of your project (and not the SDL lib files) with: - - ndk-build clean - -You can do a build with the following command: - - 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 - - -================================================================================ - Memory debugging -================================================================================ - -The best (and slowest) way to debug memory issues on Android is valgrind. -Valgrind has support for Android out of the box, just grab code using: - - svn co svn://svn.valgrind.org/valgrind/trunk valgrind - -... and follow the instructions in the file README.android to build it. - -One thing I needed to do on Mac OS X was change the path to the toolchain, -and add ranlib to the environment variables: -export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib - -Once valgrind is built, you can create a wrapper script to launch your -application with it, changing org.libsdl.app to your package identifier: - - --- start_valgrind_app ------------------- - #!/system/bin/sh - export TMPDIR=/data/data/org.libsdl.app - exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $* - ------------------------------------------ - -Then push it to the device: - - adb push start_valgrind_app /data/local - -and make it executable: - - adb shell chmod 755 /data/local/start_valgrind_app - -and tell Android to use the script to launch your application: - - adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app" - -If the setprop command says "could not set property", it's likely that -your package name is too long and you should make it shorter by changing -AndroidManifest.xml and the path to your class file in android-project/src - -You can then launch your application normally and waaaaaaaiiittt for it. -You can monitor the startup process with the logcat command above, and -when it's done (or even while it's running) you can grab the valgrind -output file: - - adb pull /sdcard/valgrind.log - -When you're done instrumenting with valgrind, you can disable the wrapper: - - adb shell setprop wrap.org.libsdl.app "" - -================================================================================ - Why is API level 10 the minimum required? -================================================================================ - -API level 10 is the minimum required level at runtime (that is, on the device) -because SDL requires some functionality for running not -available on older devices. Since the incorporation of joystick support into SDL, -the minimum SDK required to *build* SDL is version 12. Devices running API levels -10-11 are still supported, only with the joystick functionality disabled. - -Support for native OpenGL ES and ES2 applications was introduced in the NDK for -API level 4 and 8. EGL was made a stable API in the NDK for API level 9, which -has since then been obsoleted, with the recommendation to developers to bump the -required API level to 10. -As of this writing, according to http://developer.android.com/about/dashboards/index.html -about 90% of the Android devices accessing Google Play support API level 10 or -higher (March 2013). - -================================================================================ - A note regarding the use of the "dirty rectangles" rendering technique -================================================================================ - -If your app uses a variation of the "dirty rectangles" rendering technique, -where you only update a portion of the screen on each frame, you may notice a -variety of visual glitches on Android, that are not present on other platforms. -This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2 -contexts, in particular the use of the eglSwapBuffers function. As stated in the -documentation for the function "The contents of ancillary buffers are always -undefined after calling eglSwapBuffers". -Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED -is not possible for SDL as it requires EGL 1.4, available only on the API level -17+, so the only workaround available on this platform is to redraw the entire -screen each frame. - -Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html - -================================================================================ - Known issues -================================================================================ - -- The number of buttons reported for each joystick is hardcoded to be 36, which -is the current maximum number of buttons Android can report. - |