cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
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README-android.md (19872B)


      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