tomato/docs/README-android.md
Green Sky 644725478f Squashed 'external/sdl/SDL/' changes from ec0042081..399bc709b
399bc709b build-scripts.pl: Added add-source-to-projects.pl
ac6827187 Visual-WinRT: dos2unix the project files to match other Visual Studio targets.
34719cba9 Fixed crash in hid_init() if the HIDDeviceManager isn't available
2e92e94eb Make sure we update device->sample_frames in SDL_AudioDeviceFormatChangedAlreadyLocked()
9964e5c5b wayland: Don't retrieve the drag offer strings with every pointer motion event
bac7eeaaa Added missing include
a541e2ac1 audio: Change a few SDL_memcpy calls to SDL_copyp.
54125c140 audio: Only update bound audiostreams' formats when necessary.
e0b0f9a36 testaudio: Fix mouseover testing.
2f3deec24 wayland: Don't process drag & drop events from surfaces not owned by SDL
42bdced05 events: Log file drop position events and print the pointer coordinates
c10d93d3a wayland: Replace magic constant with define
500852153 emscripten: Restore compatibility with existing emsdk releases.
953b55dd6 Use EM_ASM_PTR when the return value is a pointer
a4541a255 audio: SDL_GetAudioStreamQueued now returns bytes, not frames.
703aefbce Sync SDL3 wiki -> header
99421b64d linux: Add portal drag and drop
952c5059b Remove stray Â
eebd5d18a linux: Handle upower's UP_DEVICE_STATE_PENDING_CHARGE, PENDING_DISCHARGE
f8fdb20d8 audio: Destroy all existing SDL_AudioStreams on shutdown.
62d445997 audio: Removed declarations of functions that don't exist anymore.
b656720bc loopwave: Use SDL_GetAudioStreamQueued() for more accurate results.
34b931f7e audio: Added SDL_GetAudioStreamQueued
23206b9e3 audio: Added SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED
c7e6d7a1f audio: Changed debug logging output.
87ec6acf2 audio: Added a FIXME
ac88ffb7e audio: don't allocate buffer in SDL_SetAudioPostmixCallback for NULL callback.
2a950f6ae audio: Replace some SDL_memcpy calls with SDL_copyp.
0dc0434a3 audio: Fixed race condition in subsystem shutdown.
23f60203a audio: precalculate if we can use simple copies instead of the full mixer.
36b0f1141 audio: Optimize setting device formats during audio thread iteration.
4c3e84897 testspriteminimal: make standalone by embedding icon.bmp
2a01f9dcb tests: plug leaks when running with --trackmem
f42bbeca2 SDL_test: track stack frames of allocations on Windows
12c0be028 SDL_test: clear text cache on exit event
b4bfb1831 SDL_test: free state before logging allocations
248b1edd3 SDL_test: destroy windows in SDL_CommonQuit
98da2dd30 SDL_test: don't warn about expected allocations when running with --trackmem
6a381567b Support audio rate conversion up to 384KHz
b2b548a1f Don't hang if IAudioRenderClient_GetBuffer() fails indefinitely
a3a5e1728 Fixed build warning '=': conversion from 'Uint32' to 'Uint16', possible loss of data
6d3e21c27 Fixed android build warnings
fca2f5318 Fixed warning: this function declaration is not a prototype
a72dfa6a5 Fixed sensor timestamp units for third-party PS5 controllers
f6756047a Fixed error: array subscript 2 is above array bounds of ‘const Uint8[2]’
7059a55cc Fixed sensor timestamp calculation for third-party PS5 controllers
c0443e5d1 Fixed crash in SDL_IMMDevice_FindByDevID()
fde8499f6 Use around 20ms for the audio buffer size
e5739d7d1 video: Remove SDL_GetFocusWindow()
39c2f9737 Fix NULL dereference in SDL_OpenAudio
9a23d0e3f Added new audio files to the Xcode project
a62e62f97 Refactored SDL_audiocvt.c
31229fd47 include: Added a note about SDL's iOS app delegate functions.
65aaf3a9a x11: Always update clipboard owner
f622f21e6 Fixed build
5774c9638 Prefer hidraw over libusb when libusb whitelisting is not enabled
9301f7ace hidapi/libusb: only enumerate each interface once
859dc14ad Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings()
9e50048ab Revert "Removed SDL_GamepadBinding from the API"
9f17d1a9d Don't reference the same function in "see also"
86505ea63 fix SDL_AudioStreamCallback documentation
d885d5c31 Sync SDL3 wiki -> header
2f43f7bc5 audio: Allow querying of device buffer size.
cf9572113 audio: Added a hint to let apps force device buffer size.
47d8c77c6 audio: Choose better default sample frame counts.
8b26e95f9 audio: Change SDL_AudioStreamCallback
9da34e8fb docs: Updated README-emscripten.md.
fd1c54a00 detect fanatec steering wheels
cb4414608 docs: Whoops, this got added by the wiki bridge by accident!
cd633b9a8 Renamed SDL_IsAudioDevicePaused() to SDL_AudioDevicePaused()
c6cad07fa Sync SDL3 wiki -> header
a6e52f9e4 Sync SDL3 wiki -> header
2de2e9d03 Fix flickering of window when using desktop-fullscreen and borderless window on multiple monitors on Linux.  Closes #8186.
723835d16 Windows: fix for client rect resizing larger each time we came from exclusive fullscreen -> windowed on a monitor with HiDPI set.  The problem was we were using the monitor DPI rather than the window DPI so AdjustWindowRectExForDpi was giving us an incorrect size which would be too large for the client rect.  Closes #8237.
ce27363df wikiheaders: Sort undocumented functions.
e22282b09 Added README about transparent windows in Win32
1d1c6e630 Turn off COREAUDIO debug logging by default
52efefca0 wayland: Fix drag offer leak
3a992af44 audio: Added a postmix callback to logical devices.
7207bdce5 render: Enable clipping for zero-sized rectangles
22d81fb3e cmake: use MSVC_RUNTIME_LIBRARY to force MT
a2e17852d cmake: make sure SDL_GetPrefPath is run before testfilesystem
2fb266e0a ci: run tests in parallel
ad1313e75 testaudio: Patched to compile.
5747ddc01 testaudio: Clean up some messy memory management.
fafbea1ce audio: Move internal float32 mixing to a simplified function
116b0ec97 include: minor tweak to audio API documentation
fb1377035 include: Replaced old Bugzilla URL.
38c8fc05c audio: Remove ChooseMixStrategy.
b00cbd76a wikiheaders.pl: create Unsupported.md file with list of functions undocumented in either the headers or the wiki
37e1fc3b5 wayland: Ensure that the toplevel window is recreated when switching decoration modes
f2ca9a615 Added SDL_AUDIO_FRAMESIZE
53122593f Added SDL_AUDIO_BYTESIZE
544351c98 Sync SDL3 wiki -> header
2e7d2b94e Clarify that SDL_BlitSurface() ignores the width and height in dstrect
a2c1984d3 Detect Simagic wheel bases as wheels (#8198)
1d8dfbb22 avoid type redefinition errors after PR/8181
266b91d2f Detect Logitech G923 Playstation as wheel G923 have two different versions - Xbox version is already present in the wheel list, but not the PS version.
cde67ea49 Detect Logitech PRO Racing Wheel for Xbox (PC mode) as wheel Logitech PRO Racing Wheel have two different versions - for Playstation and Xbox. Vendor + Product ID for Playstation version already present in SDL sources, but not an Xbox version
3a932141e Restore audio format binary compatibility with SDL 2.0
e85206ffd wikiheaders.pl: add --rev= option to pass revision string
233789b0d Audio types have the same naming convention as other SDL endian types, e.g. [S|U][BITS][LE|BE]
36b5f3e35 Sync SDL3 wiki -> header
0e552761b Renamed AudioStreamSpeed to AudioStreamFrequencyRatio
47bcb078f Fixed some incorrect SDL_AUDIO_F32 uses
2833f2e7b Fixed OOB access in audio_convertAccuracy test
8387fae69 Sync SDL3 wiki -> header
832181345 docs: Add note about Wayland application icons
825d34475 Make sure that the same timestamp is used for all PS5 events from the same packet
9c1430324 Removed SDL_dataqueue
28b28bd8f Added audio_formatChange test
a59152688 Try and avoid overflow when handling very large audio streams
5394a805f Improved testaudiostreamdynamicresample
e55844274 Added SDL_(Get|Set)AudioStreamSpeed
43c3c5736 Track the formats of data in an SDL_AudioStream
337fed3df Tweaked ResampleFrame_SSE Use _mm_unpack(lo|hi)_ps instead of _mm_shuffle_ps
fd7cd91dc audio: Mix multiple streams in float32 to prevent clipping.
9097573e3 audio: Choose a mixing strategy on each iteration.
bbe2e012a Don't provide the SDL3 header path
c17a35f09 Fixed typo
4f72255eb Fixed README.md link
e0ab59754 Simplified SDL_main.h migration notes
d44bde61e Added SDL migration information to the top level README.md
6ff31e10c metal: Add hint to select low power device instead of the default one (#8182)
8a8aed477 Make sure that we process touch events that position the mouse
f84c87f20 Sync SDL3 wiki -> header
a7eea9997 macOS: Don't raise the parent top-level window when raising a child window, only raise the child window to the top of the parent
a5e721479 Add SDL_WINDOW_NOT_FOCUSABLE flag to set that the window should not be able to gain key focus
b385dc3b6 n3dsaudio: Patched to compile.
4e0c7c91f audio: PlayDevice() should return an error code.
a94d724f1 wayland: add SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_EGL
da5d93d3d wayland: don't define SDL_VIDEO_DRIVER_WAYLAND_DYNAMIC_* macro's
f002f7d12 ci: build emscripten with Debug buid type
3699b12ed audio: Fixed some "is_*" variables to be cleaner and/or more specific.
2471d8cc2 audio: Fixed logic error in SDL_OpenAudioDeviceStream.
1b03a2430 testsurround: fix order of arguments of callback
82db2b58f Renamed audio stream callback and moved the userdata parameter first
5bdad5210 Sync SDL3 wiki -> header
58c859f64 audio: Rename SDL_GetAudioStreamBinding to SDL_GetAudioStreamDevice.
efd2023a7 audio: Fixed documentation.
1e775e0ee audio: Replace SDL_CreateAndBindAudioStream with SDL_OpenAudioDeviceStream.
bd088c2f9 Revert "Clarify whether an audio function expects a physical or logical device ID"
82e481b52 Added --randmem test parameter
ea68bb802 Add some additional checks to audio_convertAudio
f8286df16 Fixed ResampleFrame_SSE doing unnecessary work
b1d63be53 Fixed audio_resampleLoss test
c191d6c30 Better Win32 transparent window support
923d612ca hidapi: sync macOS code with mainstream.
363f4fa9c avoid type redefinition errors after commit ee806597b9.
615824a80 Updated documentation now that SDL_GetAudioDevices() has been split into separate functions for output and capture devices
506a133d8 Clarify whether an audio function expects a physical or logical device ID
3b1d1e4e3 hidapi: sync the hidraw changes with mainstream
f617918e0 cmake: check linkage to libusb too, instead of libusb.h presence only.
041dbd6b5 Fixed GetResamplerAvailableOutputFrames Non-euclidean division is a pain
b49d0a607 x11: Avoid including full Vulkan headers.
4d2f9f3a3 yuv_rgb: Comment out unused code.
3c3486e2a wayland: Don't include full Vulkan headers when not necessary.
f066bbe98 x11: Don't include system headers twice.
d86d02bbb updated dynapi after SDL_GDKGetDefaultUser addition
4355f9cec Fixed warning C4389: '!=': signed/unsigned mismatch
5755de07a Fixed build warnings
0f80d47bb Fixed thread-safety warning
ee806597b Removed SDL_vulkan_internal.h from SDL_sysvideo.h
34860b932 Fixed testautomation --filter pixels_allocFreeFormat
6f8a6a31c gdk: GetBasePath should be a UTF8 version of Win32 GetBasePath
e30e5c77e Sync SDL3 wiki -> header
c0cd8c814 gdk: Add SDL_GDKGetDefaultUser, SDL_GetPrefPath implementation
106abce69 Refactored GetAudioStreamDataInternal buffer handling The final conversion step should now always go straight into the output buffer.
e44f54ec5 Avoid using hex-floats
5b696996c Added ResampleFrame_SSE
958b3cfae Tweaked and enabled audio_convertAudio test
7dbb9b65b audio_convertAccuracy: Shuffle the data in case of a bad SIMD implementation
f6a4080ff audio_resampleLoss: Add support for multiple channels
4f894e748 audio_resampleLoss: SDL_GetAudioStreamData now returns the correct length
ab83f75bb Make sure GetAudioStreamDataInternal is called with a valid length
6a73f74b6 Rebuild full ResamplerFilter (left wing + right wing) at runtime
0c15ce006 Add a missing int cast
b74ee86b1 Optimized ResampleAudio, with special cases for 1 and 2 channels This would also benefit from some SIMD, since it's just a bunch of multiply-adds
fba6e1e3d Removed ResamplerFilterDifference It takes 1 extra multiply to calculate the correct interpolation, but I think the improvement in cache locality (and binary size) outweighs that.
9f7a22fa4 Removed 64-bit handling from AudioConvertByteswap
1f5327a9f Removed future_buffer, left_padding, and right_padding from SDL_AudioStream
71ad52d6d Lowered SDL_GetAudioStreamData to 32 KB No particular reason for this number, but 1 MB was a bit silly
69aec8c91 Fixed the report format for the Razer Wolverine V2 Pro
7c2669c9d Accept key events from any source
1e9d31448 Updated to Android minSdkVersion 19 and targetSdkVersion 34
8924d0d92 Added missing function prototype for SDL_WriteS64BE()
845f3c745 Fixed mismatch between stdlib calloc() and SDL free()
fb7921173 emscriptenaudio: Fire the capture silence_callback at an interval.
5191b2054 emscriptenaudio: Don't bother undefining things about to be unreachable.
fd75a4ca0 emscriptenaudio: Deal with blocked audio devices better.
981b8a337 emscriptenaudio: Remove unnecessary functions.
c7588e426 Transparent window for Win32 + OpenGL (#8143)
f9581178d cmake: fixed a typo.
e6c878824 Fixed ResampleAudio interpolation factor calculation
498363863 Misc audio tweaks/cleanup
72d9d53de Invert the inner ResampleAudio loops to avoid doing unnecessary work
88123a510 The history buffer should always have the maximum possible padding frames
96e47f165 Clamp results of GetResampler(AvailableOutput|NeededInput)Frames
d2b9c8b80 Fixed maths in testaudiostreamdynamicresample (and just show the actual scale)
14e38b17d Removed assertions from inner ResampleAudio loop
9d413dfdc The history buffer doesn't need to be so large
2788e848f Allow resampling less than 1 frame of input
383084e0a Pre-calculate resampling rate, and use it instead of .freq in most places
40a6a445c Update resample_offset inside ResampleAudio
47fea7f06 Used fixed-point arithmetic in ResampleAudio
7bb4e806e Clear resample_offset in SDL_ClearAudioStream, not SetAudioStreamFormat Not entirely sure if ClearAudioStream is the right place, but SetAudioStreamFormat was the wrong place
b9541b9ea Improved ResampleAudio * filterindex2 was off-by-one * Generate ResamplerFilter using doubles * Transpose ResamplerFilter to improve access patterns
cdaa19869 Track offset within the current sample when resampling
d60ebb06d mouse: Ensure that the dummy default cursor is removed from the cursor list
e58c2731f mouse: Free the default cursor when destroyed
789ce17e1 audio: Don't resample in chunks for now.
cbab33482 audio: Don't call SDL_AudioStream callbacks for empty data sets.
3e1ae0c86 Clearified the libusb whitelist default logic
f4520821e Removed some unnecessary integer casts
0989b7e86 Avoid using designated initializers
c6c1e673c Optimized SDL_Convert_*_to_*_Scalar
f97b920b3 Optimized SDL_Convert_*_to_*_SSE2 Some of the SDL_Convert_F32_to_*_SSE2 do not explicitly clamp the input, but instead rely on saturating casts. Inputs very far outside the valid [-1.0, 1.0] range may produce an incorrect result, but I believe that is an acceptable trade-off.
300d1ec3e Added audio_convertAccuracy test
32cecc2ea Fixed assertion in audio_convertAudio
33f11e21e Removed assertions in AudioConvert(To|From)Float
c2f388fd8 cmake: add SDL_HIDAPI_LIBUSB_SHARED option + test on ci
371cc2d17 wayland: Remove unnecessary flag and state settings
fe85e6e75 cocoa: Send a maximized event instead of restored if a deminiaturized window is zoomed
ddddcb78c cocoa: Use the close method to hide a miniaturized window
be8c42cfd Clarify that a window being 'hidden' means that it is unmapped/ordered out
a44338cbc Fix typo in SDL_audiocvt.c
f464eb2c5 SDL_hidapi.c: change 'use_libusb_whitelist_default' into a macro.
6607a3cfa Disable cache in python http server
181d5d285 hidapi: Enable libusb support by default.
f0f15e365 hidapi: Use a whitelist for libusb when other backends are available
c3f7a7dc4 Convert audio using SDL_AUDIO_F32SYS format instead of SDL_AUDIO_F32
796713b9d xxd.py: always write \n line endings
723bcd0a8 SDL_TriggerBreakppoint for riscv arch (both 32/64) version.

git-subtree-dir: external/sdl/SDL
git-subtree-split: 399bc709b7485bab57880f8261f826f29dc0d7b2
2023-09-23 18:45:49 +02:00

23 KiB

Android

Matt Styles wrote a tutorial on building SDL for Android with Visual Studio: http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html

The rest of this README covers the Android gradle style build process.

Requirements

Android SDK (version 34 or later) https://developer.android.com/sdk/index.html

Android NDK r15c or later https://developer.android.com/tools/sdk/ndk/index.html

Minimum API level supported by SDL: 19 (Android 4.4)

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/app/src/main/java/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

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. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).

    (The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)

  2. Move or symlink the SDL directory into the "YOURPROJECT/app/jni" directory

(This is needed as the source of SDL has to be compiled by the Android compiler)

  1. Edit "YOURPROJECT/app/jni/src/Android.mk" to include your source files.

(They should be separated by spaces after the "LOCAL_SRC_FILES := " declaration)

4a. If you want to use Android Studio, simply open your 'YOURPROJECT' directory and start building.

4b. 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

If you already have a project that uses CMake, the instructions change somewhat:

  1. Do points 1 and 2 from the instruction above.
  2. Edit "YOURPROJECT/app/build.gradle" to comment out or remove sections containing ndk-build and uncomment the cmake sections. Add arguments to the CMake invocation as needed.
  3. Edit "YOURPROJECT/app/jni/CMakeLists.txt" to include your project (it defaults to adding the "src" subdirectory). Note that you'll have SDL3 and SDL3-static as targets in your project, so you should have "target_link_libraries(yourgame SDL3)" in your CMakeLists.txt file. Also be aware that you should use add_library() instead of add_executable() for the target containing your "main" function.

If you wish to use Android Studio, you can skip the last step.

  1. Run './gradlew installDebug' or './gradlew installRelease' in the project directory. It will build and install your .apk on any connected Android device

Here's an explanation of the files in the Android project, so you can customize them:

android-project/app
    build.gradle            - build info including the application version and SDK
    src/main/AndroidManifest.xml	- package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
    jni/			- directory holding native code
    jni/Application.mk	- Application JNI settings, including target platform and STL library
    jni/Android.mk		- Android makefile that can call recursively the Android.mk files in all subdirectories
    jni/CMakeLists.txt	- Top-level CMake project that adds SDL as a subproject
    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
    jni/src/CMakeLists.txt	- CMake file that you may customize to include your source code and any library references
    src/main/assets/	- directory holding asset files for your application
    src/main/res/		- directory holding resources for your application
    src/main/res/mipmap-*	- directories holding icons for different phone hardware
    src/main/res/values/strings.xml	- strings used in your application, including the application name
    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.

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 several directories for different screen sizes.

Loading assets

Any files you put in the "app/src/main/assets" directory of your 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_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (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 (SDL_EVENT_RENDER_DEVICE_RESET) and restore your textures manually or quit the app.

You should not use the SDL renderer API while the app going in background:

  • SDL_EVENT_WILL_ENTER_BACKGROUND: after you read this message, GL context gets backed-up and you should not use the SDL renderer API.

    When this event is received, you have to set the render target to NULL, if you're using it. (eg call SDL_SetRenderTarget(renderer, NULL))

  • SDL_EVENT_DID_ENTER_FOREGROUND: GL context is restored, and the SDL renderer API is available (unless you receive SDL_EVENT_RENDER_DEVICE_RESET).

Activity lifecycle

You can control activity re-creation (eg. onCreate()) behaviour. This allows to keep or re-initialize java and native static datas, see SDL_hints.h:

  • SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY

Mouse / Touch events

In some case, SDL generates synthetic mouse (resp. touch) events for touch (resp. mouse) devices. To enable/disable this behavior, see SDL_hints.h:

  • SDL_HINT_TOUCH_MOUSE_EVENTS
  • SDL_HINT_MOUSE_TOUCH_EVENTS

Misc

For some device, it appears to works better setting explicitly GL attributes before creating a window: SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);

Threads and the Java VM

For a quick tour on how Linux native threads interoperate with the Java VM, take a look here: https://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.

If you ever want to use JNI in a native thread (created by "SDL_CreateThread()"), it won't be able to find your java class and method because of the java class loader which is different for native threads, than for java threads (eg your "main()").

the work-around is to find class/method, in you "main()" thread, and to use them in your native thread.

see: https://developer.android.com/training/articles/perf-jni#faq:-why-didnt-findclass-find-my-class

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 := c++_shared

For more information go here: https://developer.android.com/ndk/guides/cpp-support

Using the emulator

There are some good tips and tricks for getting the most out of the emulator here: https://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 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 ndk-stack to get a symbolic stack trace: https://developer.android.com/ndk/guides/ndk-stack

If you want to go through the process manually, 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 macOS 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 ""

Graphics debugging

If you are developing on a compatible Tegra-based tablet, NVidia provides Tegra Graphics Debugger at their website. Because SDL3 dynamically loads EGL and GLES libraries, you must follow their instructions for installing the interposer library on a rooted device. The non-rooted instructions are not compatible with applications that use SDL3 for video.

The Tegra Graphics Debugger is available from NVidia here: https://developer.nvidia.com/tegra-graphics-debugger

Why is API level 19 the minimum required?

The latest NDK toolchain doesn't support targeting earlier than API level 19. As of this writing, according to https://www.composables.com/tools/distribution-chart about 99.7% of the Android devices accessing Google Play support API level 19 or higher (August 2023).

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

Ending your application

Two legitimate ways:

  • return from your main() function. Java side will automatically terminate the Activity by calling Activity.finish().

  • Android OS can decide to terminate your application by calling onDestroy() (see Activity life cycle). Your application will receive an SDL_EVENT_QUIT you can handle to save things and quit.

Don't call exit() as it stops the activity badly.

NB: "Back button" can be handled as a SDL_EVENT_KEY_DOWN/UP events, with Keycode SDLK_AC_BACK, for any purpose.

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.

Building the SDL tests

SDL's CMake build system can create APK's for the tests. It can build all tests with a single command without a dependency on gradle or Android Studio. The APK's are signed with a debug certificate. The only caveat is that the APK's support a single architecture.

Requirements

  • SDL source tree
  • CMake
  • ninja or make
  • Android Platform SDK
  • Android NDK
  • Android Build tools
  • Java JDK (version should be compatible with Android)
  • keytool (usually provided with the Java JDK), used for generating a debug certificate
  • zip

CMake configuration

When configuring the CMake project, you need to use the Android NDK CMake toolchain, and pass the Android home path through SDL_ANDROID_HOME.

cmake .. -DCMAKE_TOOLCHAIN_FILE=<path/to/android.toolchain.cmake> -DANDROID_ABI=<android-abi> -DSDL_ANDROID_HOME=<path-to-android-sdk-home> -DANDROID_PLATFORM=23 -DSDL_TESTS=ON

Remarks:

  • android.toolchain.cmake can usually be found at $ANDROID_HOME/ndk/x.y.z/build/cmake/android.toolchain.cmake
  • ANDROID_ABI should be one of arm64-v8a, armeabi-v7a, x86 or x86_64.
  • When CMake is unable to find required paths, use cmake-gui to override required SDL_ANDROID_ CMake cache variables.

Building the APK's

For the testsprite executable, the testsprite-apk target will build the associated APK:

cmake --build . --target testsprite-apk

APK's of all tests can be built with the sdl-test-apks target:

cmake --build . --target sdl-test-apks

Installation/removal of the tests

testsprite.apk APK can be installed on your Android machine using the install-testsprite target:

cmake --build . --target install-testsprite

APK's of all tests can be installed with the install-sdl-test-apks target:

cmake --build . --target install-sdl-test-apks

All SDL tests can be uninstalled with the uninstall-sdl-test-apks target:

cmake --build . --target uninstall-sdl-test-apks

Starting the tests

After installation, the tests can be started using the Android Launcher GUI. Alternatively, they can also be started using CMake targets.

This command will start the testsprite executable:

cmake --build . --target start-testsprite

There is also a convenience target which will build, install and start a test:

cmake --build . --target build-install-start-testsprite

Not all tests provide a GUI. For those, you can use adb logcat to read the output of stdout.