#pragma section-numbers 2 = Building SDL2 for Android = <> == Existing documentation == A lot of information can be found in [[https://hg.libsdl.org/SDL/file/default/docs/README-android.md|SDL/docs/README-android.md]]. This page is more walkthrough-oriented. == Pre-requisites == * Install minimal Java environment. For instance, in Debian/Ubuntu: {{{ sudo apt install openjdk-8-jdk ant android-sdk-platform-tools-common }}} * Install NDK (tested with [[https://dl.google.com/android/repository/android-ndk-r10e-linux-x86_64.zip|r10e]]) * Install the latest SDK, run `tools/bin/sdkmanager` (or `tools/android` pre-2017) and install one API (>=12; >= 19 for SDL >= 2.0.8; >=26 if for SDL >= 2.0.9) * Configure your environment variables, e.g.: {{{ PATH="/usr/src/android-ndk-rXXx:$PATH" # for 'ndk-build' PATH="/usr/src/android-sdk-linux/tools:$PATH" # for 'android' PATH="/usr/src/android-sdk-linux/platform-tools:$PATH" # for 'adb' export ANDROID_HOME="/usr/src/android-sdk-linux" # for gradle export ANDROID_NDK_HOME="/usr/src/android-ndk-rXXx" # for gradle }}} == Simple builds == === SDL wrapper for simple programs === * Compile a sample app (calls ndk-build): {{{ cd /usr/src/SDL2/build-scripts/ ./androidbuild.sh org.libsdl.testgles ../test/testgles.c }}} * Follow the instructions to install on your device: {{{ cd /usr/src/SDL2/build/org.libsdl.testgles/ ant debug install # SDL <= 2.0.7 ./gradlew installDebug # SDL >= 2.0.8 }}} Notes: * multiple targets armeabi-v7a/arm64-v8a/x86/x86_64 compilation * application doesn't quit ==== Troubleshooting ==== * use OpenJDK 8: execute {{{sudo update-alternatives --config java}}} and select jdk-8 as default; or use {{{JAVA_HOME=/usr/lib/jvm/java-8-openjdk-amd64 ./gradlew}}} * fixed in 2.0.9: in {{{/android-project/build.gradle}}} change (in BOTH places in the file code appears) from {{{ repositories { jcenter() } }}} to {{{ repositories { jcenter() google() } }}} * {{{javax/xml/bind/annotation/XmlSchema}}}, {{{Could not initialize class com.android.sdklib.repository.AndroidSdkHandler}}}: check the Android Gradle Plugin version in {{{/android-project/build.gradle}}}, e.g. {{{ classpath 'com.android.tools.build:gradle:3.1.0' }}} * You can customize the Gradle version in {{{/android-project/gradle/wrapper/gradle-wrapper.properties}}}: {{{ distributionUrl=https\://services.gradle.org/distributions/gradle-4.9-all.zip }}} * You can customize your SDK/NDK versions in {{{android-project/app/build.gradle}}}: {{{ android { buildToolsVersion "28.0.1" compileSdkVersion 28 }}} * You can customize your targets depending on the NDK version: {{{ externalNativeBuild { ndkBuild { arguments "APP_PLATFORM=android-14" abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64' }}} * {{{ABIs [x86_64, arm64-v8a] are not supported for platform. Supported ABIs are [armeabi, armeabi-v7a, x86, mips]}}}: upgrade to NDK >= 10 * Using ant (SDL <= 2.0.7): edit {{{build-scripts/androidbuild.sh}}}, find the {{{$ANDROID update project}}} line, and add {{{--target android-XX}}} to it (replace XX with your installed API number) * TODO: check how we can use the distro's gradle instead of executing stuff from the Internet - {{{apt install gradle libgradle-android-plugin-java}}} === SDL wrapper + SDL_image NDK module === Let's modify `SDL2_image/showimage.c` to show a simple embedded image (e.g. XPM). {{{#!highlight cpp #include "SDL.h" #include "SDL_image.h" /* XPM */ static char * icon_xpm[] = { "32 23 3 1", " c #FFFFFF", ". c #000000", "+ c #FFFF00", " ", " ........ ", " ..++++++++.. ", " .++++++++++++. ", " .++++++++++++++. ", " .++++++++++++++++. ", " .++++++++++++++++++. ", " .+++....++++....+++. ", " .++++.. .++++.. .++++. ", " .++++....++++....++++. ", " .++++++++++++++++++++. ", " .++++++++++++++++++++. ", " .+++++++++..+++++++++. ", " .+++++++++..+++++++++. ", " .++++++++++++++++++++. ", " .++++++++++++++++++. ", " .++...++++++++...++. ", " .++............++. ", " .++..........++. ", " .+++......+++. ", " ..++++++++.. ", " ........ ", " "}; int main(int argc, char *argv[]) { SDL_Window *window; SDL_Renderer *renderer; SDL_Surface *surface; SDL_Texture *texture; int done; SDL_Event event; if (SDL_CreateWindowAndRenderer(0, 0, 0, &window, &renderer) < 0) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateWindowAndRenderer() failed: %s", SDL_GetError()); return(2); } surface = IMG_ReadXPMFromArray(icon_xpm); texture = SDL_CreateTextureFromSurface(renderer, surface); if (!texture) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load texture: %s", SDL_GetError()); return(2); } SDL_SetWindowSize(window, 800, 480); done = 0; while (!done) { while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) done = 1; } SDL_RenderCopy(renderer, texture, NULL, NULL); SDL_RenderPresent(renderer); SDL_Delay(100); } SDL_DestroyTexture(texture); SDL_Quit(); return(0); } }}} Then let's make an Android app out of it. To compile: {{{ cd /usr/src/SDL2/build-scripts/ ./androidbuild.sh org.libsdl.showimage /usr/src/SDL2_image/showimage.c cd /usr/src/SDL2/build/org.libsdl.showimage/ ln -s /usr/src/SDL2_image jni/ ln -s /usr/src/SDL2_image/external/libwebp-0.3.0 jni/webp sed -i -e 's/^LOCAL_SHARED_LIBRARIES.*/& SDL2_image/' jni/src/Android.mk ndk-build -j$(nproc) ant debug install }}} Notes: * application doesn't restart properly == Build an autotools-friendly environment == You use autotools in your project and can't be bothering understanding ndk-build's cryptic errors? This guide is for you! Note: this environment can be used for CMake too. === Compile a shared binaries bundle for SDL and SDL_* === * Get the latests SDL2_* releases: {{{ cd /usr/src/ wget https://libsdl.org/release/SDL2-2.0.5.tar.gz wget https://www.libsdl.org/projects/SDL_image/release/SDL2_image-2.0.1.tar.gz wget https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.1.tar.gz wget https://www.libsdl.org/projects/SDL_net/release/SDL2_net-2.0.1.tar.gz wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-2.0.14.tar.gz tar xf SDL2-2.0.5.tar.gz tar xf SDL2_image-2.0.1.tar.gz tar xf SDL2_mixer-2.0.1.tar.gz tar xf SDL2_net-2.0.1.tar.gz tar xf SDL2_ttf-2.0.14.tar.gz ln -s SDL2-2.0.5 SDL2 ln -s SDL2_image-2.0.1 SDL2_image ln -s SDL2_mixer-2.0.1 SDL2_mixer ln -s SDL2_net-2.0.1 SDL2_net ln -s SDL2_ttf-2.0.14 SDL2_ttf }}} * Start with a minimal build: {{{ cd /usr/src/SDL2/ cd build-scripts/ #hg revert --all # remove traces of previous builds # edit androidbuild.sh and modify $ANDROID update project --target android-XX ./androidbuild.sh org.libsdl /dev/null # doesn't matter if the actual build fails, it's just for setup cd ../build/org.libsdl/ }}} * Remove reference to our dummy file: {{{ rm -rf jni/src/ }}} * Reference SDL_image, SDL_mixer, SDL_ttf, and their dependencies, as NDK modules: {{{ ln -s /usr/src/SDL2_image jni/ ln -s /usr/src/SDL2_image/external/libwebp-0.3.0 jni/webp ln -s /usr/src/SDL2_mixer jni/ ln -s /usr/src/SDL2_mixer/external/libmikmod-3.1.12 jni/libmikmod ln -s /usr/src/SDL2_mixer/external/smpeg2-2.0.0 jni/smpeg2 ln -s /usr/src/SDL2_net jni/ ln -s /usr/src/SDL2_ttf jni/ }}} * Optionnaly edit `jni/Android.mk` to disable some formats, e.g.: {{{ SUPPORT_MP3_SMPEG := false include $(call all-subdir-makefiles) }}} * Launch the build! {{{ ndk-build -j$(nproc) }}} Note: no need to add `System.loadLibrary` calls in `SDLActivity.java`, your application will be linked to them and Android's ld-linux loads them automatically. === Install SDL in a GCC toolchain === Now: * Copy the NDK into a traditional GCC toolchain (leave android-14 as-is): {{{ /usr/src/android-ndk-r8c/build/tools/make-standalone-toolchain.sh \ --platform=android-14 --install-dir=/usr/src/ndk-standalone-14-arm --arch=arm }}} * Set your PATH (important, do it before any build): {{{ NDK_STANDALONE=/usr/src/ndk-standalone-14-arm PATH=$NDK_STANDALONE/bin:$PATH }}} * Install the SDL2 binaries in the toolchain: {{{ cd /usr/src/SDL2/build/org.libsdl/ for i in libs/armeabi/*; do ln -nfs $(pwd)/$i $NDK_STANDALONE/sysroot/usr/lib/; done mkdir $NDK_STANDALONE/sysroot/usr/include/SDL2/ \cp jni/SDL/include/* $NDK_STANDALONE/sysroot/usr/include/SDL2/ \cp jni/*/SDL*.h $NDK_STANDALONE/sysroot/usr/include/SDL2/ }}} * Install `pkg-config` and install a host-triplet-prefixed symlink in the PATH (auto-detected by autoconf): {{{ VERSION=0.9.12 cd /usr/src/ wget http://rabbit.dereferenced.org/~nenolod/distfiles/pkgconf-$VERSION.tar.gz tar xf pkgconf-$VERSION.tar.gz cd pkgconf-$VERSION/ mkdir native-android/ && cd native-android/ ../configure --prefix=$NDK_STANDALONE/sysroot/usr make -j$(nproc) make install ln -s ../sysroot/usr/bin/pkgconf $NDK_STANDALONE/bin/arm-linux-androideabi-pkg-config mkdir $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/ }}} * Install pkg-config `.pc` files for SDL: {{{ cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/sdl2.pc prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: sdl2 Description: Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. Version: 2.0.5 Requires: Conflicts: Libs: -lSDL2 Cflags: -I${includedir}/SDL2 -D_REENTRANT EOF cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/SDL2_image.pc prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: SDL2_image Description: image loading library for Simple DirectMedia Layer Version: 2.0.1 Requires: sdl2 >= 2.0.0 Libs: -L${libdir} -lSDL2_image Cflags: -I${includedir}/SDL2 EOF cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/SDL2_mixer.pc prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: SDL2_mixer Description: mixer library for Simple DirectMedia Layer Version: 2.0.1 Requires: sdl2 >= 2.0.0 Libs: -L${libdir} -lSDL2_mixer Cflags: -I${includedir}/SDL2 EOF cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/SDL2_net.pc prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: SDL2_net Description: net library for Simple DirectMedia Layer Version: 2.0.1 Requires: sdl2 >= 2.0.0 Libs: -L${libdir} -lSDL2_net Cflags: -I${includedir}/SDL2 EOF cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/SDL2_ttf.pc prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr exec_prefix=${prefix} libdir=${exec_prefix}/lib includedir=${prefix}/include Name: SDL2_ttf Description: ttf library for Simple DirectMedia Layer with FreeType 2 support Version: 2.0.14 Requires: sdl2 >= 2.0.0 Libs: -L${libdir} -lSDL2_ttf Cflags: -I${includedir}/SDL2 EOF }}} === Building other dependencies === You can add any other libraries (e.g.: SDL2_gfx, freetype, gettext, gmp...) using commands like: {{{ mkdir cross-android/ && cd cross-android/ ../configure --host=arm-linux-androideabi --prefix=$NDK_STANDALONE/sysroot/usr \ --with-some-option --enable-another-option \ --disable-shared make -j$(nproc) make install }}} Static builds (`--disable-shared`) are recommended for simplicity (no additional `.so` to declare). Example with SDL2_gfx: {{{ VERSION=1.0.3 wget http://www.ferzkopp.net/Software/SDL2_gfx/SDL2_gfx-$VERSION.tar.gz tar xf SDL2_gfx-$VERSION.tar.gz mv SDL2_gfx-$VERSION/ SDL2_gfx/ cd SDL2_gfx/ mkdir cross-android/ && cd cross-android/ ../configure --host=arm-linux-androideabi --prefix=$NDK_STANDALONE/sysroot/usr \ --disable-shared --disable-mmx make -j$(nproc) make install }}} You can compile YOUR application using this technique, with some more steps to tell Android how to run it using JNI. === Build your autotools app === First, prepare an Android project: * Copy and adapt the `/usr/src/SDL2/android-project` skeleton as explained in `README-android.md`. You can leave it as-is in a first step. * Make links to the SDL binaries as well: {{{ mkdir -p libs/armeabi/ for i in /usr/src/SDL2/build/org.libsdl/libs/armeabi/*; do ln -nfs $i libs/armeabi/; done }}} Make your project Android-aware: * Add `/usr/src/SDL2/src/main/android/SDL_android_main.c` in your project (comment out the line referencing "SDL_internal.h"). Compile it as C (not C++). * In your {{{configure.ac}}}, detect Android: {{{ AM_CONDITIONAL(ANDROID, test "$host" = "arm-unknown-linux-androideabi") }}} * In your {{{Makefile.am}}}, tell Automake you'll build executables as libraries, using something like: {{{ if ANDROID # Build .so JNI libs rather than executables AM_CFLAGS = -fPIC AM_LDFLAGS += -shared COMMON_OBJS += SDL_android_main.c endif }}} * Cross-compile your project using the GCC toolchain environment we created: {{{ PATH=$NDK_STANDALONE/bin:$PATH mkdir cross-android/ && cd cross-android/ ../configure --host=arm-linux-androideabi \ --prefix=/android-aint-posix \ --with-your-option --enable-your-other-option ... make }}} * Do this again for any additional arch you want to support (TODO: see how to support `armeabi-v7a` and document what devices support it); something like: {{{ mkdir cross-android-v7a/ && cd cross-android-v7a/ # .o: -march=armv5te -mtune=xscale -msoft-float -mthumb => -march=armv7-a -mfpu=vfpv3-d16 -mfloat-abi=softfp -mthumb # .so: -march=armv7-a -Wl,--fix-cortex-a8 CFLAGS="-g -O2 -march=armv7-a -mfpu=vfpv3-d16 -mfloat-abi=softfp -mthumb" LFDLAGS="-march=armv7-a -Wl,--fix-cortex-a8" \ ../configure --host=arm-linux-androideabi \ ... }}} Now you can install your pre-built binaries and build the Android project: * Copy your program in `android-project/libs/armeabi/libmain.so`. * Build your Android `.apk`: {{{ android update project --name your_app --path . --target android-XX ant debug ant installd }}} * You can run the application remotely: {{{ adb shell am start -a android.intenon.MAIN -n org.libsdl.app/org.libsdl.app.SDLActivity # replace with your app package }}} * Your SDL2 Android app is running! === Build your CMake app === (Work In Progress) You can use our Android GCC toolchain using a simple toolchain file: {{{ # CMake toolchain file SET(CMAKE_SYSTEM_NAME Linux) # Tell CMake we're cross-compiling include(CMakeForceCompiler) # Prefix detection only works with compiler id "GNU" CMAKE_FORCE_C_COMPILER(arm-linux-androideabi-gcc GNU) SET(ANDROID TRUE) }}} You then call CMake like this: {{{ PATH=$NDK_STANDALONE/bin:$PATH cmake \ -D CMAKE_TOOLCHAIN_FILE=../android_toolchain.cmake \ ... }}} == Troubleshootings == If {{{ant installd}}} categorically refuses to install with {{{Failure [INSTALL_FAILED_INSUFFICIENT_STORAGE]}}}, even if you have free local storage, that may mean anything. Check logcat first: {{{ adb logcat }}} If the error logs are not helpful (likely ;')) try locating all past traces of the application: {{{ find / -name "org...." }}} and remove them all. If the problem persists, you may try installing on the SD card: {{{ adb install -s bin/app-debug.apk }}} ----- If you get in your logcat: {{{ SDL: Couldn't locate Java callbacks, check that they're named and typed correctly }}} this probably means your {{{SDLActivity.java}}} is out-of-sync with your libSDL2.so.