Fixed doxygen warnings and markdown formatting.
parent
05d8780022
commit
cfaa99bb56
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@ -81,33 +81,33 @@ sdk.dir=PATH_TO_ANDROID_SDK
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Here's an explanation of the files in the Android project, so you can customize them:
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android-project/
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AndroidManifest.xml - package manifest. Among others, it contains the class name
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of the main Activity and the package name of the application.
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build.properties - empty
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build.xml - build description file, used by ant. The actual application name
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is specified here.
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default.properties - holds the target ABI for the application, android-10 and up
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project.properties - holds the target ABI for the application, android-10 and up
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local.properties - holds the SDK path, you should change this to the path to your SDK
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jni/ - directory holding native code
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jni/Android.mk - Android makefile that can call recursively the Android.mk files
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in all subdirectories
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jni/SDL/ - (symlink to) directory holding the SDL library files
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jni/SDL/Android.mk - Android makefile for creating the SDL shared library
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jni/src/ - directory holding your C/C++ source
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jni/src/Android.mk - Android makefile that you should customize to include your
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android-project/
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AndroidManifest.xml - package manifest. Among others, it contains the class name
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of the main Activity and the package name of the application.
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build.properties - empty
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build.xml - build description file, used by ant. The actual application name
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is specified here.
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default.properties - holds the target ABI for the application, android-10 and up
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project.properties - holds the target ABI for the application, android-10 and up
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local.properties - holds the SDK path, you should change this to the path to your SDK
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jni/ - directory holding native code
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jni/Android.mk - Android makefile that can call recursively the Android.mk files
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in all subdirectories
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jni/SDL/ - (symlink to) directory holding the SDL library files
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jni/SDL/Android.mk - Android makefile for creating the SDL shared library
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jni/src/ - directory holding your C/C++ source
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jni/src/Android.mk - Android makefile that you should customize to include your
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source code and any library references
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res/ - directory holding resources for your application
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res/drawable-* - directories holding icons for different phone hardware. Could be
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one dir called "drawable".
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res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
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We don't need it because we use the SDL video output.
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res/values/strings.xml - strings used in your application, including the application name
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shown on the phone.
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src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
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to SDL. Be very careful changing this, as the SDL library relies
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on this implementation.
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res/ - directory holding resources for your application
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res/drawable-* - directories holding icons for different phone hardware. Could be
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one dir called "drawable".
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res/layout/main.xml - Usually contains a file main.xml, which declares the screen layout.
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We don't need it because we use the SDL video output.
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res/values/strings.xml - strings used in your application, including the application name
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shown on the phone.
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src/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding
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to SDL. Be very careful changing this, as the SDL library relies
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on this implementation.
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================================================================================
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@ -141,6 +141,7 @@ To customize your application name, edit AndroidManifest.xml and replace
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Then create a Java class extending SDLActivity and place it in a directory
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under src matching your package, e.g.
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src/com/gamemaker/game/MyGame.java
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Here's an example of a minimal class file:
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@ -291,30 +292,39 @@ You can create and run an emulator from the Eclipse IDE:
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* Window -> Android SDK and AVD Manager
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You can see if adb can see any devices with the following command:
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adb devices
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You can see the output of log messages on the default device with:
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adb logcat
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You can push files to the device with:
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adb push local_file remote_path_and_file
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You can push files to the SD Card at /sdcard, for example:
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adb push moose.dat /sdcard/moose.dat
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You can see the files on the SD card with a shell command:
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adb shell ls /sdcard/
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You can start a command shell on the default device with:
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adb shell
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You can remove the library files of your project (and not the SDL lib files) with:
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ndk-build clean
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You can do a build with the following command:
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ndk-build
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You can see the complete command line that ndk-build is using by passing V=1 on the command line:
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ndk-build V=1
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If your application crashes in native code, you can use addr2line to convert the
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@ -334,7 +344,9 @@ For example, if your crash looks like this:
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You can see that there's a crash in the C library being called from the main code.
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I run addr2line with the debug version of my code:
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arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
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and then paste in the number after "pc" in the call stack, from the line that I care about:
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000014bc
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@ -342,9 +354,9 @@ I get output from addr2line showing that it's in the quit function, in testsprit
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You can add logging to your code to help show what's happening:
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#include <android/log.h>
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__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
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#include <android/log.h>
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__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
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If you need to build without optimization turned on, you can create a file called
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"Application.mk" in the jni directory, with the following line in it:
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@ -357,7 +369,9 @@ APP_OPTIM := debug
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The best (and slowest) way to debug memory issues on Android is valgrind.
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Valgrind has support for Android out of the box, just grab code using:
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svn co svn://svn.valgrind.org/valgrind/trunk valgrind
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... and follow the instructions in the file README.android to build it.
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One thing I needed to do on Mac OS X was change the path to the toolchain,
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@ -374,12 +388,15 @@ application with it, changing org.libsdl.app to your package identifier:
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------------------------------------------
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Then push it to the device:
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adb push start_valgrind_app /data/local
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and make it executable:
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adb shell chmod 755 /data/local/start_valgrind_app
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and tell Android to use the script to launch your application:
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adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
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If the setprop command says "could not set property", it's likely that
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@ -390,9 +407,11 @@ You can then launch your application normally and waaaaaaaiiittt for it.
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You can monitor the startup process with the logcat command above, and
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when it's done (or even while it's running) you can grab the valgrind
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output file:
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adb pull /sdcard/valgrind.log
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When you're done instrumenting with valgrind, you can disable the wrapper:
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adb shell setprop wrap.org.libsdl.app ""
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================================================================================
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@ -1510,7 +1510,7 @@ DOTFILE_DIRS =
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# DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note
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# that the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH.
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DOT_GRAPH_MAX_NODES = 50
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DOT_GRAPH_MAX_NODES = 60
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# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the
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# graphs generated by dot. A depth value of 3 means that only nodes reachable
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@ -20,9 +20,9 @@
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*/
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/**
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* \file SDL_opengles.h
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* \file SDL_egl.h
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*
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* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
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* This is a simple file to encapsulate the EGL API headers.
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*/
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#ifndef _MSC_VER
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@ -20,7 +20,7 @@
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*/
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/**
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* \file SDL_opengles.h
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* \file SDL_opengles2.h
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*
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* This is a simple file to encapsulate the OpenGL ES 2.0 API headers.
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*/
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