{"id":55442,"date":"2020-01-21T00:00:00","date_gmt":"2020-01-20T21:00:00","guid":{"rendered":"https:\/\/prohoster.info\/blog\/blog_prohoster\/podgotovka-sdl2-proekta-dlya-zapuska-na-android"},"modified":"2020-02-18T14:03:33","modified_gmt":"2020-02-18T11:03:33","slug":"podgotovka-sdl2-proekta-dlya-zapuska-na-android","status":"publish","type":"post","link":"https:\/\/prohoster.info\/cs\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android","title":{"rendered":"P\u0159\u00edprava projektu SDL2 pro spu\u0161t\u011bn\u00ed na Androidu","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Ahoj v\u0161em. Dnes se pod\u00edv\u00e1me na to, jak p\u0159ipravit projekt pomoc\u00ed knihovny sdl2 pro spu\u0161t\u011bn\u00ed hry na androidu.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nNejprve je pot\u0159eba st\u00e1hnout Android Studio, nainstalovat ji a v\u0161e pot\u0159ebn\u00e9 pro v\u00fdvoj v tomto prost\u0159ed\u00ed. Nap\u0159\u00edklad nyn\u00ed m\u00e1m Kde Neon, a v tomto syst\u00e9mu existuje soubor \/etc\/environment, kter\u00fd je obdobn\u00fd jako v ubuntu. Tam je t\u0159eba zapsat n\u00e1sleduj\u00edc\u00ed prom\u011bnn\u00e9.<\/p>\n<pre><code class=\"plaintext\">ANDROID_HOME=\/home\/username\/Android\/Sdk\nANDROID_NDK_HOME=\/home\/username\/ndk\n<\/code><\/pre>\n<p>\nTak\u00e9 je nutn\u00e9 st\u00e1hnout NDK z ofici\u00e1ln\u00edch str\u00e1nek, rozbalit jej do dom\u00e1c\u00edho adres\u00e1\u0159e a p\u0159ejmenovat na NDK. D\u00e1le je t\u0159eba st\u00e1hnout knihovnu SDL2 z webu <noindex><a rel=\"nofollow\" href=\"https:\/\/www.libsdl.org\/\">libsdl.org<\/a><\/noindex>. Aby bylo mo\u017en\u00e9 pou\u017e\u00edvat sdl2 na androidu, je d\u016fle\u017eit\u00e9 ho nekompilovat pro po\u010d\u00edta\u010d, proto\u017ee pak se to nesestav\u00ed pro android. Aby se projekt zkompiloval, je t\u0159eba vytvo\u0159it projekt v android studio, jak\u00fdkoliv, aby bylo mo\u017en\u00e9 p\u0159ijmout licenci, jinak p\u0159i sestavov\u00e1n\u00ed SDL2 bude po\u017eadovat licenci.<\/p>\n<p>Pro \u010dten\u00ed soubor\u016f v androidu z assets je nutn\u00e9 pou\u017e\u00edt funkce SDL_RWops. Zde je p\u0159\u00edklad pou\u017eit\u00ed v k\u00f3du pro pr\u00e1ci s fonty. V tomto p\u0159\u00edpad\u011b nem\u016f\u017eeme pou\u017e\u00edt FT_New_Face, ale m\u00edsto toho pou\u017eijeme FT_New_Memory_Face, abychom pou\u017eili ji\u017e p\u0159e\u010dten\u00e1 data.<\/p>\n<pre><code class=\"cpp\">#ifdef __ANDROID__\n        snprintf ( path, 254, &quot;fonts\/%s&quot;, file );\n        SDL_RWops *rw = SDL_RWFromFile(path, &quot;r&quot; );\n        char *memory = ( char * ) calloc ( rw-&gt;hidden.androidio.size, 1 );\n        SDL_RWread(rw, memory, 1, rw-&gt;hidden.androidio.size );\n\n        FT_New_Memory_Face(*this-&gt;ft_library, ( const FT_Byte  * )memory, rw-&gt;hidden.androidio.size, 0, &this;-&gt;face );\n        SDL_RWclose(rw);\n        free ( memory );\n#else\n        snprintf ( path, 254, &quot;%s\/fonts\/%s&quot;, DEFAULT_ASSETS, file );\n        if ( access ( path, F_OK ) ) {\n                fprintf ( stderr, &quot;not found font: %sn&quot;, path );\n                exit ( EXIT_FAILURE );\n        }\n        struct stat st;\n        stat ( path, &st; );\n        FILE *rw = fopen ( path, &quot;r&quot; );\n        char *memory = ( char * ) calloc ( st.st_size, 1 );\n        fread ( memory, 1, st.st_size, rw );\n\n        FT_New_Memory_Face ( *this-&gt;ft_library, ( const FT_Byte * ) memory, st.st_size, 0, &this;-&gt;face );\n        fclose ( rw );\n        free ( memory );\n#endif\n\n<\/code><\/pre>\n<p>\nTak\u00e9 jsem vytvo\u0159il hlavi\u010dkov\u00fd soubor pro p\u0159ipojen\u00ed hlavi\u010dek SDL2. NO_SDL_GLEXT je pot\u0159eba, aby kompilace prob\u011bhla \u00fasp\u011b\u0161n\u011b pro Android.<\/p>\n<pre><code class=\"cpp\">#ifdef __ANDROID__\n#include &quot;SDL.h&quot;\n#include &quot;SDL_video.h&quot;\n#include &quot;SDL_events.h&quot;\n#define NO_SDL_GLEXT \n#include &quot;SDL_opengl.h&quot;\n#include &quot;SDL_opengles2.h&quot;\n#else\n#include &lt;SDL2\/SDL.h&gt;\n#include &lt;SDL2\/SDL_video.h&gt;\n#include &lt;SDL2\/SDL_opengl.h&gt;\n#include &lt;SDL2\/SDL_opengles2.h&gt;\n#endif\n<\/code><\/pre>\n<p>\nTak\u017ee projekt je hotov\u00fd, shadery jsou p\u0159ipraveny pro Opengl Es 3.0. Nyn\u00ed je t\u0159eba vytvo\u0159it android-project. K tomu rozbal\u00edme archiv SDL2. P\u0159ejdeme do build-scripts. A vykon\u00e1me n\u00e1sleduj\u00edc\u00ed.<\/p>\n<pre><code class=\"bash\">.\/androidbuild.sh com.xverizex.test main.cpp\n<\/code><\/pre>\n<p>\nObjev\u00ed se takov\u00e1 zpr\u00e1va.<\/p>\n<pre><code class=\"bash\">Pro sestaven\u00ed a instalaci na za\u0159\u00edzen\u00ed pro testov\u00e1n\u00ed spus\u0165te n\u00e1sleduj\u00edc\u00ed:\ncd \/home\/cf\/programs\/SDL2-2.0.10\/build\/com.xverizex.test\n.\/gradlew installDebug\n<\/code><\/pre>\n<p>\nP\u0159ejdeme do com.xverizex.test. Vstoup\u00edme do com.xverizex.test\/app\/jni\/src. Zkop\u00edrujeme sv\u016fj projekt hry. A zm\u011bn\u00edme soubor Android.mk, v m\u00e9m p\u0159\u00edpad\u011b to vypad\u00e1 takto.<\/p>\n<pre><code class=\"cpp\">LOCAL_PATH := $(call my-dir)\n\ninclude $(CLEAR_VARS)\n\nLOCAL_MODULE := main\n\nSDL_PATH := ..\/SDL\nFREETYPE_PATH := ..\/Freetype2\n\nLOCAL_C_INCLUDES := $(LOCAL_PATH)\/$(SDL_PATH)\/include $(LOCAL_PATH)\/$(FREETYPE_PATH)\/include\n\n# P\u0159idejte sem sv\u00e9 soubory aplikace...\nLOCAL_SRC_FILES := .\/engine\/lang.cpp .\/engine\/actor.cpp .\/engine\/sprite.cpp .\/engine\/shaders.cpp .\/engine\/box.cpp .\/engine\/menubox.cpp .\/engine\/load_manager.cpp .\/engine\/main.cpp .\/engine\/font.cpp .\/engine\/model.cpp .\/engine\/button.cpp .\/theme.cpp .\/level_manager.cpp .\/menu\/menu.cpp\n\nLOCAL_SHARED_LIBRARIES := SDL2 Freetype2\n\nLOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog \n\ninclude $(BUILD_SHARED_LIBRARY)\n<\/code><\/pre>\n<p>\nJak jste u\u017e mo\u017en\u00e1 zaznamenali, tak\u00e9 p\u0159ipojuji knihovnu Freetype2. U\u017e jsem na\u0161el hotovou na githubu pro android, ale nefungovala, bylo pot\u0159eba n\u011bco zm\u011bnit. Tak\u00e9 vytvo\u0159\u00edme adres\u00e1\u0159 app\/src\/main\/assets. Do n\u011bj vlo\u017e\u00edme na\u0161e zdroje (fonty, sprite, 3D modely).<\/p>\n<p>Nyn\u00ed nastav\u00edme Freetype2 pro Android. St\u00e1hn\u011bte si z m\u00e9ho githubu <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/xverizex\/Android-Freetype2\">Link<\/a><\/noindex>, a zkop\u00edrujte adres\u00e1\u0159 Freetype2 do adres\u00e1\u0159e app\/jni\/. V\u0161echno je hotovo. Nyn\u00ed spust\u00edme p\u0159\u00edkaz .\/gradlew installDebug v com.xverizex.test. Abychom mohli tuto hru p\u0159idat do androidu, mus\u00ed b\u00fdt v androidu povoleno lad\u011bn\u00ed. K tomu mus\u00edme p\u0159ej\u00edt do nastaven\u00ed, p\u0159ej\u00edt na \u201eSyst\u00e9m\u201c, p\u0159ej\u00edt na \u201eO tabletu\u201c a stisknout asi \u0161estkr\u00e1t mo\u017enost \u201e\u010c\u00edslo sestaven\u00ed\u201c. Pot\u00e9 se vra\u0165te zp\u011bt a objev\u00ed se mo\u017enost pro v\u00fdvoj\u00e1\u0159e. Otev\u0159eme ji a povol\u00edme, tak\u00e9 povol\u00edme mo\u017enost \u201eLad\u011bn\u00ed p\u0159es USB\u201c. Nyn\u00ed je t\u0159eba z\u00edskat kl\u00ed\u010d pro tablet. K tomu nainstalujeme program adb. Spust\u00edme v konzoli adb shell a na tabletu se objev\u00ed kl\u00ed\u010d, kter\u00fd je t\u0159eba p\u0159ijmout. V\u0161echno, nyn\u00ed lze hry nahr\u00e1vat na tablet.<br \/>\n<br \/>Zdroj: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/post\/484526\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0412\u0441\u0435\u043c \u043f\u0440\u0438\u0432\u0435\u0442. \u0421\u0435\u0433\u043e\u0434\u043d\u044f \u043c\u044b \u043f\u043e\u0441\u043c\u043e\u0442\u0440\u0438\u043c \u043a\u0430\u043a \u043f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u0438\u0442\u044c \u043f\u0440\u043e\u0435\u043a\u0442 \u0441 \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u043e\u0432\u0430\u043d\u0438\u0435\u043c \u0431\u0438\u0431\u043b\u0438\u043e\u0442\u0435\u043a\u0438 sdl2 \u0434\u043b\u044f \u0437\u0430\u043f\u0443\u0441\u043a\u0430 \u0438\u0433\u0440\u044b \u043d\u0430 android. \u0414\u043b\u044f \u043d\u0430\u0447\u0430\u043b\u0430 \u043d\u0430\u0434\u043e \u0441\u043a\u0430\u0447\u0430\u0442\u044c Android Studio, \u0443\u0441\u0442\u0430\u043d\u043e\u0432\u0438\u0442\u044c \u0435\u0451 \u0438 \u0432\u0441\u0451 \u0447\u0442\u043e \u0442\u0440\u0435\u0431\u0443\u0435\u0442\u0441\u044f \u0432 \u044d\u0442\u043e\u0439 \u0441\u0440\u0435\u0434\u0435 \u0434\u043b\u044f \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438. \u041d\u0430\u043f\u0440\u0438\u043c\u0435\u0440 \u0443 \u043c\u0435\u043d\u044f \u0441\u0435\u0439\u0447\u0430\u0441 Kde Neon, \u0438 \u0432 \u044d\u0442\u043e\u0439 \u0441\u0438\u0441\u0442\u0435\u043c\u0435 \u0441\u0443\u0449\u0435\u0441\u0442\u0432\u0443\u0435\u0442 \u0444\u0430\u0439\u043b \/etc\/environment, \u0442\u0430\u043a\u043e\u0439 \u0436\u0435 \u0444\u0430\u0439\u043b \u0435\u0441\u0442\u044c \u0438 \u0432 ubuntu. \u0422\u0430\u043c [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[688],"tags":[],"class_list":["post-55442","post","type-post","status-publish","format-standard","hentry","category-administrirovanie"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.3 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u0412\u0441\u0435\u043c \u043f\u0440\u0438\u0432\u0435\u0442.\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"Yuri Gagarin\"\/>\n\t<link rel=\"canonical\" href=\"https:\/\/prohoster.info\/cs\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android\" \/>\n\t\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 5.0.3\" \/>\n\t\t<meta property=\"og:locale\" content=\"cs_CZ\" \/>\n\t\t<meta 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