{"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\/es\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android","title":{"rendered":"Preparaci\u00f3n del proyecto SDL2 para ejecutarse en Android","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Hola a todos. Hoy veremos c\u00f3mo preparar un proyecto utilizando la biblioteca sdl2 para ejecutar un juego en Android.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nPara empezar, hay que descargar Android Studio, instalarlo y todo lo que se necesita en este entorno de desarrollo. Por ejemplo, ahora tengo Kde Neon, y en este sistema existe un archivo \/etc\/environment, el mismo archivo est\u00e1 en ubuntu. Ah\u00ed hay que definir las siguientes variables.<\/p>\n<pre><code class=\"plaintext\">ANDROID_HOME=\/home\/username\/Android\/Sdk\nANDROID_NDK_HOME=\/home\/username\/ndk\n<\/code><\/pre>\n<p>\nTambi\u00e9n se debe descargar NDK desde el sitio oficial, descomprimirlo en el directorio personal y renombrarlo a NDK. A continuaci\u00f3n, hay que descargar la biblioteca SDL2 del sitio <noindex><a rel=\"nofollow\" href=\"https:\/\/www.libsdl.org\/\">libsdl.org<\/a><\/noindex>. Para utilizar sdl2 en Android, es importante no compilarlo para computadora, ya que no se compilar\u00e1 para Android. Para que el proyecto se compile, hay que crear un proyecto en Android Studio, cualquiera, para aceptar la licencia, de lo contrario, al compilar SDL2 pedir\u00e1 una licencia.<\/p>\n<p>Para leer archivos en Android desde assets, se deben usar las funciones SDL_RWops. Aqu\u00ed hay un ejemplo de uso en el c\u00f3digo relacionado con la fuente. En este caso, no podemos usar FT_New_Face, y en su lugar utilizaremos FT_New_Memory_Face para usar los datos ya le\u00eddos.<\/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>\nTambi\u00e9n cre\u00e9 un archivo de encabezado para incluir los encabezados de SDL2. NO_SDL_GLEXT es necesario para que la compilaci\u00f3n se realice correctamente en 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>\nAs\u00ed que el proyecto est\u00e1 listo, los shaders est\u00e1n listos para OpenGL ES 3.0. Ahora hay que crear un android-project. Para ello, descomprimimos el archivo SDL2. Vamos a build-scripts. Y ejecutamos as\u00ed.<\/p>\n<pre><code class=\"bash\">.\/androidbuild.sh com.xverizex.test main.cpp\n<\/code><\/pre>\n<p>\nAparecer\u00e1 un mensaje como este.<\/p>\n<pre><code class=\"bash\">Para construir e instalar en un dispositivo para pruebas, ejecuta lo siguiente:\ncd \/home\/cf\/programs\/SDL2-2.0.10\/build\/com.xverizex.test\n.\/gradlew installDebug\n<\/code><\/pre>\n<p>\nPasamos a com.xverizex.test. Vamos a com.xverizex.test\/app\/jni\/src. Copiamos nuestro proyecto de juego. Y cambiamos el archivo Android.mk, en mi caso se ver\u00e1 as\u00ed.<\/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# A\u00f1ade aqu\u00ed los archivos fuente de tu aplicaci\u00f3n...\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>\nComo ya habr\u00e1s notado, tambi\u00e9n estoy incluyendo la biblioteca Freetype2. Encontr\u00e9 una lista lista en github para Android, pero no funcionaba, hab\u00eda que cambiar algunas cosas. Tambi\u00e9n creamos el directorio app\/src\/main\/assets. En \u00e9l colocamos nuestros recursos (fuentes, sprites, modelos 3D).<\/p>\n<p>Ahora configuraremos Freetype2 para Android. Descargamos desde mi github <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/xverizex\/Android-Freetype2\">Link<\/a><\/noindex>, y copiamos el directorio Freetype2 en el directorio app\/jni\/. Todo est\u00e1 listo. Ahora ejecutamos el comando .\/gradlew installDebug en com.xverizex.test. Para poder a\u00f1adir este juego en Android, debe estar habilitada la depuraci\u00f3n en Android. Para ello, tenemos que ir a configuraciones, luego a \"Sistema\", despu\u00e9s a \"Acerca del tablet\" y pulsar aproximadamente seis veces la opci\u00f3n \"N\u00famero de compilaci\u00f3n\". Despu\u00e9s regresamos atr\u00e1s y aparecer\u00e1 la opci\u00f3n para desarrolladores. Entramos y habilitamos, adem\u00e1s activamos la opci\u00f3n \"Depuraci\u00f3n por USB\". Ahora debemos obtener la clave para el tablet. Para esto instalamos el programa adb. Ejecutamos en la consola adb shell, y en el tablet aparece una clave que hay que aceptar. Listo, ahora se pueden cargar juegos en el tablet.<br \/>\n<br \/>Fuente: <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 5.0.2 - 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\/es\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android\" \/>\n\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 5.0.2\" \/>\n\t\t<meta property=\"og:locale\" content=\"es_ES\" \/>\n\t\t<meta 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