{"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\/it\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android","title":{"rendered":"Preparazione del progetto SDL2 per l'esecuzione su Android","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Ciao a tutti. Oggi vedremo come preparare un progetto utilizzando la libreria SDL2 per avviare un gioco su Android.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nPer prima cosa, \u00e8 necessario scaricare Android Studio, installarlo e tutto ci\u00f2 che \u00e8 richiesto in questo ambiente di sviluppo. Ad esempio, attualmente utilizzo Kde Neon, e in questo sistema esiste un file \/etc\/environment; un file simile \u00e8 presente anche in Ubuntu. Qui bisogna definire le seguenti variabili.<\/p>\n<pre><code class=\"plaintext\">ANDROID_HOME=\/home\/username\/Android\/Sdk\nANDROID_NDK_HOME=\/home\/username\/ndk\n<\/code><\/pre>\n<p>\n\u00c8 anche necessario scaricare l'NDK dal sito ufficiale, decomprimerlo nella cartella home e rinominarlo in NDK. Successivamente, bisogna scaricare la libreria SDL2 dal sito <noindex><a rel=\"nofollow\" href=\"https:\/\/www.libsdl.org\/\">libsdl.org<\/a><\/noindex>. Per utilizzare SDL2 su Android, \u00e8 importante non compilarlo per il computer, altrimenti non sar\u00e0 compilato per Android. Per compilare il progetto, \u00e8 necessario creare un progetto in Android Studio, qualsiasi progetto, per accettare la licenza; altrimenti, durante la compilazione, SDL2 chieder\u00e0 la licenza.<\/p>\n<p>Per leggere file in Android dagli assets, bisogna utilizzare le funzioni SDL_RWops. Ecco un esempio di utilizzo nel codice per lavorare con i font. In questo caso, non possiamo usare FT_New_Face, ma utilizzeremo FT_New_Memory_Face per utilizzare i dati gi\u00e0 letti.<\/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>\nHo anche creato un file di intestazione per includere le intestazioni SDL2. NO_SDL_GLEXT \u00e8 necessario affinch\u00e9 la compilazione vada a buon fine per 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>\nQuindi il progetto \u00e8 pronto, gli shader sono pronti per OpenGL ES 3.0. Ora dobbiamo creare un progetto Android. Per fare ci\u00f2, estraiamo l'archivio SDL2. Entro in build-scripts. E eseguo cos\u00ec.<\/p>\n<pre><code class=\"bash\">.\/androidbuild.sh com.xverizex.test main.cpp\n<\/code><\/pre>\n<p>\nComparir\u00e0 un messaggio del genere.<\/p>\n<pre><code class=\"bash\">Per costruire e installare su un dispositivo per il test, eseguire il seguente comando:\ncd \/home\/cf\/programs\/SDL2-2.0.10\/build\/com.xverizex.test\n.\/gradlew installDebug\n<\/code><\/pre>\n<p>\nCi spostiamo in com.xverizex.test. Entriamo in com.xverizex.test\/app\/jni\/src. Copiamo il nostro progetto di gioco. E modifichiamo il file Android.mk, nel mio caso appare cos\u00ec.<\/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# Aggiungi qui i file sorgente della tua applicazione...\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>\nCome avrete notato, sto collegando anche la libreria Freetype2. Ne ho trovata gi\u00e0 una pronta su GitHub per Android, ma non funzionava, era necessario apportare alcune modifiche. Creiamo anche la cartella app\/src\/main\/assets. Qui posizioniamo le nostre risorse (font, sprite, modelli 3D).<\/p>\n<p>Ora configuriamo Freetype2 per Android. Scarichiamo dal mio GitHub <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/xverizex\/Android-Freetype2\">Link<\/a><\/noindex>, e copiamo la cartella Freetype2 nella cartella app\/jni\/. \u00c8 tutto pronto. Ora eseguiamo nel comando com.xverizex.test .\/gradlew installDebug. Per poter aggiungere questo gioco su Android, il debug deve essere attivato in Android. Per farlo, dobbiamo andare nelle impostazioni, selezionare \"Sistema\", poi \"Informazioni sul tablet\" e premere circa sei volte sull'opzione \"Numero di build\". Dopo torniamo indietro e appare l'opzione per sviluppatori. Entriamo e attiviamo, attiviamo anche l'opzione \"Debug USB\". Ora dobbiamo ottenere la chiave per il tablet. A tal fine, installiamo il programma adb. Avviamo adb shell nella console, e sul tablet appare una chiave che deve essere accettata. Bene, ora i giochi possono essere caricati sul tablet.<br \/>\n<br \/>Fonte: <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, 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[&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 4.9.10 - aioseo.com -->\n\t<meta name=\"description\" content=\"\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 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Oggi vedremo come preparare un progetto utilizzando la libreria sdl2 per avviare un gioco su Android. Prima di tutto, \u00e8 necessario scaricare Android Studio, installarlo e configurare tutto ci\u00f2 che serve in questo ambiente di sviluppo. Ad esempio, attualmente ho Kde Neon, e in questo sistema esiste il file \/etc\/environment, un file simile \u00e8 presente anche in Ubuntu. L\u00ec","canonical_url":"https:\/\/prohoster.info\/it\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android","robots":"max-image-preview:large","keywords":"","webmasterTools":{"miscellaneous":""},"schema":null,"og:locale":"it_IT","og:site_name":"ProHoster | \u041a\u0443\u043f\u0438\u0442\u044c \u043d\u0430\u0434\u0435\u0436\u043d\u044b\u0439 \u0445\u043e\u0441\u0442\u0438\u043d\u0433 \u0434\u043b\u044f \u0441\u0430\u0439\u0442\u043e\u0432 \u0441 \u0437\u0430\u0449\u0438\u0442\u043e\u0439 \u043e\u0442 DDoS, VPS VDS \u0441\u0435\u0440\u0432\u0435\u0440\u044b","og:type":"article","og:title":"\ud83e\udd47\u041f\u043e\u0434\u0433\u043e\u0442\u043e\u0432\u043a\u0430 SDL2-\u043f\u0440\u043e\u0435\u043a\u0442\u0430 \u0434\u043b\u044f \u0437\u0430\u043f\u0443\u0441\u043a\u0430 \u043d\u0430 android | ProHoster","og:description":"\u0412\u0441\u0435\u043c \u043f\u0440\u0438\u0432\u0435\u0442. \u0421\u0435\u0433\u043e\u0434\u043d\u044f \u043c\u044b 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