{"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\/pl\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android","title":{"rendered":"Przygotowanie projektu SDL2 do uruchomienia na Androidzie","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Cze\u015b\u0107 wszystkim. Dzi\u015b przyjrzymy si\u0119, jak przygotowa\u0107 projekt z u\u017cyciem biblioteki SDL2 do uruchomienia gry na Androidzie.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nNa pocz\u0105tek musisz pobra\u0107 Android Studio, zainstalowa\u0107 je oraz wszystkie potrzebne elementy w tym \u015brodowisku do programowania. Na przyk\u0142ad, u mnie teraz jest Kde Neon, i w tym systemie istnieje plik \/etc\/environment, kt\u00f3ry jest podobny do pliku w Ubuntu. Musisz tam zdefiniowa\u0107 takie zmienne.<\/p>\n<pre><code class=\"plaintext\">ANDROID_HOME=\/home\/username\/Android\/Sdk\nANDROID_NDK_HOME=\/home\/username\/ndk\n<\/code><\/pre>\n<p>\nMusisz r\u00f3wnie\u017c pobra\u0107 NDK z oficjalnej strony, rozpakowa\u0107 go w katalogu domowym i zmieni\u0107 nazw\u0119 na NDK. Nast\u0119pnie pobierz bibliotek\u0119 SDL2 ze strony <noindex><a rel=\"nofollow\" href=\"https:\/\/www.libsdl.org\/\">libsdl.org<\/a><\/noindex>. Aby u\u017cywa\u0107 SDL2 na Androidzie, wa\u017cne jest, aby nie kompilowa\u0107 go dla komputera, poniewa\u017c wtedy nie skompiluje si\u0119 dla Androida. Aby projekt zosta\u0142 skompilowany, musisz stworzy\u0107 dowolny projekt w Android Studio, aby zaakceptowa\u0107 licencj\u0119, w przeciwnym razie przy kompilacji SDL2 poprosi o licencj\u0119.<\/p>\n<p>Aby odczytywa\u0107 pliki w Androidzie z katalogu assets, musisz u\u017cywa\u0107 funkcji SDL_RWops. Oto przyk\u0142ad u\u017cycia w kodzie zwi\u0105zanym z obs\u0142ug\u0105 czcionek. W tym przypadku nie mo\u017cemy u\u017cy\u0107 FT_New_Face, zamiast tego u\u017cyjemy FT_New_Memory_Face, aby wykorzysta\u0107 ju\u017c odczytane dane.<\/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>\nStworzy\u0142em r\u00f3wnie\u017c plik nag\u0142\u00f3wkowy do do\u0142\u0105czenia nag\u0142\u00f3wk\u00f3w SDL2. NO_SDL_GLEXT jest potrzebny, aby kompilacja zako\u0144czy\u0142a si\u0119 pomy\u015blnie dla Androida.<\/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>\nZatem projekt jest gotowy, shadery s\u0105 gotowe do OpenGL ES 3.0. Teraz musisz stworzy\u0107 android-project. W tym celu rozpakowujemy archiwum SDL2. Wchodzimy do build-scripts. I wykonujemy tak.<\/p>\n<pre><code class=\"bash\">.\/androidbuild.sh com.xverizex.test main.cpp\n<\/code><\/pre>\n<p>\nPojawi si\u0119 taki komunikat.<\/p>\n<pre><code class=\"bash\">Aby zbudowa\u0107 i zainstalowa\u0107 na urz\u0105dzeniu do testowania, uruchom nast\u0119puj\u0105ce polecenie:\ncd \/home\/cf\/programs\/SDL2-2.0.10\/build\/com.xverizex.test\n.\/gradlew installDebug\n<\/code><\/pre>\n<p>\nPrzechodzimy do com.xverizex.test. Wchodzimy do com.xverizex.test\/app\/jni\/src. Kopiujemy sw\u00f3j projekt gry. I zmieniamy plik Android.mk, w moim przypadku wygl\u0105da on tak.<\/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# Dodaj tutaj swoje pliki \u017ar\u00f3d\u0142owe aplikacji...\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 zapewne ju\u017c zauwa\u017cy\u0142e\u015b, pod\u0142\u0105czam dodatkowo bibliotek\u0119 Freetype2. Znalaz\u0142em gotow\u0105 na githubie dla Androida, ale nie dzia\u0142a\u0142a, trzeba by\u0142o co\u015b zmieni\u0107. Tworzymy tak\u017ce katalog app\/src\/main\/assets. Umieszczamy w nim nasze zasoby (czcionki, sprite'y, modele 3D).<\/p>\n<p>Teraz skonfigurujemy Freetype2 dla Androida. Pobierz z mojego githuba <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/xverizex\/Android-Freetype2\">Link<\/a><\/noindex>, a nast\u0119pnie skopiuj katalog Freetype2 do katalogu app\/jni\/. Wszystko gotowe. Teraz uruchamiamy w com.xverizex.test polecenie .\/gradlew installDebug. Aby doda\u0107 t\u0119 gr\u0119 do Androida, musi by\u0107 w\u0142\u0105czona opcja debugowania. W tym celu przechodzimy do ustawie\u0144, przechodzimy do \u201eSystem\u201d, nast\u0119pnie do \u201eO tablecie\u201d i naciskamy oko\u0142o sze\u015bciu razy opcj\u0119 \u201eNumer kompilacji\u201d. Potem wracamy wstecz i pojawi si\u0119 opcja dla deweloper\u00f3w. Wchodzimy tam i w\u0142\u0105czamy, w\u0142\u0105czamy tak\u017ce opcj\u0119 \u201eDebugowanie przez USB\u201d. Teraz musimy uzyska\u0107 klucz dla tabletu. W tym celu instalujemy program adb. Uruchamiamy w konsoli adb shell, a na tablecie pojawia si\u0119 klucz, kt\u00f3ry nale\u017cy zaakceptowa\u0107. To wszystko, teraz gry mo\u017cna \u0142adowa\u0107 na tablet.<br \/>\n<br \/>\u0179r\u00f3d\u0142o: <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 5.0.1.1 - 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\/pl\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android\" \/>\n\t<meta name=\"generator\" content=\"All in One SEO (AIOSEO) 5.0.1.1\" \/>\n\t\t<meta property=\"og:locale\" content=\"pl_PL\" \/>\n\t\t<meta 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