{"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\/pt\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android","title":{"rendered":"Prepara\u00e7\u00e3o do projeto SDL2 para execu\u00e7\u00e3o no Android","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Ol\u00e1 a todos. Hoje vamos ver como preparar um projeto usando a biblioteca SDL2 para executar um jogo no Android.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nPara come\u00e7ar, \u00e9 necess\u00e1rio baixar o Android Studio, instal\u00e1-lo e tudo o que \u00e9 necess\u00e1rio nesse ambiente de desenvolvimento. Por exemplo, eu estou usando o Kde Neon, e neste sistema existe um arquivo \/etc\/environment, que tamb\u00e9m est\u00e1 presente no Ubuntu. Nele, \u00e9 preciso definir as seguintes vari\u00e1veis.<\/p>\n<pre><code class=\"plaintext\">ANDROID_HOME=\/home\/username\/Android\/Sdk\nANDROID_NDK_HOME=\/home\/username\/ndk\n<\/code><\/pre>\n<p>\nAl\u00e9m disso, \u00e9 necess\u00e1rio baixar o NDK do site oficial, descompact\u00e1-lo no diret\u00f3rio inicial e renome\u00e1-lo para NDK. Em seguida, \u00e9 necess\u00e1rio baixar a biblioteca SDL2 do site <noindex><a rel=\"nofollow\" href=\"https:\/\/www.libsdl.org\/\">libsdl.org<\/a><\/noindex>. Para usar o SDL2 no Android, \u00e9 importante n\u00e3o compil\u00e1-lo para o computador, pois isso n\u00e3o ser\u00e1 compilado para Android. Para que o projeto seja compilado, \u00e9 preciso criar um projeto no Android Studio, qualquer um, para aceitar a licen\u00e7a; caso contr\u00e1rio, ao compilar o SDL2, ele solicitar\u00e1 a licen\u00e7a.<\/p>\n<p>Para ler arquivos no Android a partir dos assets, \u00e9 preciso usar as fun\u00e7\u00f5es SDL_RWops. Aqui est\u00e1 um exemplo de uso no c\u00f3digo para manipula\u00e7\u00e3o de fontes. Nesse caso, n\u00e3o podemos usar a FT_New_Face, e sim a FT_New_Memory_Face, para usar os dados j\u00e1 lidos.<\/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>\nEu tamb\u00e9m criei um arquivo de cabe\u00e7alho para incluir os cabe\u00e7alhos SDL2. NO_SDL_GLEXT \u00e9 necess\u00e1rio para que a compila\u00e7\u00e3o seja bem-sucedida para o 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>\nEnt\u00e3o, o projeto est\u00e1 pronto, os shaders est\u00e3o prontos para OpenGL ES 3.0. Agora precisamos criar o android-project. Para isso, descompactamos o arquivo SDL2. Entramos em build-scripts. E executamos assim.<\/p>\n<pre><code class=\"bash\">.\/androidbuild.sh com.xverizex.test main.cpp\n<\/code><\/pre>\n<p>\nUma mensagem aparecer\u00e1.<\/p>\n<pre><code class=\"bash\">Para compilar e instalar em um dispositivo para testes, execute o seguinte:\ncd \/home\/cf\/programs\/SDL2-2.0.10\/build\/com.xverizex.test\n.\/gradlew installDebug\n<\/code><\/pre>\n<p>\nEntramos em com.xverizex.test. Vamos para com.xverizex.test\/app\/jni\/src. Copiamos nosso projeto de jogo. E alteramos o arquivo Android.mk, que, no meu caso, fica assim.<\/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# Adicione os arquivos de origem do seu aplicativo aqui...\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 voc\u00ea j\u00e1 deve ter notado, estou conectando mais uma biblioteca, a Freetype2. Eu encontrei uma pronta no GitHub para Android, mas n\u00e3o funcionou, era necess\u00e1rio fazer algumas altera\u00e7\u00f5es. Tamb\u00e9m criamos o diret\u00f3rio app\/src\/main\/assets. Nele, colocamos nossos recursos (fontes, sprites, modelos 3D).<\/p>\n<p>Agora vamos configurar o Freetype2 para Android. Baixe do meu GitHub <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/xverizex\/Android-Freetype2\">Liga\u00e7\u00e3o<\/a><\/noindex>, e copie o diret\u00f3rio Freetype2 para o diret\u00f3rio app\/jni\/. Tudo est\u00e1 pronto. Agora, execute o comando .\/gradlew installDebug em com.xverizex.test. Para que seja poss\u00edvel adicionar este jogo ao Android, a depura\u00e7\u00e3o deve estar ativada no Android. Para isso, v\u00e1 para configura\u00e7\u00f5es, depois para 'Sistema', em seguida, para 'Sobre o tablet' e pressione a op\u00e7\u00e3o 'N\u00famero da vers\u00e3o' cerca de seis vezes. Depois, volte e uma op\u00e7\u00e3o para desenvolvedores aparecer\u00e1. Acesse e ative, al\u00e9m de ativar a op\u00e7\u00e3o 'Depura\u00e7\u00e3o por USB'. Agora \u00e9 necess\u00e1rio obter a chave para o tablet. Para isso, instale o programa adb. Execute adb shell no console e uma chave aparecer\u00e1 no tablet, que deve ser aceita. Pronto, agora \u00e9 poss\u00edvel carregar jogos no 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, \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\/pt\/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=\"pt_PT\" \/>\n\t\t<meta 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