{"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\/ro\/blog\/administrirovanie\/podgotovka-sdl2-proekta-dlya-zapuska-na-android","title":{"rendered":"Preg\u0103tirea proiectului SDL2 pentru rulare pe Android","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>Salut tuturor. Ast\u0103zi vom vedea cum s\u0103 preg\u0103tim un proiect folosind biblioteca sdl2 pentru a lansa un joc pe Android.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><br \/>\nMai \u00eent\u00e2i trebuie s\u0103 desc\u0103rca\u021bi Android Studio, s\u0103 o instala\u021bi \u0219i tot ce este necesar \u00een acest mediu pentru dezvoltare. De exemplu, eu am acum Kde Neon, iar \u00een acest sistem exist\u0103 fi\u0219ierul \/etc\/environment, un fi\u0219ier similar exist\u0103 \u0219i \u00een Ubuntu. Acolo trebuie s\u0103 ad\u0103uga\u021bi urm\u0103toarele variabile.<\/p>\n<pre><code class=\"plaintext\">ANDROID_HOME=\/home\/username\/Android\/Sdk\nANDROID_NDK_HOME=\/home\/username\/ndk\n<\/code><\/pre>\n<p>\nDe asemenea, trebuie s\u0103 desc\u0103rca\u021bi NDK de pe site-ul oficial, s\u0103-l dezarhiva\u021bi \u00een directorul personal \u0219i s\u0103-l redenumi\u021bi \u00een NDK. Apoi, trebuie s\u0103 desc\u0103rca\u021bi biblioteca SDL2 de pe site-ul <noindex><a rel=\"nofollow\" href=\"https:\/\/www.libsdl.org\/\">libsdl.org<\/a><\/noindex>. Pentru a utiliza sdl2 pentru Android, este important s\u0103 nu-l compila\u021bi pentru calculator, deoarece atunci nu se va compila pentru Android. Pentru ca proiectul s\u0103 fie compilat, trebuie s\u0103 crea\u021bi un proiect \u00een Android Studio, orice, pentru a accepta licen\u021ba, altfel, la compilarea SDL2, va solicita licen\u021ba.<\/p>\n<p>Pentru a citi fi\u0219iere \u00een Android din assets, trebuie s\u0103 folosi\u021bi func\u021biile SDL_RWops. Iat\u0103 un exemplu de utilizare \u00een cod pentru gestionarea fonturilor. \u00cen acest caz, nu putem folosi FT_New_Face, ci \u00een locul acestuia vom folosi FT_New_Memory_Face pentru a utiliza datele deja citite.<\/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>\nDe asemenea, am creat un fi\u0219ier header pentru a include header-urile SDL2. NO_SDL_GLEXT este necesar pentru ca compilarea s\u0103 decurg\u0103 cu succes pentru 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>\nDeci, proiectul este gata, shader-urile sunt gata pentru OpenGL ES 3.0. Acum trebuie s\u0103 crea\u021bi android-project. Pentru aceasta, dezarhiva\u021bi arhiva SDL2. Accesa\u021bi build-scripts. \u0218i executa\u021bi a\u0219a.<\/p>\n<pre><code class=\"bash\">.\/androidbuild.sh com.xverizex.test main.cpp\n<\/code><\/pre>\n<p>\nVa ap\u0103rea un mesaj de acest fel.<\/p>\n<pre><code class=\"bash\">Pentru a construi \u0219i a instala pe un dispozitiv pentru testare, rula\u021bi urm\u0103toarele:\ncd \/home\/cf\/programs\/SDL2-2.0.10\/build\/com.xverizex.test\n.\/gradlew installDebug\n<\/code><\/pre>\n<p>\nAccesa\u021bi com.xverizex.test. Mergem \u00een com.xverizex.test\/app\/jni\/src. Copia\u021bi proiectul dvs. de joc. \u0218i modifica\u021bi fi\u0219ierul Android.mk, \u00een cazul meu arat\u0103 astfel.<\/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# Ad\u0103uga\u021bi fi\u0219ierele surs\u0103 ale aplica\u021biei aici...\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>\nDup\u0103 cum a\u021bi observat deja, includ \u0219i biblioteca Freetype2. Am g\u0103sit una deja gata pe github pentru Android, dar nu a func\u021bionat, a fost necesar s\u0103 schimb ceva. De asemenea, cre\u0103m directorul app\/src\/main\/assets. Acolo punem resursele noastre (fonturi, sprite-uri, modele 3D).<\/p>\n<p>Acum vom configura Freetype2 pentru Android. Descarc\u0103 de pe github-ul meu <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/xverizex\/Android-Freetype2\">Link<\/a><\/noindex>, \u0219i copiem catalogul Freetype2 \u00een catalogul app\/jni\/. Totul este gata. Acum rul\u0103m comanda ..\/gradlew installDebug \u00een com.xverizex.test. Pentru a putea ad\u0103uga acest joc \u00een Android, trebuie s\u0103 fie activat\u0103 depanarea. Pentru aceasta, mergi la set\u0103ri, apoi la \u201eSistem\u201d, urmeaz\u0103 \u201eDespre tablet\u0103\u201d \u0219i apas\u0103 de aproximativ \u0219ase ori pe op\u021biunea \u201eNum\u0103r de compilare\u201d. Apoi, \u00eentoarce-te \u00eenapoi \u0219i va ap\u0103rea op\u021biunea pentru dezvoltatori. Acceseaz\u0103 \u0219i activeaz\u0103, de asemenea, activeaz\u0103 op\u021biunea \u201eDepanare USB\u201d. Acum trebuie s\u0103 ob\u021binem cheia pentru tablet\u0103. Pentru aceasta, instal\u0103m programul adb. Lanseaz\u0103 \u00een consol\u0103 adb shell, iar pe tablet\u0103 apare o cheie pe care trebuie s\u0103 o accep\u021bi. Totul, acum jocurile pot fi \u00eenc\u0103rcate pe tablet\u0103.<br \/>\n<br \/>Sursa: <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\/ro\/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=\"ro_RO\" \/>\n\t\t<meta 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