Hammaga salom. Bugun biz Androidda o'yinni ishga tushirish uchun sdl2 kutubxonasidan foydalanib loyihani qanday tayyorlashni ko'rib chiqamiz.
Avval siz Android Studio-ni yuklab olishingiz, uni o'rnatishingiz va ushbu rivojlanish muhitida zarur bo'lgan barcha narsalarni o'rnatishingiz kerak. Misol uchun, menda hozir Kde Neon bor va bu tizimda /etc/environment fayli mavjud, xuddi shu fayl ubuntuda mavjud. U erda quyidagi o'zgaruvchilar kiritilishi kerak.
ANDROID_HOME=/home/username/Android/Sdk
ANDROID_NDK_HOME=/home/username/ndk
Shuningdek, NDK-ni rasmiy veb-saytdan yuklab olishingiz, uni uy katalogingizga ochishingiz va NDK nomini o'zgartirishingiz kerak. Keyin veb-saytdan SDL2 kutubxonasini yuklab olishingiz kerak
Android-dagi fayllarni aktivlardan o'qish uchun siz SDL_RWops funksiyalaridan foydalanishingiz kerak. Shrift bilan ishlash uchun kodda foydalanishga misol. Bunday holda, biz FT_New_Face-dan foydalana olmaymiz, balki allaqachon o'qilgan ma'lumotlardan foydalanish uchun FT_New_Memory_Face-dan foydalanamiz.
#ifdef __ANDROID__
snprintf ( path, 254, "fonts/%s", file );
SDL_RWops *rw = SDL_RWFromFile(path, "r" );
char *memory = ( char * ) calloc ( rw->hidden.androidio.size, 1 );
SDL_RWread(rw, memory, 1, rw->hidden.androidio.size );
FT_New_Memory_Face(*this->ft_library, ( const FT_Byte * )memory, rw->hidden.androidio.size, 0, &this;->face );
SDL_RWclose(rw);
free ( memory );
#else
snprintf ( path, 254, "%s/fonts/%s", DEFAULT_ASSETS, file );
if ( access ( path, F_OK ) ) {
fprintf ( stderr, "not found font: %sn", path );
exit ( EXIT_FAILURE );
}
struct stat st;
stat ( path, &st; );
FILE *rw = fopen ( path, "r" );
char *memory = ( char * ) calloc ( st.st_size, 1 );
fread ( memory, 1, st.st_size, rw );
FT_New_Memory_Face ( *this->ft_library, ( const FT_Byte * ) memory, st.st_size, 0, &this;->face );
fclose ( rw );
free ( memory );
#endif
Men SDL2 sarlavhalarini ulash uchun sarlavha faylini ham yaratdim. Androidda kompilyatsiya muvaffaqiyatli bo'lishi uchun NO_SDL_GLEXT kerak.
#ifdef __ANDROID__
#include "SDL.h"
#include "SDL_video.h"
#include "SDL_events.h"
#define NO_SDL_GLEXT
#include "SDL_opengl.h"
#include "SDL_opengles2.h"
#else
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#include <SDL2/SDL_opengl.h>
#include <SDL2/SDL_opengles2.h>
#endif
Shunday qilib, loyiha tayyor, shaderlar Opengl Es 3.0 uchun tayyor. Endi biz android-loyiha yaratishimiz kerak. Buning uchun SDL2 arxivini oching. Qurilish skriptlariga o'ting. Va biz buni shunday qilamiz.
./androidbuild.sh com.xverizex.test main.cpp
Quyidagi xabar paydo bo'ladi.
To build and install to a device for testing, run the following:
cd /home/cf/programs/SDL2-2.0.10/build/com.xverizex.test
./gradlew installDebug
com.xverizex.test saytiga oβting. com.xverizex.test/app/jni/src saytiga oβting. Biz o'yin loyihamizdan nusxa ko'chiramiz. Va biz Android.mk faylini o'zgartiramiz, mening holimda u shunday ko'rinadi.
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := main
SDL_PATH := ../SDL
FREETYPE_PATH := ../Freetype2
LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include $(LOCAL_PATH)/$(FREETYPE_PATH)/include
# Add your application source files here...
LOCAL_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
LOCAL_SHARED_LIBRARIES := SDL2 Freetype2
LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog
include $(BUILD_SHARED_LIBRARY)
Siz allaqachon sezganingizdek, men Freetype2 kutubxonasini ham o'z ichiga olaman. Men Android uchun github-da tayyor narsani topdim, lekin u ishlamadi, men nimanidir o'zgartirishim kerak edi. Shuningdek, biz ilova/src/main/assets katalogini yaratamiz. Unga resurslarimizni joylashtiramiz (shriftlar, spritlar, 3D modellar).
Endi Android uchun Freetype2 ni sozlaymiz. Mening github-dan yuklab oling
Manba: www.habr.com