Molweni nonke. Namhlanje siza kujonga indlela yokulungiselela iprojekthi usebenzisa ithala leencwadi le-sdl2 ukuqhuba umdlalo kwi-Android.
Okokuqala kufuneka ukhuphele i-Android Studio, uyifake kunye nayo yonke into efunekayo kule ndawo yophuhliso. Umzekelo, ngoku ndine Kde Neon, kwaye kule nkqubo kukho ifayile /etc/environment, ifayile efanayo ikhona kubuntu. Ezi ziguquguqukayo zilandelayo kufuneka zifakwe apho.
ANDROID_HOME=/home/username/Android/Sdk
ANDROID_NDK_HOME=/home/username/ndk
Kuya kufuneka kwakhona ukhuphele i-NDK kwiwebhusayithi esemthethweni, uyikhuphe kulawulo lwakho lwasekhaya kwaye uyiqambe ngokutsha ibe yi-NDK. Okulandelayo kufuneka ukhuphele ithala leencwadi leSDL2 kwiwebhusayithi
Ukufunda iifayile kwi-android kwii-asethi, kufuneka usebenzise imisebenzi ye-SDL_RWops. Nanku umzekelo wokusetyenziswa kwikhowudi yokusebenza ngefonti. Kule meko, asinakusebenzisa FT_New_Face, kodwa endaweni yoko siyakusebenzisa FT_New_Memory_Face ukusebenzisa idatha esele ifundiwe.
#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
Ndenze ifayile yeheader ukudibanisa iiheader zeSDL2. NO_SDL_GLEXT iyafuneka ukuze uqokelelo luphumelele kwi-Android.
#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
Ke iprojekthi ilungile, i-shaders ilungele i-Opengl Es 3.0. Ngoku kufuneka senze iprojekthi ye-android. Ukwenza oku, khupha i-SDL2 yokugcina. Yiya kwi-build-scripts. Kwaye siyenza ngolu hlobo.
./androidbuild.sh com.xverizex.test main.cpp
Lo myalezo ulandelayo uya kuvela.
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
Yiya ku-com.xverizex.test. Yiya ku-com.xverizex.test/app/jni/src. Sikopa iprojekthi yethu yomdlalo. Kwaye sitshintsha ifayile ye-Android.mk, kwimeko yam ibonakala ngathi.
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)
Njengoko usenokuba sele uqaphele, ndikwabandakanya nethala leencwadi leFreetype2. Ndifumene esele yenziwe kwi-github ye-android, kodwa ayizange isebenze, kufuneka nditshintshe into. Senza kwakhona uluhlu lwe-app/src/main/assets. Sibeka izixhobo zethu kuyo (iifonti, ii-sprites, iimodeli ze-3D).
Ngoku makhe siqwalasele iFreetype2 ye-Android. Khuphela kwi-github yam
umthombo: www.habr.com