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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page platforms-android Android
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@brief Building and deploying Android projects
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@tableofcontents
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@m_footernavigation
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The following guide explains how to build Android projects using minimal
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command-line tools, without Android Studio involved.
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At the very least you need to have Android SDK and Android NDK installed.
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Running console utilities and tests on the device don't need much more, in case
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you want to develop actual applications, you need also Gradle and SDK platform +
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SDK platform build tools for version of your choice. Gradle is able to download
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all the dependencies on its own, however it's also possible to install system
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packages for a cleaner setup. On ArchLinux it's the `gradle` package and the
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following AUR packages, adapt the version numbers as necessary:
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- [android-sdk](https://aur.archlinux.org/packages/android-sdk/)
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- [android-ndk](https://aur.archlinux.org/packages/android-ndk/)
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- [android-sdk-build-tools-26.0.2](https://aur.archlinux.org/packages/android-sdk-build-tools-26.0.2/)
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- [android-platform-25](https://aur.archlinux.org/packages/android-platform-25/)
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- [android-sdk-cmake](https://aur.archlinux.org/packages/android-sdk-cmake/)
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Gradle requires Android SDK version of CMake, which is currently at version
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3.6. See below for an experimental way to @ref platforms-android-system-cmake "use the system CMake"
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instead.
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@section platforms-android-command-line Building and running console applications
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Android allows to run arbitrary console utilities and tests. Assuming you have
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Magnum installed in the NDK path as described in @ref building-cross-android,
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build your project simply as this (adapt as needed):
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@code{.sh}
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mkdir build-android-arm64 && cd build-android-arm64
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cmake .. \
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-DCMAKE_SYSTEM_NAME=Android \
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-DCMAKE_SYSTEM_VERSION=22 \
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-DCMAKE_ANDROID_ARCH_ABI=arm64-v8a \
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-DCMAKE_ANDROID_NDK_TOOLCHAIN_VERSION=clang \
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-DCMAKE_ANDROID_STL_TYPE=c++_static \
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-DCMAKE_BUILD_TYPE=Release
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cmake --build .
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@endcode
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After that you can use ADB to upload your executable to the device and run it
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there. The global temporary directory is `/data/local/tmp` and while the parent
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directories often don't have permissions, it's possible to @cb{.sh} cd @ce into
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it and create arbitrary files there. Assuming you built an executable in
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`src/my-application`, the workflow would be like this:
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@code{.sh}
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adb push src/my-application /data/local/tmp
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adb shell /data/local/tmp/my-application
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@endcode
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You can also use @cb{.sh} adb shell @ce to enter the device shell directly and
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continue from there. Besides plain command-line apps it's also possible to
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create an EGL context without any extra setup using
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@ref Platform::WindowlessEglApplication.
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@section platforms-android-apps Building and installing graphics applications
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Building of graphics applications is managed fully using Gradle, which also
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builds your CMake project internally. In case you don't have OpenGL ES build
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set up yet, you need to copy `FindEGL.cmake` and `FindOpenGLES2.cmake` (or
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`FindOpenGLES3.cmake`) from the `modules/` directory in Magnum source to the
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`modules/` dir in your project so it is able to find EGL and OpenGL ES
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libraries.
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Magnum provides Android application wrapper in @ref Platform::AndroidApplication.
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See its documentation for more information about general usage. You can also
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use the Android Native Activity directly or any other way.
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The first thing you need compared to building an app for other platforms is
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creating a shared library instead of an executable:
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@code{.cmake}
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if(NOT CORRADE_TARGET_ANDROID)
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add_executable(my-application MyApplication.cpp)
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else()
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add_library(my-application SHARED MyApplication.cpp)
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endif()
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@endcode
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Then you need to create a `build.gradle` file that references your root
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`CMakeLists.txt`. Assuming it's saved right next to your root `CMakeLists.txt`,
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the most minimal version might look like this:
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@code{.gradle}
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buildscript {
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repositories {
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jcenter()
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google()
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}
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dependencies {
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classpath 'com.android.tools.build:gradle:3.0.1'
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}
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}
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apply plugin: 'com.android.application'
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android {
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compileSdkVersion 25
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defaultConfig {
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minSdkVersion 22
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externalNativeBuild {
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cmake {
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arguments '-DANDROID_STL=c++_static'
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}
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}
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ndk {
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abiFilters "arm64-v8a"
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}
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}
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externalNativeBuild {
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cmake {
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path 'CMakeLists.txt'
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}
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}
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}
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@endcode
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Important things are @cb{.gradle} compileSdkVersion @ce and
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@cb{.gradle} minSdkVersion @ce, which set SDK version that will be used to
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compile the project and minimal SDK version that the app can run on. You can
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add further CMake parameters in the @cb{.gradle} arguments @ce line (here it's
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just requesting to use static libc++) and the @cb{.gradle} abiFilters @ce allow
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you to restrict which ABIs will the project be built for --- Gradle by default
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builds for both 32 and 64-bit ARM, MIPS and x86, which might be quite annoying
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to wait for (during development at least). The @cb{.gradle} path @ce then
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references your `CMakeLists.txt` file. Gradle by default bundles all shared
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library targets defined in the CMake project, so there's no need to specify a
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particular library name.
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The [official documentation](https://developer.android.com/studio/projects/gradle-external-native-builds.html#configure-gradle)
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contains a more complete overview of all possibilities.
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Another important file is `src/main/AndroidManifest.xml`, which says some
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properties about the Android package. The location is also important, it has to
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be placed inside `src/main` subdirectory, *not* straight besides the
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`build.gradle` file. A minimal stripped-down version is:
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@code{.xml-jinja}
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="{{ package }}" android:versionCode="1" android:versionName="1.0">
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<uses-feature android:glEsVersion="0x00020000" />
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<application android:label="{{ app_name }}" android:hasCode="false">
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<activity android:name="android.app.NativeActivity" android:label="{{ app_name }}">
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<meta-data android:name="android.app.lib_name" android:value="{{ lib_name }}" />
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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@endcode
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Replace @cb{.jinja} {{ package }} @ce with Java-like package name for your app
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(in this case it could be e.g. @cpp "cz.mosra.magnum.my_application" @ce, for
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example), @cb{.jinja} {{ app_name }} @ce with human-readable app name that's
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displayed in the system (so e.g. @cpp "My Application" @ce) and finally the
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@cb{.jinja} {{ lib_name }} @ce is name of the library that you compiled with
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CMake, which in this case would be @cpp "my-application" @ce.
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The @cb{.xml} <uses-feature android:glEsVersion="0x00020000" /> @ce says that
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the minimal OpenGL ES version is 2.0, change it in case you require a different
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version. Consult [the Android developer documentation](https://developer.android.com/guide/topics/manifest/manifest-intro.html)
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for further information about the manifest file.
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With everything set up, you are now ready to build the project by simply
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executing the following from the directory with your `build.gradle`. During the
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first run, Gradle will download a huge amount of random stuff when building
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even the simplest thing. Close your eyes and ignore that it happened.
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@code{.sh}
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gradle build
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@endcode
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Installing on a connected device or emulator is then a matter of
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@code{.sh}
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gradle installDebug
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@endcode
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after which you can launch the app from your home screen. See the
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@ref platforms-android-troubleshooting section below if you ran into problems.
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@section platforms-android-output-redirection Redirecting output to Android log buffer
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While printing to standard output and standard error output "just works" with
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command-line apps, you might want to redirect your @ref Corrade::Utility::Debug "Debug",
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@ref Corrade::Utility::Warning "Warning" and @ref Corrade::Utility::Error "Error"
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output to Android log buffer. so it can be accessed through the @cb{.sh} adb logcat @ce
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utility. See @ref Corrade::Utility::AndroidLogStreamBuffer for more information
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--- the @ref Platform::AndroidApplication sets this up implicitly.
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@section platforms-android-system-cmake Using system-wide CMake installation
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According to the [official documentation](https://developer.android.com/studio/projects/add-native-code.html#vanilla_cmake),
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it's possible to use system CMake installation without needing to install
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Android SDK version of CMake 3.6. Simply update the
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@cb{.gradle} externalNativeBuild @ce in your `build.gradle` file to specify
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CMake version that you have installed in your system, for example:
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@code{.gradle}
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android {
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...
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externalNativeBuild {
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cmake {
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path 'CMakeLists.txt'
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...
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version '3.10.2'
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}
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}
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}
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@endcode
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However, be aware that this is an experimental feature and may be broken.
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<em>(It didn't work for me with 3.10.)</em>
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@section platforms-android-troubleshooting Troubleshooting
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@subsection platforms-android-troubleshooting-anativeactivity App can't launch
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If your application can't launch (or it just blinks and then disappears), you
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can inspect @cb{.sh} adb logcat @ce output to see what went wrong, but be
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quick, the log is spitting out a lot of info all the time. Possible causes:
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- Mismatch between actual library name and library referenced from
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`AndroidManifest.xml`, causing Java to fail loading it
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- The device having an ABI for which the app was not compiled (check the
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@cb{.gradle} abiFilters @ce option in `build.gradle`)
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- Loading fails with `ANativeActivity_onCreate` symbol not being found. If
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you are using @ref Platform::AndroidApplication, this issue should be
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prevented, otherwise you need to add `-u ANativeActivity_onCreate` to your
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linker flags or reference the symbol some other way. See
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[android-ndk/ndk#381](https://github.com/android-ndk/ndk/issues/381) for
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details.
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- Additional `*.so` libraries are referenced by the main `*.so` but not
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bundled in the `*.apk`. One option is to switch to static libraries,
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another is explicitly specifying them in the `build.gradle` file. See
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[the official documentation](https://developer.android.com/studio/projects/gradle-external-native-builds.html#jniLibs)
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for details.
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@subsection platforms-android-troubleshooting-term Gradle aborting due to termcap
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Gradle is crashing in case @cb{.sh} $TERM @ce is set to `xterm-256color` or
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`xterm-24`. Solution is to set @cb{.sh} TERM=xterm @ce. See
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[gradle/gradle#4440](https://github.com/gradle/gradle/issues/4440) for more
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information.
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@code{.sh}
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TERM=xterm gradle build
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@endcode
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@subsection platforms-android-troubleshooting-licenses Accepting SDK licenses for Gradle
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Gradle might refuse to build a project if SDK licenses are not accepted.
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Depending on where your SDKs are installed, you might need to execute the
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following (assuming you have SDK version 26 at least):
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@code{.sh}
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sdkmanager --licenses # and then manually accept all of them
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@endcode
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The tool doesn't provide any diagnostic output if the accepting failed, so be
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sure to verify that everything went well by executing @cb{.sh} sdkmanager --licenses @ce
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again. If it offers the same licenses again, you might want to force it with
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@cb{.sh} sudo @ce.
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@subsection platforms-android-troubleshooting-permissions Android SDK directory permissions
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Gradle is able to work with system-installed Android SDK. If it complains about
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directory permissions such as
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@code{.shell-session}
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> Failed to install the following SDK components:
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[Android SDK Build-Tools 26.0.2, Android SDK Platform 25]
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The SDK directory (/opt/android-sdk) is not writeable,
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please update the directory permissions.
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@endcode
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it's often enough to just install such packages. In case of ArchLinux, all
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relevant packages are available in AUR.
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*/
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}
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