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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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@todoc code coverage
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@todoc static plugins
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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.
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@note On ArchLinux it's the `gradle` package and the following AUR packages,
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adapt the version numbers as necessary:
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@note
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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](https://aur.archlinux.org/packages/android-sdk-build-tools/)
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- [android-sdk-platform-tools](https://aur.archlinux.org/packages/android-sdk-platform-tools/)
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- [android-platform-22](https://aur.archlinux.org/packages/android-platform-22/)
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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-console Building and running console applications
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Android allows to run arbitrary console utilities and tests via ADB. Assuming
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you have Magnum installed in the NDK path as described in @ref building-cross-android,
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build your project simply as this (adapt version numbers and ABIs 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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`build-android-arm64/src/my-application`, the workflow would be like this:
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@code{.sh}
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adb push build-android-arm64/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. See also @ref GL::OpenGLTester for
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information about OpenGL testing.
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@section platforms-android-apps Building and installing graphics apps
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Building of graphics applications is managed fully using Gradle, which also
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builds your CMake project internally. It's possible to use other means such as
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`ndk-build`, but CMake is the officially preferred way. The following guide
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assumes you have Gradle installed in a system-wide location available in
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@cb{.sh} $PATH @ce. See the [Gradle installation docs](https://docs.gradle.org/current/userguide/installation.html)
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for more information, @ref platforms-android-gradlew "see below" if you want to
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use the `gradlew` wrappers instead.
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In case you don't have an OpenGL ES build set up yet, you need to copy
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`FindEGL.cmake` and `FindOpenGLES2.cmake` (or `FindOpenGLES3.cmake`) from the
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[modules/](https://github.com/mosra/magnum/tree/master/modules) directory in
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Magnum source to the `modules/` dir in your project so it is able to find EGL
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and OpenGL ES 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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@note The @ref Platform::AndroidApplication also contains a fully configured
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bootstrap project that's ready to build and deploy. Check its documentation
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for details.
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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-multiple-abis Building for multiple ABIs and system versions
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The above guide simplifies things a bit and builds for just a single ARM64 ABI.
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In order to support multiple platforms, you need to separately build and
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install the dependencies for all ABIs of choice --- create separate build
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directories and run CMake with different `CMAKE_ANDROID_ARCH_ABI` and
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corresponding `CMAKE_INSTALL_PREFIX`. Similarly with SDK versions, adapt
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`CMAKE_SYSTEM_VERSION` and `CMAKE_INSTALL_PREFIX` to a desired version. The
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headers are shared and should be always installed into `<ndk>/sysroot/usr`
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regardless of ABI or SDK version. The supported ABI values are:
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ABI | Corresponding install prefix
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----------- | ----------------------------
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armeabi-v7a | <nk>/platforms/android-<version>/arch-arm/usr
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arm64-v8a | <nk>/platforms/android-<version>/arch-arm64/usr
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x86 | <nk>/platforms/android-<version>/arch-x86/usr
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x86_64 | <nk>/platforms/android-<version>/arch-x86_64/usr
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After that, you can add the additional ABIs to the `abiFilters` list in your
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`build.gradle`.
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For example, building Magnum for 32-bit and 64-bit ARM with SDK version 24
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could look like this:
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@code{.sh}
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mkdir build-android-arm && cd build-android-arm
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cmake .. \
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-DCMAKE_SYSTEM_NAME=Android \
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-DCMAKE_SYSTEM_VERSION=24 \
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-DCMAKE_ANDROID_ARCH_ABI=armeabi-v7a \
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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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-DCMAKE_INSTALL_PREFIX=<ndk>/platforms/android-24/arch-arm/usr \
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-DMAGNUM_INCLUDE_INSTALL_PREFIX=<ndk>/sysroot/usr
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cmake --build . --target install
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cd ..
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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=24 \
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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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-DCMAKE_INSTALL_PREFIX=<ndk>/platforms/android-24/arch-arm64/usr \
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-DMAGNUM_INCLUDE_INSTALL_PREFIX=<ndk>/sysroot/usr
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cmake --build . --target install
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@endcode
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And the `build.gradle` for your app then looks 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 {
|
|
|
|
|
compileSdkVersion 25
|
|
|
|
|
|
|
|
|
|
defaultConfig {
|
|
|
|
|
minSdkVersion 24
|
|
|
|
|
|
|
|
|
|
externalNativeBuild {
|
|
|
|
|
cmake {
|
|
|
|
|
arguments '-DANDROID_STL=c++_static'
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
ndk {
|
|
|
|
|
abiFilters 'armeabi-v7a', 'arm64-v8a'
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
externalNativeBuild {
|
|
|
|
|
cmake {
|
|
|
|
|
path 'CMakeLists.txt'
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
See [the official documentation about ABIs](https://developer.android.com/ndk/guides/abis.html)
|
|
|
|
|
for more information.
|
|
|
|
|
|
|
|
|
|
@section platforms-android-output-redirection Redirecting output to Android log buffer
|
|
|
|
|
|
|
|
|
|
While printing to standard output and standard error output "just works" with
|
|
|
|
|
command-line apps, you might want to redirect your @ref Corrade::Utility::Debug "Debug",
|
|
|
|
|
@ref Corrade::Utility::Warning "Warning" and @ref Corrade::Utility::Error "Error"
|
|
|
|
|
output to Android log buffer. so it can be accessed through the @cb{.sh} adb logcat @ce
|
|
|
|
|
utility. See @ref Corrade::Utility::AndroidLogStreamBuffer for more
|
|
|
|
|
information.
|
|
|
|
|
|
|
|
|
|
The @ref Platform::AndroidApplication sets this up implicitly with a `magnum`
|
|
|
|
|
tag, you can then filter it out like this, for example:
|
|
|
|
|
|
|
|
|
|
@code{.shell-session}
|
|
|
|
|
$ adb logcat *:S magnum
|
|
|
|
|
...
|
|
|
|
|
03-16 17:35:26.703 17726 17745 I magnum : Renderer: Mali-G71 by ARM
|
|
|
|
|
03-16 17:35:26.703 17726 17745 I magnum : OpenGL version: OpenGL ES 3.2 v1.r2p0
|
|
|
|
|
03-16 17:35:26.703 17726 17745 I magnum : Using optional features:
|
|
|
|
|
03-16 17:35:26.703 17726 17745 I magnum : GL_EXT_robustness
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
@section platforms-android-system-cmake Using system-wide CMake installation
|
|
|
|
|
|
|
|
|
|
According to the [official documentation](https://developer.android.com/studio/projects/add-native-code.html#vanilla_cmake),
|
|
|
|
|
it's possible to use system CMake installation without needing to install
|
|
|
|
|
Android SDK version of CMake 3.6. Simply update the
|
|
|
|
|
@cb{.gradle} externalNativeBuild @ce in your `build.gradle` file to specify
|
|
|
|
|
CMake version that you have installed in your system, for example:
|
|
|
|
|
|
|
|
|
|
@code{.gradle}
|
|
|
|
|
android {
|
|
|
|
|
...
|
|
|
|
|
externalNativeBuild {
|
|
|
|
|
cmake {
|
|
|
|
|
path 'CMakeLists.txt'
|
|
|
|
|
...
|
|
|
|
|
version '3.10.2'
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
However, be aware that this is an experimental feature and may be broken. At
|
|
|
|
|
the time of writing (March 2018), it didn't work for me with NDK r16b, Android
|
|
|
|
|
buid plugin 3.0.1 and CMake 3.10.
|
|
|
|
|
|
|
|
|
|
@section platforms-android-gradlew Using gradlew wrappers instead of a system installation
|
|
|
|
|
|
|
|
|
|
It's possible to bundle Gradle in the project itself as opposed to requiring a
|
|
|
|
|
pre-existing system installation. It has the downside of having a bit more
|
|
|
|
|
boilerplate files in your project, though.
|
|
|
|
|
|
|
|
|
|
First, add the following to your `build.gradle` file:
|
|
|
|
|
|
|
|
|
|
@code{.gradle}
|
|
|
|
|
task wrapper(type: Wrapper) {
|
|
|
|
|
gradleVersion = '4.0'
|
|
|
|
|
}
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Then run this on a system that has Gradle installed:
|
|
|
|
|
|
|
|
|
|
@code{.sh}
|
|
|
|
|
gradle wrapper
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
This will generate the following files that you can then add to version
|
|
|
|
|
control:
|
|
|
|
|
|
|
|
|
|
- `gradlew` shell script for Unix-like systems
|
|
|
|
|
- `gradle.bat` batch script for Windows
|
|
|
|
|
- `gradle/` directory with wrapper binaries
|
|
|
|
|
|
|
|
|
|
With this in place, you can just use @cb{.sh} gradlew @ce instead of
|
|
|
|
|
@cb{.sh} gradle @ce.
|
|
|
|
|
|
|
|
|
|
@section platforms-android-travis Setting up Android build on Travis CI
|
|
|
|
|
|
|
|
|
|
For simple compilation tests, add the following to your `.travis.yml` matrix
|
|
|
|
|
builds. According to the [Travis Android documentation](https://docs.travis-ci.com/user/languages/android/),
|
|
|
|
|
`build-tools-22.0.1` and `android-22` are always present, so your builds
|
|
|
|
|
shouldn't get any extra delay when requesting them. The @cb{.sh} $TARGET @ce
|
|
|
|
|
environment variable is used here only to disambiguate later, you might or
|
|
|
|
|
might not need it.
|
|
|
|
|
|
|
|
|
|
@code{.yml}
|
|
|
|
|
matrix:
|
|
|
|
|
include:
|
|
|
|
|
# ...
|
|
|
|
|
- language: android
|
|
|
|
|
os: linux
|
|
|
|
|
dist: trusty
|
|
|
|
|
env:
|
|
|
|
|
- TARGET=android
|
|
|
|
|
android:
|
|
|
|
|
components:
|
|
|
|
|
- build-tools-22.0.1
|
|
|
|
|
- android-22
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
At the time of writing (March 2018), while the generic Ubuntu 14.04 images
|
|
|
|
|
already have CMake 3.9.2, for some reason the Android Ubuntu 14.04 images have
|
|
|
|
|
just CMake 3.2. Android support is builtin since version 3.7, but
|
|
|
|
|
[an important fix](https://gitlab.kitware.com/cmake/cmake/issues/17253) for the
|
|
|
|
|
LLVM toolchain was merged as late as in 3.9.2, so you may want to grab that
|
|
|
|
|
version. Example `.travis.yml` setup that downloads the binary and extracts it
|
|
|
|
|
to @cb{.sh} $HOME/cmake @ce, with @cb{.sh} $PATH @ce setup and caching:
|
|
|
|
|
|
|
|
|
|
@code{.yml}
|
|
|
|
|
cache:
|
|
|
|
|
directories:
|
|
|
|
|
- $HOME/cmake
|
|
|
|
|
|
|
|
|
|
install:
|
|
|
|
|
- >
|
|
|
|
|
if [ "$TARGET" == "android" ] && [ ! -e "$HOME/cmake/bin" ]; then
|
|
|
|
|
cd $HOME ;
|
|
|
|
|
wget https://cmake.org/files/v3.9/cmake-3.9.2-Linux-x86_64.tar.gz &&
|
|
|
|
|
mkdir -p cmake &&
|
|
|
|
|
cd cmake &&
|
|
|
|
|
tar --strip-components=1 -xzf ../cmake-3.9.2-Linux-x86_64.tar.gz &&
|
|
|
|
|
cd $TRAVIS_BUILD_DIR ;
|
|
|
|
|
fi
|
|
|
|
|
- >
|
|
|
|
|
if [ "$TARGET" == "android" ]; then
|
|
|
|
|
export PATH=$HOME/cmake/bin:$PATH &&
|
|
|
|
|
cmake --version ;
|
|
|
|
|
fi
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
The NDK can be fetched as a simple `*.zip` file. However, version r16b has over
|
|
|
|
|
800 MB, so you might want to explore creation of a
|
|
|
|
|
[Standalone Toolchain](https://developer.android.com/ndk/guides/standalone_toolchain.html)
|
|
|
|
|
with only the things you need to speed up the build. Again, downlading it into
|
|
|
|
|
@cb{.sh} $HOME/android-ndk-r16b @ce is a matter of adding this into your
|
|
|
|
|
@cb{.yml} install: @ce section:
|
|
|
|
|
|
|
|
|
|
@code{.yml}
|
|
|
|
|
- >
|
|
|
|
|
if [ "$TARGET" == "android" ]; then
|
|
|
|
|
cd $HOME ;
|
|
|
|
|
wget https://dl.google.com/android/repository/android-ndk-r16b-linux-x86_64.zip &&
|
|
|
|
|
unzip -q android-*.zip &&
|
|
|
|
|
cd $TRAVIS_BUILD_DIR ;
|
|
|
|
|
fi
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Travis CI discourages caching the NDK, as downloading the cache will take
|
|
|
|
|
roughly the same amount of time as downloading it from upstream.
|
|
|
|
|
|
|
|
|
|
Building your actual code is just a matter of setting up a correct NDK path.
|
|
|
|
|
You can install the dependencies to any location as long as you specify the
|
|
|
|
|
same location in `CMAKE_PREFIX_PATH` and `CMAKE_FIND_ROOT_PATH` in depending
|
|
|
|
|
projects. Using `armeabi-v7a` instead of `arm64-v8a` ensures that you can run
|
|
|
|
|
the code in a preinstalled emulator later, see below.
|
|
|
|
|
|
|
|
|
|
@code{.sh}
|
|
|
|
|
mkdir build-android-arm && cd build-android-arm
|
|
|
|
|
cmake .. \
|
|
|
|
|
-DCMAKE_ANDROID_NDK=$HOME/android-ndk-r16b \
|
|
|
|
|
-DCMAKE_SYSTEM_NAME=Android \
|
|
|
|
|
-DCMAKE_SYSTEM_VERSION=22 \
|
|
|
|
|
-DCMAKE_ANDROID_ARCH_ABI=armeabi-v7a \
|
|
|
|
|
-DCMAKE_ANDROID_NDK_TOOLCHAIN_VERSION=clang \
|
|
|
|
|
-DCMAKE_ANDROID_STL_TYPE=c++_static \
|
|
|
|
|
-DCMAKE_PREFIX_PATH=$HOME/deps \
|
|
|
|
|
-DCMAKE_FIND_ROOT_PATH=$HOME/deps \
|
|
|
|
|
...
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
@subsection platforms-android-travis-run Running tests on the emulator
|
|
|
|
|
|
|
|
|
|
In order to run your tests on the emulator, you need to request some system
|
|
|
|
|
image. Again, `sys-img-armeabi-v7a-android-22` is part of the default
|
|
|
|
|
installation, so it shouldn't add any extra time to your build:
|
|
|
|
|
|
|
|
|
|
@code{.yml}
|
|
|
|
|
matrix:
|
|
|
|
|
include:
|
|
|
|
|
- language: android
|
|
|
|
|
# ...
|
|
|
|
|
android:
|
|
|
|
|
components:
|
|
|
|
|
# ...
|
|
|
|
|
- sys-img-armeabi-v7a-android-22
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
As described [in the Travis documentation](https://docs.travis-ci.com/user/languages/android/#How-to-Create-and-Start-an-Emulator),
|
|
|
|
|
create a system image and wait for the emulator to start (be prepared, it can
|
|
|
|
|
easily take up *minutes*). Assuming you use
|
|
|
|
|
the @ref TestSuite-Tester-running-cmake "Corrade::TestSuite Android integration",
|
|
|
|
|
simply run your tests via `ctest` and optionally enable colored output for
|
|
|
|
|
extra clarity:
|
|
|
|
|
|
|
|
|
|
@code{.sh}
|
|
|
|
|
echo no | android create avd --force -n test -t android-22 --abi armeabi-v7a
|
|
|
|
|
emulator -avd test -no-audio -no-window &
|
|
|
|
|
android-wait-for-emulator
|
|
|
|
|
CORRADE_TEST_COLOR=ON ctest -V
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
@subsection platforms-android-travis-bundle APK bundle creation
|
|
|
|
|
|
|
|
|
|
At the time of writing (March 2018), Travis Ubuntu 14.04 has Gradle 4.0,
|
|
|
|
|
however the Android build plugin 3.0 requires at least Gradle 4.1, so you need
|
|
|
|
|
to backport `gradle.build` to plugin version 2.3.3 compared to the
|
|
|
|
|
@ref platforms-android-apps "template above". In particular, the `classpath`
|
|
|
|
|
needs to be updated, `compileSdkVersion` and `minSdkVersion` adapted to
|
|
|
|
|
versions defined in @cb{.yml} components: @ce in your `travis.yml` file and the
|
|
|
|
|
`buildToolsVersion` explicitly specified, because that's needed in plugin
|
|
|
|
|
versions before 3.0:
|
|
|
|
|
|
|
|
|
|
@code{.gradle}
|
|
|
|
|
buildscript {
|
|
|
|
|
// ...
|
|
|
|
|
dependencies {
|
|
|
|
|
classpath 'com.android.tools.build:gradle:2.3.3'
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ...
|
|
|
|
|
|
|
|
|
|
android {
|
|
|
|
|
compileSdkVersion 22
|
|
|
|
|
buildToolsVersion '26.0.2'
|
|
|
|
|
|
|
|
|
|
defaultConfig {
|
|
|
|
|
minSdkVersion 22
|
|
|
|
|
// ...
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Gradle bundles its own CMake 3.6, downloading it on-demand and then failing
|
|
|
|
|
because SDK licenses are not signed. Solution is to install CMake and sign its
|
|
|
|
|
license explicitly beforehand. Add the following to your `.travis.yml`:
|
|
|
|
|
|
|
|
|
|
@code{.yml}
|
|
|
|
|
before_install:
|
|
|
|
|
- if [ "$TARGET" == "android" ]; then yes | sdkmanager "cmake;3.6.4111459"; fi
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Unlike above, and especially if you build for multiple ABIs, it's better to
|
|
|
|
|
install all dependencies where Gradle expects them. In particular, in case of
|
|
|
|
|
Corrade and ARM64 ABI and NDK being in @cb{.sh} $HOME/android-ndk-r16b @ce, the
|
|
|
|
|
install prefixes look like this:
|
|
|
|
|
|
|
|
|
|
@code{.sh}
|
|
|
|
|
cmake .. \
|
|
|
|
|
-DCMAKE_INSTALL_PREFIX=$HOME/android-ndk-r16b/platforms/android-22/arch-arm64/usr \
|
|
|
|
|
-DCORRADE_INCLUDE_INSTALL_PREFIX=$HOME/android-ndk-r16b/sysroot/usr \
|
|
|
|
|
...
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Finally, you need to tell Gradle where the NDK is located and where to look for
|
|
|
|
|
native binaries (for example the `corrade-rc` executable) using environment
|
|
|
|
|
variables. At last, execute `gradle build` in the directory where
|
|
|
|
|
`build.gradle` is:
|
|
|
|
|
|
|
|
|
|
@code{.sh}
|
|
|
|
|
export ANDROID_NDK_HOME=$HOME/android-ndk-r16b
|
|
|
|
|
export CMAKE_PREFIX_PATH=$HOME/deps-native/
|
|
|
|
|
|
|
|
|
|
gradle build
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
@section platforms-android-troubleshooting Troubleshooting
|
|
|
|
|
|
|
|
|
|
@subsection platforms-android-troubleshooting-cant-find Gradle CMake can't find dependencies
|
|
|
|
|
|
|
|
|
|
Gradle by default searches only in the NDK install path. If you have your
|
|
|
|
|
dependencies installed somewhere else (this goes especially for the *native*
|
|
|
|
|
`corrade-rc` executable), you might want to point the `CMAKE_PREFIX_PATH`
|
|
|
|
|
environment variable to your install location:
|
|
|
|
|
|
|
|
|
|
@code{.sh}
|
|
|
|
|
export CMAKE_PREFIX_PATH=<path-where-your-dependencies-are-installed>
|
|
|
|
|
gradle build
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
If you have the dependencies installed in the NDK path, but it still fails,
|
|
|
|
|
check that you installed for the same SDK version as in `minSdkVersion` and all
|
|
|
|
|
ABIs mentioned in `abiFilters` inside your `build.gradle` file --- Gradle runs
|
|
|
|
|
CMake once for each entry in the list so it might happen that it finds them for
|
|
|
|
|
all but one ABI. See @ref platforms-android-multiple-abis above for more
|
|
|
|
|
information.
|
|
|
|
|
|
|
|
|
|
@subsection platforms-android-troubleshooting-cant-launch App can't launch
|
|
|
|
|
|
|
|
|
|
If your application can't launch (or it just blinks and then disappears), you
|
|
|
|
|
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 has an ABI for which the app was not compiled (check the
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@cb{.gradle} abiFilters @ce option in `build.gradle`) or the app was
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compiled with SDK version that's not supported by the device yet. See the
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[official API level documentation](https://developer.android.com/guide/topics/manifest/uses-sdk-element.html#ApiLevels)
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for more information.
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- The device doesn't support OpenGL ES 3.0 yet. Rebuild Magnum and its
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dependencies with the `TARGET_GLES2` option enabled. See @ref building-features
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for more information.
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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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If you see the following output, Gradle is crashing because @cb{.sh} $TERM @ce
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|
is set to `xterm-256color` or `xterm-24`:
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|
@code{.shell-session}
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$ gradle build
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FAILURE: Build failed with an exception.
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* What went wrong:
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|
|
Could not open terminal for stdout: could not get termcap entry
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|
@endcode
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|
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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|
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|
|
|
|
The tool doesn't provide any diagnostic output if the accepting failed, so be
|
|
|
|
|
sure to verify that everything went well by executing @cb{.sh} sdkmanager --licenses @ce
|
|
|
|
|
again. If it offers the same licenses again, you might want to force it with
|
|
|
|
|
@cb{.sh} sudo @ce.
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|
|
@subsection platforms-android-troubleshooting-permissions Android SDK directory permissions
|
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|
|
|
|
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|
|
|
Gradle is able to work with system-installed Android SDK. If it complains about
|
|
|
|
|
directory permissions such as
|
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|
|
|
|
@code{.shell-session}
|
|
|
|
|
> Failed to install the following SDK components:
|
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|
|
|
[Android SDK Build-Tools 26.0.2, Android SDK Platform 25]
|
|
|
|
|
The SDK directory (/opt/android-sdk) is not writeable,
|
|
|
|
|
please update the directory permissions.
|
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|
|
|
@endcode
|
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|
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|
|
|
it's often enough to just install such packages. In case of ArchLinux, all
|
|
|
|
|
relevant packages are available in AUR.
|
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|
|
*/
|
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|
}
|