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