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318 lines
13 KiB
318 lines
13 KiB
/* |
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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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