mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-28 17:07:30 +01:00
96 lines
4.3 KiB
Plaintext
96 lines
4.3 KiB
Plaintext
|
------------
|
||
|
REQUIREMENTS
|
||
|
------------
|
||
|
|
||
|
To use Android you need to have installed:
|
||
|
- Android SDK (from http://developer.android.com)
|
||
|
- Android NDK (from http://developer.android.com)
|
||
|
- ant (a build tool commonly used for Java)
|
||
|
- A Java jdk (for example openjdk-6-jdk)
|
||
|
- GNU Make 3.81 or later
|
||
|
- A recent version of awk
|
||
|
- On Windows you need to have Cygwin (at least version 1.7) installed
|
||
|
|
||
|
----------------------------
|
||
|
BUILDING Irrlicht & your App
|
||
|
----------------------------
|
||
|
|
||
|
1. Assign your Android SDK path to an ANDROID_HOME environment variable.
|
||
|
2. Add $ANDROID_HOME/tools and $ANDROID_HOME/platform-tools and the Android NDK main folder to your PATH environment variable.
|
||
|
3. Go to: source/Irrlicht/Android and call "ndk-build" or "ndk-build NDEBUG=1"
|
||
|
4. Go to: examples/01.HelloWorld_Android and call "ndk-build" or "ndk-build NDEBUG=1"
|
||
|
5. Call "ant debug" to create package
|
||
|
6. Connect device to PC (with USB debugging mode ON) or turn on emulator.
|
||
|
7. Call "adb -d install bin/HelloWorldMobile-debug.apk" (if you use emulator please add "-e" parameter instead of "-d") to install package on your device/emulator.
|
||
|
|
||
|
Troubleshooting:
|
||
|
|
||
|
Error: Unable to resolve project target 'android-10'
|
||
|
Solution: Run "android sdk" in sdk/tools and install API 10.
|
||
|
Alternatively you can probably (not yet tested) set another APP_PLATFORM
|
||
|
in the Application.mk's for the project and for Irrlicht. In this case you
|
||
|
should likely also change the android:minSdkVersion in the AndroidManifest.xml
|
||
|
|
||
|
-----
|
||
|
FILES
|
||
|
-----
|
||
|
|
||
|
AndroidManifest.xml:
|
||
|
Every Android application needs one of those to describe the needs of the application.
|
||
|
Must have exactly this name.
|
||
|
See http://developer.android.com/guide/topics/manifest/manifest-intro.html
|
||
|
|
||
|
build.xml:
|
||
|
Ant build file to create the final package.
|
||
|
You might want to create a new one as described in the Android documentation:
|
||
|
http://developer.android.com/tools/projects/projects-cmdline.html
|
||
|
That will then also update project.properties.
|
||
|
|
||
|
project.properties
|
||
|
Contains the build target (and maybe other project properties). Must exist.
|
||
|
|
||
|
jni:
|
||
|
A folder by this name must exist below the folder where you have build.xml.
|
||
|
Usually it contains the native (c/c++) source files, but in our case we put
|
||
|
the source-files one level higher (with LOCAL_PATH in Android.mk).
|
||
|
|
||
|
jni/Android.mk:
|
||
|
The Makefile for the project.
|
||
|
Source-files in the project are added to LOCAL_SRC_FILES
|
||
|
In the Irrlicht example it also copies the assets, but you can
|
||
|
also already create your project assets in the right place.
|
||
|
|
||
|
jni/Application.mk:
|
||
|
Optional file which for example restricts which modules are installed and
|
||
|
where you can set specific target architectures.
|
||
|
More info about this can be found in the ndk docs.
|
||
|
|
||
|
res:
|
||
|
A folder with resources which districuted with your application and can be accessed via ID's.
|
||
|
Unfortunately no direct NDK access to resources at the time of writing this. So you either have
|
||
|
to access them with java-code and copy to c++ somehow or you have to use hacks to read the format
|
||
|
directly (which is done by some apps, but not future-safe and google recommends not doing that).
|
||
|
Please check the official "App Resources" android developer documention, as this is rather complex.
|
||
|
We use it only for the application icons in this example.
|
||
|
|
||
|
assets:
|
||
|
Files in here are distributed with your app. It's acting like a read-only file system.
|
||
|
|
||
|
assets/media/Shaders:
|
||
|
Shader code needed by the OGLES2 driver to simulate a fixed function pipeline.
|
||
|
In the example this code is automatically copied within the Android.mk makefile.
|
||
|
The path where the shaders are searched is set in the IRR_OGLES2_SHADER_PATH define in IrrCompileConfig.h
|
||
|
The names are hardcoded so they have to be identical to those found in media/Shaders.
|
||
|
You can rewrite the shaders, but ensure to add some working shaders files by those names.
|
||
|
The OGLES1 driver doesn't need those files.
|
||
|
|
||
|
obj:
|
||
|
All object and library files mentioned in the Android.mk are put in here before linking.
|
||
|
|
||
|
libs:
|
||
|
Contains the binaries of your application after compilation. The application itself is a lib(probably because native code can't run directly but only as lib).
|
||
|
|
||
|
src:
|
||
|
The src folder is needed when you have Java sources and should only contain .java and .aidl files.
|
||
|
Although the examples doesn't use Java the makefile creates this folder as the ant build.xml in the android sdk needs it.
|