Sync SDL3 wiki -> header
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@@ -23,9 +23,9 @@ How the port works
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================================================================================
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- Android applications are Java-based, optionally with parts written in C
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- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
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- As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
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the SDL library
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- This means that your application C code must be placed inside an Android
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- This means that your application C code must be placed inside an Android
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Java project, along with some C support code that communicates with Java
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- This eventually produces a standard Android .apk package
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@@ -66,7 +66,7 @@ done in the build directory for the app!
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For more complex projects, follow these instructions:
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1. Copy the android-project directory wherever you want to keep your projects
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and rename it to the name of your project.
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2. Move or symlink this SDL directory into the "<project>/app/jni" directory
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@@ -129,15 +129,15 @@ Here's an example of a minimal class file:
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--- MyGame.java --------------------------
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package com.gamemaker.game;
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import org.libsdl.app.SDLActivity;
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import org.libsdl.app.SDLActivity;
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/**
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* A sample wrapper class that just calls SDLActivity
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*/
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* A sample wrapper class that just calls SDLActivity
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*/
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public class MyGame extends SDLActivity { }
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------------------------------------------
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Then replace "SDLActivity" in AndroidManifest.xml with the name of your
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@@ -176,7 +176,7 @@ may want to keep this fact in mind when building your APK, specially when large
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files are involved.
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For more information on which extensions get compressed by default and how to
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disable this behaviour, see for example:
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http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
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@@ -347,7 +347,7 @@ I get output from addr2line showing that it's in the quit function, in testsprit
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You can add logging to your code to help show what's happening:
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#include <android/log.h>
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__android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
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If you need to build without optimization turned on, you can create a file called
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@@ -437,7 +437,7 @@ where you only update a portion of the screen on each frame, you may notice a
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variety of visual glitches on Android, that are not present on other platforms.
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This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
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contexts, in particular the use of the eglSwapBuffers function. As stated in the
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documentation for the function "The contents of ancillary buffers are always
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documentation for the function "The contents of ancillary buffers are always
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undefined after calling eglSwapBuffers".
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Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
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is not possible for SDL as it requires EGL 1.4, available only on the API level
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@@ -456,7 +456,7 @@ Two legitimate ways:
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Activity by calling Activity.finish().
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- Android OS can decide to terminate your application by calling onDestroy()
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(see Activity life cycle). Your application will receive an SDL_EVENT_QUIT you
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(see Activity life cycle). Your application will receive an SDL_EVENT_QUIT you
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can handle to save things and quit.
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Don't call exit() as it stops the activity badly.
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