#pragma section-numbers 2

= Building SDL2 for Android =

<<TableOfContents()>>

== Existing documentation ==

A lot of information can be found in [[https://hg.libsdl.org/SDL/file/default/docs/README-android.md|SDL/docs/README-android.md]].

This page is more walkthrough-oriented.


== Pre-requisites ==

 * Install minimal Java environment. For instance, in Debian/Ubuntu: {{{
sudo apt-get install openjdk-8-jdk ant android-sdk-platform-tools-common
}}}
 * Install NDK (tested with [[http://dl.google.com/android/ndk/android-ndk-r8c-linux-x86.tar.bz2|r8c]])
 * Install the latest SDK, run `android` and install one API (>=12)
 * Configure your environment variables, e.g.: {{{
PATH="/usr/src/android-ndk-r8c:$PATH"                   # for 'ndk-build'
PATH="/usr/src/android-sdk-linux/tools:$PATH"           # for 'android'
PATH="/usr/src/android-sdk-linux/platform-tools:$PATH"  # for 'adb'
}}}
 * Edit {{{build-scripts/androidbuild.sh}}}, find the {{{$ANDROID update project}}} line, and add {{{--target android-XX}}} to it (replace XX with your installed API number above).

== Simple builds ==

=== SDL wrapper for simple programs ===

 * Compile a sample app (calls ndk-build): {{{
cd /usr/src/SDL2/build-scripts/
./androidbuild.sh org.libsdl.testgles ../test/testgles.c
}}}
 * Follow the instructions to install on your device: {{{
cd /usr/src/SDL2/build/org.libsdl.testgles/
ant debug install
}}}

Notes:
 * triple target armeabi/armeabi-v7a/x86 compilation!
 * application doesn't quit


=== SDL wrapper + SDL_image NDK module ===

Let's modify `SDL2_image/showimage.c` to show a simple embedded image (e.g. XPM).

{{{
#include "SDL.h"
#include "SDL_image.h"

/* XPM */
static char * icon_xpm[] = {
  "32 23 3 1",
  " 	c #FFFFFF",
  ".	c #000000",
  "+	c #FFFF00",
  "                                ",
  "            ........            ",
  "          ..++++++++..          ",
  "         .++++++++++++.         ",
  "        .++++++++++++++.        ",
  "       .++++++++++++++++.       ",
  "      .++++++++++++++++++.      ",
  "      .+++....++++....+++.      ",
  "     .++++.. .++++.. .++++.     ",
  "     .++++....++++....++++.     ",
  "     .++++++++++++++++++++.     ",
  "     .++++++++++++++++++++.     ",
  "     .+++++++++..+++++++++.     ",
  "     .+++++++++..+++++++++.     ",
  "     .++++++++++++++++++++.     ",
  "      .++++++++++++++++++.      ",
  "      .++...++++++++...++.      ",
  "       .++............++.       ",
  "        .++..........++.        ",
  "         .+++......+++.         ",
  "          ..++++++++..          ",
  "            ........            ",
  "                                "};

int main(int argc, char *argv[])
{
  SDL_Window *window;
  SDL_Renderer *renderer;
  SDL_Texture *texture;
  int w, h, done;
  SDL_Event event;

  if (SDL_CreateWindowAndRenderer(0, 0, 0, &window, &renderer) < 0) {
    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
		 "SDL_CreateWindowAndRenderer() failed: %s\n", SDL_GetError());
    return(2);
  }

  SDL_Surface *surface = IMG_ReadXPMFromArray(icon_xpm);
  texture = SDL_CreateTextureFromSurface(renderer, surface);
  if (!texture) {
    SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
		 "Couldn't load texture: %s\n", SDL_GetError());
    return(2);
  }
  SDL_QueryTexture(texture, NULL, NULL, &w, &h);
  SDL_SetWindowSize(window, 800, 480);
  
  done = 0;
  while (!done) {
    while (SDL_PollEvent(&event)) {
      if (event.type == SDL_QUIT)
	done = 1;
    }
    SDL_RenderCopy(renderer, texture, NULL, NULL);
    SDL_RenderPresent(renderer);
    SDL_Delay(100);
  }
  SDL_DestroyTexture(texture);

  SDL_Quit();
  return(0);
}
}}}

Then let's make an Android app out of it. To compile: {{{
cd /usr/src/SDL2/build-scripts/
./androidbuild.sh org.libsdl.showimage /usr/src/SDL2_image/showimage.c
cd /usr/src/SDL2/build/org.libsdl.showimage/
ln -s /usr/src/SDL2_image jni/
ln -s /usr/src/SDL2_image/external/libwebp-0.3.0 jni/webp
sed -i -e 's/^LOCAL_SHARED_LIBRARIES.*/& SDL2_image/' jni/src/Android.mk
ndk-build -j$(nproc)
ant debug install
}}}

Notes:
 * application doesn't restart properly


== Build an autotools-friendly environment ==

You use autotools in your project and can't be bothering understanding ndk-build's cryptic errors? This guide is for you!

Note: this environment can be used for CMake too.

=== Compile a shared binaries bundle for SDL and SDL_* ===

 * Get the latests SDL2_* releases: {{{
cd /usr/src/
wget https://libsdl.org/release/SDL2-2.0.5.tar.gz
wget https://www.libsdl.org/projects/SDL_image/release/SDL2_image-2.0.1.tar.gz
wget https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.1.tar.gz
wget https://www.libsdl.org/projects/SDL_net/release/SDL2_net-2.0.1.tar.gz
wget https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-2.0.14.tar.gz

tar xf SDL2-2.0.5.tar.gz
tar xf SDL2_image-2.0.1.tar.gz
tar xf SDL2_mixer-2.0.1.tar.gz
tar xf SDL2_net-2.0.1.tar.gz
tar xf SDL2_ttf-2.0.14.tar.gz

ln -s SDL2-2.0.5 SDL2
ln -s SDL2_image-2.0.1 SDL2_image
ln -s SDL2_mixer-2.0.1 SDL2_mixer
ln -s SDL2_net-2.0.1 SDL2_net
ln -s SDL2_ttf-2.0.14 SDL2_ttf
}}}
 * Start with a minimal build: {{{
cd /usr/src/SDL2/
cd build-scripts/
#hg revert --all  # remove traces of previous builds
# edit androidbuild.sh and modify $ANDROID update project --target android-XX
./androidbuild.sh org.libsdl /dev/null
# doesn't matter if the actual build fails, it's just for setup
cd ../build/org.libsdl/
}}}
 * Remove reference to our dummy file: {{{
rm -rf jni/src/
}}}
 * Reference SDL_image, SDL_mixer, SDL_ttf, and their dependencies, as NDK modules: {{{
ln -s /usr/src/SDL2_image jni/
ln -s /usr/src/SDL2_image/external/libwebp-0.3.0 jni/webp
ln -s /usr/src/SDL2_mixer jni/
ln -s /usr/src/SDL2_mixer/external/libmikmod-3.1.12 jni/libmikmod
ln -s /usr/src/SDL2_mixer/external/smpeg2-2.0.0 jni/smpeg2
ln -s /usr/src/SDL2_net jni/
ln -s /usr/src/SDL2_ttf jni/
}}}
 * Optionnaly edit `jni/Android.mk` to disable some formats, e.g.: {{{
SUPPORT_MP3_SMPEG := false
include $(call all-subdir-makefiles)
}}}
 * Launch the build! {{{
ndk-build -j$(nproc)
}}}

Note: no need to add `System.loadLibrary` calls in `SDLActivity.java`, your application will be linked to them and Android's ld-linux loads them automatically.


=== Install SDL in a GCC toolchain ===

Now:
 * Copy the NDK into a traditional GCC toolchain (leave android-14 as-is): {{{
/usr/src/android-ndk-r8c/build/tools/make-standalone-toolchain.sh \
  --platform=android-14 --install-dir=/usr/src/ndk-standalone-14-arm --arch=arm
}}}
 * Set your PATH (important, do it before any build): {{{
NDK_STANDALONE=/usr/src/ndk-standalone-14-arm
PATH=$NDK_STANDALONE/bin:$PATH
}}}
 * Install the SDL2 binaries in the toolchain: {{{
cd /usr/src/SDL2/build/org.libsdl/
for i in libs/armeabi/*; do ln -nfs $(pwd)/$i $NDK_STANDALONE/sysroot/usr/lib/; done
mkdir $NDK_STANDALONE/sysroot/usr/include/SDL2/
\cp jni/SDL/include/* $NDK_STANDALONE/sysroot/usr/include/SDL2/
\cp jni/*/SDL*.h $NDK_STANDALONE/sysroot/usr/include/SDL2/
}}}
 * Install `pkg-config` and install a host-triplet-prefixed symlink in the PATH (auto-detected by autoconf): {{{
VERSION=0.9.12
cd /usr/src/
wget http://rabbit.dereferenced.org/~nenolod/distfiles/pkgconf-$VERSION.tar.gz
tar xf pkgconf-$VERSION.tar.gz
cd pkgconf-$VERSION/
mkdir native-android/ && cd native-android/
../configure --prefix=$NDK_STANDALONE/sysroot/usr
make -j$(nproc)
make install
ln -s ../sysroot/usr/bin/pkgconf $NDK_STANDALONE/bin/arm-linux-androideabi-pkg-config
mkdir $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/
}}}
 * Install pkg-config `.pc` files for SDL: {{{
cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/sdl2.pc
prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: sdl2
Description: Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer.
Version: 2.0.5
Requires:
Conflicts:
Libs: -lSDL2
Cflags: -I${includedir}/SDL2   -D_REENTRANT
EOF

cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/SDL2_image.pc
prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: SDL2_image
Description: image loading library for Simple DirectMedia Layer
Version: 2.0.1
Requires: sdl2 >= 2.0.0
Libs: -L${libdir} -lSDL2_image
Cflags: -I${includedir}/SDL2
EOF

cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/SDL2_mixer.pc
prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: SDL2_mixer
Description: mixer library for Simple DirectMedia Layer
Version: 2.0.1
Requires: sdl2 >= 2.0.0
Libs: -L${libdir} -lSDL2_mixer
Cflags: -I${includedir}/SDL2
EOF

cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/SDL2_net.pc
prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: SDL2_net
Description: net library for Simple DirectMedia Layer
Version: 2.0.1
Requires: sdl2 >= 2.0.0
Libs: -L${libdir} -lSDL2_net
Cflags: -I${includedir}/SDL2
EOF

cat <<'EOF' > $NDK_STANDALONE/sysroot/usr/lib/pkgconfig/SDL2_ttf.pc
prefix=/usr/src/ndk-standalone-14-arm/sysroot/usr
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: SDL2_ttf
Description: ttf library for Simple DirectMedia Layer with FreeType 2 support
Version: 2.0.14
Requires: sdl2 >= 2.0.0
Libs: -L${libdir} -lSDL2_ttf
Cflags: -I${includedir}/SDL2
EOF
}}}

=== Building other dependencies ===

You can add any other libraries (e.g.: SDL2_gfx, freetype, gettext, gmp...) using commands like: {{{
mkdir cross-android/ && cd cross-android/
../configure --host=arm-linux-androideabi --prefix=$NDK_STANDALONE/sysroot/usr \
  --with-some-option --enable-another-option \
  --disable-shared
make -j$(nproc)
make install
}}}

Static builds (`--disable-shared`) are recommended for simplicity (no additional `.so` to declare).

Example with SDL2_gfx: {{{
VERSION=1.0.3
wget http://www.ferzkopp.net/Software/SDL2_gfx/SDL2_gfx-$VERSION.tar.gz
tar xf SDL2_gfx-$VERSION.tar.gz
mv SDL2_gfx-$VERSION/ SDL2_gfx/
cd SDL2_gfx/
mkdir cross-android/ && cd cross-android/
../configure --host=arm-linux-androideabi --prefix=$NDK_STANDALONE/sysroot/usr \
  --disable-shared --disable-mmx
make -j$(nproc)
make install
}}}

You can compile YOUR application using this technique, with some more steps to tell Android how to run it using JNI.


=== Build your autotools app ===

First, prepare an Android project:
 * Copy and adapt the `/usr/src/SDL2/android-project` skeleton as explained in `README-android.md`. You can leave it as-is in a first step.
 * Make links to the SDL binaries as well: {{{
mkdir -p libs/armeabi/
for i in /usr/src/SDL2/build/org.libsdl/libs/armeabi/*; do ln -nfs $i libs/armeabi/; done
}}}

Make your project Android-aware:
 * Add `/usr/src/SDL2/src/main/android/SDL_android_main.c` in your project (comment out the line referencing "SDL_internal.h"). Compile it as C (not C++).
 * In your {{{configure.ac}}}, detect Android: {{{
AM_CONDITIONAL(ANDROID, test "$host" = "arm-unknown-linux-androideabi")
}}}
 * In your {{{Makefile.am}}}, tell Automake you'll build executables as libraries, using something like: {{{
if ANDROID
  # Build .so JNI libs rather than executables
  AM_CFLAGS = -fPIC
  AM_LDFLAGS += -shared
  COMMON_OBJS += SDL_android_main.c
endif
}}}
 * Cross-compile your project using the GCC toolchain environment we created: {{{
PATH=$NDK_STANDALONE/bin:$PATH
mkdir cross-android/ && cd cross-android/
../configure --host=arm-linux-androideabi \
  --prefix=/android-aint-posix \
  --with-your-option --enable-your-other-option ...
make
}}}
 * Do this again for any additional arch you want to support (TODO: see how to support `armeabi-v7a` and document what devices support it); something like: {{{
mkdir cross-android-v7a/ && cd cross-android-v7a/
# .o: -march=armv5te -mtune=xscale -msoft-float -mthumb  =>  -march=armv7-a -mfpu=vfpv3-d16 -mfloat-abi=softfp -mthumb
# .so: -march=armv7-a -Wl,--fix-cortex-a8
CFLAGS="-g -O2 -march=armv7-a -mfpu=vfpv3-d16 -mfloat-abi=softfp -mthumb" LFDLAGS="-march=armv7-a -Wl,--fix-cortex-a8" \
  ../configure --host=arm-linux-androideabi \
  ...
}}}

Now you can install your pre-built binaries and build the Android project:
 * Copy your program in `android-project/libs/armeabi/libmain.so`.
 * Build your Android `.apk`: {{{
android update project --name your_app --path . --target android-XX
ant debug
ant installd
}}}
 * You can run the application remotely: {{{
adb shell am start -a android.intenon.MAIN -n org.libsdl.app/org.libsdl.app.SDLActivity  # replace with your app package
}}}
 * Your SDL2 Android app is running!

=== Build your CMake app ===

(Work In Progress)

You can use our Android GCC toolchain using a simple toolchain file: {{{
# CMake toolchain file
SET(CMAKE_SYSTEM_NAME Linux)  # Tell CMake we're cross-compiling
include(CMakeForceCompiler)
# Prefix detection only works with compiler id "GNU"
CMAKE_FORCE_C_COMPILER(arm-linux-androideabi-gcc GNU)
SET(ANDROID TRUE)
}}}

You then call CMake like this: {{{
PATH=$NDK_STANDALONE/bin:$PATH
cmake \
  -D CMAKE_TOOLCHAIN_FILE=../android_toolchain.cmake \
  ...
}}}

== Troubleshootings ==

If {{{ant installd}}} categorically refuses to install with {{{Failure [INSTALL_FAILED_INSUFFICIENT_STORAGE]}}}, even if you have free local storage, that may mean anything. Check logcat first: {{{
adb logcat
}}}
If the error logs are not helpful (likely ;')) try locating all past traces of the application: {{{
find / -name "org...."
}}}
and remove them all.

If the problem persists, you may try installing on the SD card: {{{
adb install -s bin/app-debug.apk
}}}

-----

If you get in your logcat: {{{
SDL: Couldn't locate Java callbacks, check that they're named and typed correctly
}}}
this probably means your {{{SDLActivity.java}}} is out-of-sync with your libSDL2.so.
