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13 changed files with 31 additions and 77 deletions
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@@ -4,10 +4,12 @@ This requires that you write some basic bindings to the Android NDK (or use mine
# Building # Building
First you must adjust `build.sh` and `launch.sh` to have correct paths to Android SDK, Android NDK and the Jetbrains RT. ### Prerequisites
Then set `APK` variable to the desired apk package name. Use Android SDK to install build-tools and platform SDK. - The Android SDK must be installed and the appropriate Odin environment variables must be set.
- The `keytool` binary must be in your PATH
Now you can use `build.sh` to build and install the app, and `launch.sh` to run the application: ### Steps
Run `build.sh` to build and install the app, and `launch.sh` to run the application:
# License # License
The code is licensed under the Unlicense license. I do not own the app icon (Odin logo). The logo copyright is owned by [GingerBill](https://github.com/gingerbill) The code is licensed under the Unlicense license. I do not own the app icon (Odin logo). The logo copyright is owned by [GingerBill](https://github.com/gingerbill)

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@@ -1,57 +1,31 @@
#!/bin/bash #!/bin/bash
## TODO: handle different ABIs, currently only builds for arm64
APK=native_example.apk
ANDROID_SDK_ROOT=/home/illusion/Android/Sdk
ANDROID_NDK=$ANDROID_SDK_ROOT/ndk/26.1.10909125
ANDROID_TOOLCHAIN=$ANDROID_NDK/toolchains/llvm/prebuilt/linux-x86_64
ANDROID_JBR=/home/illusion/android-studio/jbr
BUILD_TOOLS=34.0.0
PLATFORM=34
# Create required dirs
mkdir -p lib/lib/arm64-v8a
mkdir -p bin
# Compile the glue code that comes with the NDK to an object using the aarch64 crosscompiler.
$ANDROID_TOOLCHAIN/bin/aarch64-linux-android24-clang -c $ANDROID_NDK/sources/android/native_app_glue/android_native_app_glue.c -o android_native_app_glue.o -I $ANDROID_TOOLCHAIN/sysroot/usr/include/
# Create a static lib from the glue code object
$ANDROID_TOOLCHAIN/bin/llvm-ar rcs libandroid_native_app_glue.a android_native_app_glue.o
# Compile our odin code to an object. relocation mode is set to PIC because the linker complains.
# freestanding_arm64 should probably be preferred but raylib projects need linux_arm64, otherwise the android dynamic linker fails to find our main function.
odin build jni/ -build-mode:obj -target:linux_arm64 -reloc-mode:pic || exit 1
# Link the static library with our object and create the shared library that will hold all our native code.
## We pass "-u ANativeActivity_onCreate" to the linker here because that symbol gets stripped by the linker even though it's required
## This is exactly what the official ndk-build building process does, see: https://github.com/android/ndk/issues/381
$ANDROID_TOOLCHAIN/bin/aarch64-linux-android24-clang -shared -o libmain.so jni.o libandroid_native_app_glue.a -L $ANDROID_TOOLCHAIN/sysroot/usr/lib/aarch64-linux-android/$PLATFORM/ -landroid -llog -lEGL -lGLESv3 -u ANativeActivity_onCreate
# Move the shared lib to the lib directory
cp libmain.so lib/lib/arm64-v8a
# Pack the assets of the app using a basic android jar that comes with the SDK
## If there are asset files that need to be loaded during runtime then they should be put in an `assets` directory
## and "-A assets" should be appended after the -I option.
$ANDROID_SDK_ROOT/build-tools/$BUILD_TOOLS/aapt package -f -M AndroidManifest.xml -S res -I $ANDROID_SDK_ROOT/platforms/android-$PLATFORM/android.jar -A assets -F "bin/$APK.build" lib
# Create a debug signing key to sign our application. # Create a debug signing key to sign our application.
if [ ! -f .keystore ]; then if [ ! -f .keystore ]; then
"$ANDROID_JBR/bin/keytool" -genkey -dname "CN=Android Debug, O=Android, C=US" -keystore .keystore -alias androiddebugkey -storepass android -keypass android -keyalg RSA -validity 30000 keytool -genkey -dname "CN=Android Debug, O=Android, C=US" -keystore .keystore -alias androiddebugkey -storepass android -keypass android -keyalg RSA -validity 30000
if [ $? -ne 0 ]; then exit 1; fi if [ $? -ne 0 ]; then exit 1; fi
fi fi
# Sign the jar # Build the shared lib
$ANDROID_JBR/bin/jarsigner -storepass android -keystore .keystore "bin/$APK.build" androiddebugkey > /dev/null if [[ $1 == "release" ]]; then
odin build . -target:linux_arm64 -subtarget:android -build-mode:shared -o:speed -define:RELEASE_BUILD=true
else
odin build . -target:linux_arm64 -subtarget:android -build-mode:shared -debug -show-system-calls
fi
# Make it into an apk name=$(basename "$PWD")
$ANDROID_SDK_ROOT/build-tools/$BUILD_TOOLS/zipalign -f 4 "bin/$APK.build" "bin/$APK"
# Create the proper lib directories and move the shared lib to them
# Rename the shared lib to match what we specified in the AndroidManifest.xml file
# for the android.app.lib_name metadata value
mkdir -p android/lib/lib/arm64-v8a
mv $name.so android/lib/lib/arm64-v8a/libmain.so || exit 1
# Bundle the directory into an apk
odin bundle android android -android-keystore:.keystore -android-keystore-password:"android"
cleanup() { cleanup() {
rm jni.o android_native_app_glue.o libandroid_native_app_glue.a bin/$APK.build rm test.apk-build
} }
cleanup cleanup
-21
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@@ -1,21 +0,0 @@
#!/bin/bash
APK=native_example.apk
ANDROID_SDK_ROOT=/home/illusion/Android/Sdk
ANDROID_NDK=$ANDROID_SDK_ROOT/ndk/26.1.10909125
ANDROID_TOOLCHAIN=$ANDROID_NDK/toolchains/llvm/prebuilt/linux-x86_64
ANDROID_JBR=/home/illusion/android-studio/jbr
BUILD_TOOLS=34.0.0
get_package_activity() {
PACKAGE=$("$ANDROID_SDK_ROOT/build-tools/$BUILD_TOOLS/aapt" dump badging "bin/$APK" | grep package | awk -F"'" '{print $2}')
ACTIVITY=$("$ANDROID_SDK_ROOT/build-tools/$BUILD_TOOLS/aapt" dump badging "bin/$APK" | grep launchable-activity | awk -F"'" '{print $2}')
}
launch() {
get_package_activity
"$ANDROID_SDK_ROOT/platform-tools/adb" shell am start -n "$PACKAGE/$ACTIVITY"
if [ $? -ne 0 ]; then exit 1; fi
}
launch
+9 -10
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@@ -23,7 +23,8 @@ engine :: struct {
shader: u32, shader: u32,
} }
engine_init_display :: proc(engine: ^engine) { engine_init_display :: proc "contextless" (engine: ^engine) {
context = runtime.default_context()
attribs := []i32{ attribs := []i32{
egl.SURFACE_TYPE, egl.WINDOW_BIT, egl.SURFACE_TYPE, egl.WINDOW_BIT,
egl.RENDERABLE_TYPE, egl.OPENGL_ES3_BIT, egl.RENDERABLE_TYPE, egl.OPENGL_ES3_BIT,
@@ -35,7 +36,7 @@ engine_init_display :: proc(engine: ^engine) {
display := egl.GetDisplay(egl.DEFAULT_DISPLAY) display := egl.GetDisplay(egl.DEFAULT_DISPLAY)
if display == egl.NO_DISPLAY { if display == egl.NO_DISPLAY {
LOG(.INFO, "NativeExampleOdin", "Naterror with eglGetDisplay") LOG(.INFO, "NativeExampleOdin", "error with eglGetDisplay")
return return
} }
@@ -106,11 +107,11 @@ engine_init_display :: proc(engine: ^engine) {
engine.height = h engine.height = h
vasset := android.AAssetManager_open(engine.app.activity.assetManager, "vertex.glsl", .BUFFER) vasset := android.AAssetManager_open(engine.app.activity.assetManager, "vertex.glsl", .BUFFER)
defer android.AAsset_close(vasset)
if vasset == nil { if vasset == nil {
LOG(.INFO, "NativeExampleOdin", "error opening vertex.glsl") LOG(.INFO, "NativeExampleOdin", "error opening vertex.glsl")
return return
} }
defer android.AAsset_close(vasset)
vsrc := cstring(android.AAsset_getBuffer(vasset)) vsrc := cstring(android.AAsset_getBuffer(vasset))
vlen := i32(android.AAsset_getLength(vasset)) vlen := i32(android.AAsset_getLength(vasset))
@@ -119,11 +120,11 @@ engine_init_display :: proc(engine: ^engine) {
gl.CompileShader(v) gl.CompileShader(v)
fasset := android.AAssetManager_open(engine.app.activity.assetManager, "fragment.glsl", .BUFFER) fasset := android.AAssetManager_open(engine.app.activity.assetManager, "fragment.glsl", .BUFFER)
defer android.AAsset_close(fasset)
if fasset == nil { if fasset == nil {
LOG(.INFO, "NativeExampleOdin", "error opening fragment.glsl") LOG(.INFO, "NativeExampleOdin", "error opening fragment.glsl")
return return
} }
defer android.AAsset_close(fasset)
fsrc := cstring(android.AAsset_getBuffer(fasset)) fsrc := cstring(android.AAsset_getBuffer(fasset))
flen := i32(android.AAsset_getLength(fasset)) flen := i32(android.AAsset_getLength(fasset))
@@ -157,11 +158,9 @@ engine_init_display :: proc(engine: ^engine) {
engine.buffer = b engine.buffer = b
engine.shader = p engine.shader = p
return
} }
engine_draw_frame :: proc(engine: ^engine) { engine_draw_frame :: proc "contextless" (engine: ^engine) {
if engine.display == nil { if engine.display == nil {
return return
} }
@@ -182,7 +181,7 @@ engine_draw_frame :: proc(engine: ^engine) {
egl.SwapBuffers(engine.display, engine.surface) egl.SwapBuffers(engine.display, engine.surface)
} }
engine_term_display :: proc(engine: ^engine) { engine_term_display :: proc "contextless" (engine: ^engine) {
if engine.display != egl.NO_DISPLAY { if engine.display != egl.NO_DISPLAY {
gl.DeleteProgram(engine.shader) gl.DeleteProgram(engine.shader)
gl.DeleteBuffers(1, &engine.buffer) gl.DeleteBuffers(1, &engine.buffer)
@@ -202,11 +201,11 @@ engine_term_display :: proc(engine: ^engine) {
engine.surface = egl.NO_SURFACE engine.surface = egl.NO_SURFACE
} }
engine_handle_input :: proc(app: ^android.android_app, event: ^android.AInputEvent) -> i32 { engine_handle_input :: proc "c" (app: ^android.android_app, event: ^android.AInputEvent) -> i32 {
return 0 return 0
} }
engine_handle_cmd :: proc(app: ^android.android_app, cmd: android.AppCmd) { engine_handle_cmd :: proc "c" (app: ^android.android_app, cmd: android.AppCmd) {
engine := cast(^engine)app.userData engine := cast(^engine)app.userData
#partial switch (cmd) { #partial switch (cmd) {