{"id":2502,"date":"2020-01-12T11:47:43","date_gmt":"2020-01-12T08:47:43","guid":{"rendered":"http:\/\/demensdeum.com\/blog\/?p=2502"},"modified":"2024-12-16T22:32:30","modified_gmt":"2024-12-16T19:32:30","slug":"porting-cpp-sdl-app-on-android","status":"publish","type":"post","link":"https:\/\/demensdeum.com\/blog\/fr\/2020\/01\/12\/porting-cpp-sdl-app-on-android\/","title":{"rendered":"Portage d&#8217;une application C++ SDL sur Android"},"content":{"rendered":"<p>Dans cet article, je d\u00e9crirai mon exp\u00e9rience de portage d&#8217;un prototype d&#8217;\u00e9diteur 3D <a href=\"https:\/\/gitlab.com\/demensdeum\/cube-art-project-bootstrap\" target=\"_blank\" rel=\" noopener noreferrer\">Cube Art Project<\/a>sur Android.<br \/>Tout d&#8217;abord, regardons le r\u00e9sultat\u00a0: un \u00e9diteur avec un curseur cubique 3D rouge est ex\u00e9cut\u00e9 dans l&#8217;\u00e9mulateur\u00a0:<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-2509\" src=\"https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2020\/01\/emulator.png\" alt=\"\" width=\"460\" height=\"265\" srcset=\"https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2020\/01\/emulator.png 959w, https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2020\/01\/emulator-300x173.png 300w, https:\/\/demensdeum.com\/blog\/wp-content\/uploads\/2020\/01\/emulator-768x442.png 768w\" sizes=\"auto, (max-width: 460px) 100vw, 460px\" \/><\/p>\n<p>Pour r\u00e9ussir l&#8217;assemblage, vous deviez proc\u00e9der comme suit\u00a0:<\/p>\n<ol>\n<li>Installez les derniers SDK et NDK Android (plus la version du NDK est r\u00e9cente, mieux c&#8217;est).<\/li>\n<li>T\u00e9l\u00e9chargez le code source SDL2, puis prenez le mod\u00e8le \u00e0 partir de l\u00e0 pour cr\u00e9er l&#8217;application Android.<\/li>\n<li>Ajoutez une image SDL et un m\u00e9langeur SDL \u00e0 l&#8217;assemblage.<\/li>\n<li>Ajouter les biblioth\u00e8ques de mon moteur de jeu et de mon kit d&#8217;outils, leurs d\u00e9pendances (GLM, JSON pour Modern C++)<\/li>\n<li>Adapter les fichiers d&#8217;assemblage pour Gradle.<\/li>\n<li>Adapter le code C++ pour la compatibilit\u00e9 avec Android, modifications affect\u00e9es aux composants d\u00e9pendants de la plate-forme (OpenGL ES, initialisation du contexte graphique)<\/li>\n<li>Cr\u00e9ez et testez le projet sur l&#8217;\u00e9mulateur.<\/li>\n<\/ol>\n<h3>Mod\u00e8le de projet<\/h3>\n<p>Chargement des sources SDL, SDL Image, SDL Mixer\u00a0:<br \/><a href=\"https:\/\/www.libsdl.org\/download-2.0.php\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.libsdl.org\/download-2.0.php<\/a><br \/>\nLe dossier docs contient des instructions d\u00e9taill\u00e9es pour travailler avec le mod\u00e8le de projet Android\u00a0; copiez le r\u00e9pertoire du projet Android dans un dossier s\u00e9par\u00e9, cr\u00e9ez un lien symbolique ou copiez le dossier SDL dans Android-project\/app\/jni.<br \/>Nous substituons l&#8217;identifiant correct au drapeau avd, lan\u00e7ons l&#8217;\u00e9mulateur Android depuis le r\u00e9pertoire Sdk\u00a0:<\/p>\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>cd ~\/Android\/Sdk\/emulator\n.\/emulator -avd Pixel_2_API_24\n\n<\/code><\/pre>\n<\/div>\n<p>Sp\u00e9cifiez les chemins dans le script, assemblez le projet\u00a0:<\/p>\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>rm -rf app\/build || true\nexport ANDROID_HOME=\/home\/demensdeum\/Android\/Sdk\/\nexport ANDROID_NDK_HOME=\/home\/demensdeum\/Android\/android-ndk-r21-beta2\/\n.\/gradlew clean build\n.\/gradlew installDebug\n\n<\/code><\/pre>\n<\/div>\n<p>Le mod\u00e8le de projet SDL avec le code C du fichier doit \u00eatre assembl\u00e9<\/p>\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>android-sdl-test-app\/cube-art-project-android\/app\/jni\/src\/YourSourceHere.c\n\n<\/code><\/pre>\n<\/div>\n<h3>D\u00e9pendances<\/h3>\n<p>T\u00e9l\u00e9chargez le code source dans les archives pour SDL_image, SDL_mixer\u00a0:<br \/><a href=\"https:\/\/www.libsdl.org\/projects\/SDL_image\/\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.libsdl.org\/projects\/SDL_image\/<\/a><br \/>\n<a href=\"https:\/\/www.libsdl.org\/projects\/SDL_mixer\/\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/www.libsdl.org\/projects\/SDL_mixer\/<\/a><\/p>\n<p>Chargement des d\u00e9pendances de votre projet, par exemple mes biblioth\u00e8ques partag\u00e9es\u00a0:<br \/><a href=\"https:\/\/gitlab.com\/demensdeum\/FlameSteelCore\/\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/FlameSteelCore\/<\/a><br \/>\n<a href=\"https:\/\/gitlab.com\/demensdeum\/FlameSteelCommonTraits\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/FlameSteelCommonTraits<\/a><br \/>\n<a href=\"https:\/\/gitlab.com\/demensdeum\/FlameSteelBattleHorn\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/FlameSteelBattleHorn<\/a><br \/>\n<a href=\"https:\/\/gitlab.com\/demensdeum\/FlameSteelEngineGameToolkit\/\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/FlameSteelEngineGameToolkit\/<\/a><br \/>\n<a href=\"https:\/\/gitlab.com\/demensdeum\/FlameSteelEngineGameToolkitFSGL\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/FlameSteelEngineGameToolkitFSGL<\/a><br \/>\n<a href=\"https:\/\/gitlab.com\/demensdeum\/FSGL\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/FSGL<\/a><br \/>\n<a href=\"https:\/\/gitlab.com\/demensdeum\/cube-art-project\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/cube-art-project<\/a><\/p>\n<p>Nous t\u00e9l\u00e9chargeons tout cela dans app\/jni, chaque \u00ab module \u00bb dans un dossier s\u00e9par\u00e9, par exemple app\/jni\/FSGL. Ensuite, vous avez la possibilit\u00e9 de trouver des g\u00e9n\u00e9rateurs fonctionnels pour les fichiers Application.mk et Android.mk, je ne les ai pas trouv\u00e9s, mais il existe peut-\u00eatre une solution simple bas\u00e9e sur CMake. Suivez les liens et commencez \u00e0 vous familiariser avec le format de fichier d&#8217;assemblage pour Android NDK\u00a0:<br \/><a href=\"https:\/\/developer.android.com\/ndk\/guides\/application_mk\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/developer.android.com\/ndk\/guides\/application_mk<\/a><br \/>\n<a href=\"https:\/\/developer.android.com\/ndk\/guides\/android_mk\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/developer.android.com\/ndk\/guides\/android_mk<\/a><\/p>\n<p>Vous devriez \u00e9galement en savoir plus sur les diff\u00e9rentes impl\u00e9mentations d&#8217;APP_STL dans NDK\u00a0:<br \/><a href=\"https:\/\/developer.android.com\/ndk\/guides\/cpp-support.html\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/developer.android.com\/ndk\/guides\/cpp-support.html<\/a><\/p>\n<p>Apr\u00e8s familiarisation, nous cr\u00e9ons un fichier Android.mk pour chaque \u00ab\u00a0module\u00a0\u00bb, suivi d&#8217;un exemple de fichier d&#8217;assemblage de la biblioth\u00e8que partag\u00e9e Cube-Art-Project\u00a0:<\/p>\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>LOCAL_PATH := $(call my-dir)\ninclude $(CLEAR_VARS)\n\nAPP_STL := c++_static\nAPP_CPPFLAGS := -fexceptions\nLOCAL_MODULE := CubeArtProject\nLOCAL_C_INCLUDES := $(LOCAL_PATH)\/src $(LOCAL_PATH)\/..\/include $(LOCAL_PATH)\/..\/include\/FlameSteelCommonTraits\/src\/FlameSteelCommonTraits\nLOCAL_EXPORT_C_INCLUDES = $(LOCAL_PATH)\/src\/\n\ndefine walk\n$(wildcard $(1)) $(foreach e, $(wildcard $(1)\/*), $(call walk, $(e)))\nendef\n\nALLFILES = $(call walk, $(LOCAL_PATH)\/src)\nFILE_LIST := $(filter %.cpp, $(ALLFILES))\n$(info CubeArtProject source code files list)\n$(info $(FILE_LIST))\nLOCAL_SRC_FILES := $(FILE_LIST:$(LOCAL_PATH)\/%=%)\n\nLOCAL_SHARED_LIBRARIES += FlameSteelCore\nLOCAL_SHARED_LIBRARIES += FlameSteelBattleHorn\nLOCAL_SHARED_LIBRARIES += FlameSteelCommonTraits\nLOCAL_SHARED_LIBRARIES += FlameSteelEngineGameToolkit\nLOCAL_SHARED_LIBRARIES += FlameSteelEngineGameToolkitFSGL\nLOCAL_SHARED_LIBRARIES += FSGL\nLOCAL_SHARED_LIBRARIES += SDL2\nLOCAL_SHARED_LIBRARIES += SDL2_image\n\nLOCAL_LDFLAGS := -static-libstdc++\ninclude $(BUILD_SHARED_LIBRARY)\n\n<\/code><\/pre>\n<\/div>\n<p>Tout utilisateur exp\u00e9riment\u00e9 de CMake comprendra cette configuration d\u00e8s les premi\u00e8res lignes, les formats sont tr\u00e8s similaires, Android.mk n&#8217;a pas GLOB_RECURSIVE, vous devez donc rechercher de mani\u00e8re r\u00e9cursive les fichiers sources \u00e0 l&#8217;aide de la fonction walk.<\/p>\n<p>Nous modifions Application.mk, Android.mk pour cr\u00e9er du code C++ et non C\u00a0:<\/p>\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>APP_ABI := armeabi-v7a arm64-v8a x86 x86_64\nAPP_PLATFORM=android-16\nAPP_STL := c++_static\nAPP_CPPFLAGS := -fexceptions\n\n<\/code><\/pre>\n<\/div>\n<p>Renommer YourSourceHere.c -> YourSourceHere.cpp, r\u00e9cup\u00e9rer les entr\u00e9es, modifier le chemin dans l&#8217;assembly, par exemple\u00a0:<\/p>\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>app\/jni\/src\/Android.mk:LOCAL_SRC_FILES := YourSourceHere.cpp\n\n<\/code><\/pre>\n<\/div>\n<p>Ensuite, essayez de construire le projet, si vous voyez des erreurs du compilateur concernant l&#8217;absence d&#8217;en-t\u00eates, puis v\u00e9rifiez l&#8217;exactitude des chemins dans Android.mk\u00a0; S&#8217;il y a des erreurs de l&#8217;\u00e9diteur de liens comme \u00ab r\u00e9f\u00e9rence non d\u00e9finie \u00bb, v\u00e9rifiez que les fichiers de code source dans les assemblys sont correctement sp\u00e9cifi\u00e9s\u00a0; les listes peuvent \u00eatre trac\u00e9es en sp\u00e9cifiant $(info $(FILE_LIST)) dans le fichier Android.mk. N&#8217;oubliez pas le m\u00e9canisme de double liaison, en utilisant des modules dans la cl\u00e9 LOCAL_SHARED_LIBRARIES et en corrigeant la liaison via LD, par exemple pour FSGL\u00a0:<\/p>\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>LOCAL_LDLIBS := -lEGL -lGLESv2\n\n<\/code><\/pre>\n<\/div>\n<h3>Adaptation et lancement<\/h3>\n<p>J&#8217;ai d\u00fb modifier certaines choses, par exemple supprimer GLEW des versions pour iOS et Android, renommer certains appels OpenGL, ajouter le suffixe EOS (glGenVertexArrays -> glGenVertexArraysOES), inclure une macro pour les fonctions de d\u00e9bogage modernes manquantes , la cerise sur le g\u00e2teau est l&#8217;inclusion implicite des en-t\u00eates GLES2 indiquant la macro GL_GLEXT_PROTOTYPES 1\u00a0:<\/p>\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>#define GL_GLEXT_PROTOTYPES 1\n#include \"SDL_opengles2.h\"\n\n<\/code><\/pre>\n<\/div>\n<p>J&#8217;ai aussi observ\u00e9 un \u00e9cran noir aux premiers lancements avec une erreur du type &#8220;E\/libEGL: validate_display:255 error 3008 (EGL_BAD_DISPLAY)&#8221;, j&#8217;ai chang\u00e9 l&#8217;initialisation de la fen\u00eatre SDL, le profil OpenGL et tout a fonctionn\u00e9\u00a0:<\/p >\n<div class=\"hcb_wrap\">\n<pre class=\"prism line-numbers lang-unknown\" data-lang=\"unknown\"><code>SDL_DisplayMode mode;\nSDL_GetDisplayMode(0,0,&mode);\nint width = mode.w;\nint height = mode.h;\n\nwindow = SDL_CreateWindow(\n            title,\n            0,\n            0,\n            width,\n            height,\n            SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_RESIZABLE\n        );\n\nSDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES );\n<\/code><\/pre>\n<\/div>\n<p>Sur l&#8217;\u00e9mulateur, l&#8217;application est install\u00e9e par d\u00e9faut avec l&#8217;ic\u00f4ne SDL et le nom \u00ab Jeu \u00bb.<\/p>\n<p>Il me reste juste \u00e0 explorer la possibilit\u00e9 de g\u00e9n\u00e9rer automatiquement des fichiers d&#8217;assembly bas\u00e9s sur CMake, ou de migrer des assemblys pour toutes les plateformes vers Gradle\u00a0; cependant, CMake reste le choix de facto pour le d\u00e9veloppement C++ en cours.<\/p>\n<h3>Code source<\/h3>\n<p><a href=\"https:\/\/gitlab.com\/demensdeum\/android-sdl-test-app\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/android- sdl-test-app<\/a><br \/><a href=\"https:\/\/gitlab.com\/demensdeum\/android-sdl-test-app\/tree\/master\/cube-art-project-android\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/gitlab.com\/demensdeum\/android-sdl-test-app\/tree\/master\/cube-art-project-android<\/a><\/p>\n<h3>Sources<\/h3>\n<p><a href=\"https:\/\/developer.android.com\/ndk\/guides\/cpp-support.html\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/developer.android.com\/ ndk\/guides\/cpp-support.html<\/a><br \/><a href=\"https:\/\/developer.android.com\/ndk\/guides\/application_mk\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/developer.android.com\/ndk\/guides\/application_mk<\/a><br \/>\n<a href=\"https:\/\/developer.android.com\/ndk\/guides\/android_mk\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/developer.android.com\/ndk\/guides\/android_mk<\/a><br \/>\n<a href=\"https:\/\/lazyfoo.net\/tutorials\/SDL\/52_hello_mobile\/android_windows\/index.php\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/lazyfoo.net\/tutorials\/SDL\/52_hello_mobile\/android_windows\/index.php<\/a><br \/>\n<a href=\"https:\/\/medium.com\/androiddevelopers\/getting-started-with-c-and-android-native-activities-2213b402ffff\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/medium.com\/androiddevelopers\/getting-started-with-c-and-android-native-activities-2213b402ffff<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Dans cet article, je d\u00e9crirai mon exp\u00e9rience de portage d&#8217;un prototype d&#8217;\u00e9diteur 3D Cube Art Projectsur Android.Tout d&#8217;abord, regardons le r\u00e9sultat\u00a0: un \u00e9diteur avec un curseur cubique 3D rouge est ex\u00e9cut\u00e9 dans l&#8217;\u00e9mulateur\u00a0: Pour r\u00e9ussir l&#8217;assemblage, vous deviez proc\u00e9der comme suit\u00a0: Installez les derniers SDK et NDK Android (plus la version du NDK est r\u00e9cente,<a class=\"more-link\" href=\"https:\/\/demensdeum.com\/blog\/fr\/2020\/01\/12\/porting-cpp-sdl-app-on-android\/\">Continue reading <span class=\"screen-reader-text\">&#8220;Portage d&#8217;une application C++ SDL sur Android&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[61,52],"tags":[37,124,145,146,77,147,148],"class_list":["post-2502","post","type-post","status-publish","format-standard","hentry","category-techie","category-tutorials","tag-android","tag-c","tag-cpp","tag-opengl-es","tag-sdl","tag-sdl-image","tag-sdl-mixer","entry"],"translation":{"provider":"WPGlobus","version":"3.0.2","language":"fr","enabled_languages":["en","ru","zh","de","fr","ja","pt"],"languages":{"en":{"title":true,"content":true,"excerpt":false},"ru":{"title":true,"content":true,"excerpt":false},"zh":{"title":true,"content":true,"excerpt":false},"de":{"title":true,"content":true,"excerpt":false},"fr":{"title":true,"content":true,"excerpt":false},"ja":{"title":true,"content":true,"excerpt":false},"pt":{"title":true,"content":true,"excerpt":false}}},"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/posts\/2502","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/comments?post=2502"}],"version-history":[{"count":31,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/posts\/2502\/revisions"}],"predecessor-version":[{"id":3923,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/posts\/2502\/revisions\/3923"}],"wp:attachment":[{"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/media?parent=2502"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/categories?post=2502"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/demensdeum.com\/blog\/fr\/wp-json\/wp\/v2\/tags?post=2502"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}