Updated readme
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21
readme.txt
21
readme.txt
@@ -9,7 +9,7 @@ This should be compiled with Android 2.2 SDK and NDK r4b - google for them and i
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You'll need to install Ant too.
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The most supported environnment for that port is Linux, MacOs should be okay too,
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however if you'll use launchConfigure.sh script you'll have to replace "linux-x86" to "darwin-x86" inside it.
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If you're developing on Windows you'd better install andLinux or Ubuntu+Wubi, to get proper Linux environment
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If you're developing under Windows you'd better install andLinux or Ubuntu+Wubi, to get proper Linux environment
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running inside Windows, then install Linux toolchain on it. I was told andLinux compiles faster than Cygwin.
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Also you'll need full set of Linux utils and symlinks support to launch ChangeAppSettings.sh (sh, grep, sed, tr).
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@@ -19,13 +19,13 @@ How to compile Alien Blaster demo application
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Go to "project" directory and launch command
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android update project -p .
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Then go back, edit file build.sh if needed to add NDK dir to your PATH, then launch it.
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Hopefully it will compile a bunch of libs under project/libs/armeabi,
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It will compile a bunch of libs under project/libs/armeabi,
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create file project/bin/DemoActivity-debug.apk and install it on your device or emulator.
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Then you can test it by launching Alien Blaster icon from Android applications menu.
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It's designed for 640x480, so if you have smaller screen it will be resized.
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Note: The game enforces horizontal screen orientation, you may open your keyboard and use it for
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additional keys - the phone will just keep current screen orientation.
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Newer Android phones like HTC Evo have no keyboard at all, on-screen keyboard built into libSDL
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Recent Android phone models like HTC Evo have no keyboard at all, on-screen keyboard built into libSDL
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is available for such devices (it's rather limited yet, only joystick and 7 keys, no text input).
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This port also supports GL ES + SDL combo - there is GLXGears demo app in project/jni/application/glxgears,
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@@ -167,7 +167,7 @@ Also it's a good practice to pause any application audio, especially if the user
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and if you won't set your own callbacks the default callbacks will do exactly that.
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There are circumstances when you want to avoid that, for example if the application is audio player,
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or if application gets some notification over network (for example you're running a game server,
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and want a beep when someone connects to you) - you may unpause audio for some short time then,
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and want a beep when someone connects to you) - you may unpause audio for some short time,
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that will require another thread to watch the network, because main thread will be blocked inside SDL_Flip().
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The application is not allowed to do any GFX output without OpenGL context (or it will crash),
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@@ -179,7 +179,7 @@ so it's good idea to implement some maximum time cap on game frame, so it won't
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the game to the end level 'till the app is in background, or calculate the difference in time
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between appPutToBackground() and appRestored() and update game time variables.
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Alternatively, you may enable option for unblocked SDL_Flip() in ChangeAppSettings script,
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Alternatively, you may enable option for unblocked SDL_Flip() in ChangeAppSettings script,
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then you'll have to implement special event loop right after each SDL_Flip() call:
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SDL_Flip();
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@@ -217,7 +217,8 @@ recmpile and reinstall your app to Android 2.2 emulator or Android 2.2 device, g
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ndk-gdb --verbose --start --force
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then when it fails enter command
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target remote:5039 (then it will fail again)
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Note that it's extremely buggy, and I had no any success in debugging my app with ndk-gdb.
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Note that it's extremely buggy, and I had no any success in debugging my app with ndk-gdb
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(I was trying with NDK r4, NDK r4b might work better).
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So it's best to debug with code like:
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__android_log_print(ANDROID_LOG_INFO, "My App", "We somehow reached execution point #224");
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and then watching "adb logcat" output.
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@@ -241,7 +242,7 @@ I/DEBUG ( 51): #03 pc 0002ca00 /data/data/de.schwardtnet.alienbla
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I/DEBUG ( 51): #04 pc 00028b6e /data/data/de.schwardtnet.alienblaster/lib/libsdl.so
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I/DEBUG ( 51): #05 pc 0002d080 /data/data/de.schwardtnet.alienblaster/lib/libsdl.so
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2. Go to project/bin/ndk/local/armeabi dir, find there the library mentioned in stacktrace
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2. Go to project/bin/ndk/local/armeabi dir, find there the library mentioned in stacktrace
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(libsdl.so in our example), copy the address of the first line of stacktrace (0002ca00), and execute command
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gdb libsdl.so -ex "list *0x0002ca00"
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@@ -251,9 +252,13 @@ It will output the exact line in your source where the application crashed.
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License information
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===================
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The libSDL port itself is licensed under LGPL.
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The libSDL port itself is licensed under LGPL, so you may use it for commercial app without releasing sources,
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however you'll have to release the file ChangeAppSettings.sh to allow linking newer version of libSDL with
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your compiled application, as LGPL requires.
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It contains separate libraries under project/jni, each of which has it's own license,
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I've tried to compile all LGPL-ed libs as shared libs but you should anyway inspect the licenses
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of the libraries you're linking to if you're creating closed-source app.
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libMAD is licensed under GPL, so if you're planning to make commercial app you should avoid using it,
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otherwise you'll have to release your application sources under GPL too.
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The "Ultimate Droid" button theme by Sean Stieber is licensed under Creative Commons - Attribution license.
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