[原]零基础学习SDL开发之在Android使用SDL2.0显示BMP图

时间:2023-03-09 22:08:25
[原]零基础学习SDL开发之在Android使用SDL2.0显示BMP图

关于如何移植SDL2.0到安卓上面来参考我的上一篇文章:[原]零基础学习SDL开发之移植SDL2.0到Android

在一篇文章我们主要使用SDL2.0来加载一张BMP图来渲染显示。

博主的开发环境:Ubuntu 14.04 64位,Eclipse + CDT + ADT+NDK

博主曾经自己使用NDK编译出了libSDL2.so,然后使用共享库的方式来调用libSDL2中的函数,结果发现SDL\src\core\android\SDL_android.c 这个jni函数写的实在是不够自己另外做移植用,与org.libsdl.app.SDLActivity耦合太紧密了。如果想使用共享库的方式去调用SDL中的函数,最好自己去写JNI注册与调用函数实现。

一、导入SDL源码

还是把SDL源码中的android-project工程导入到Eclipse中来,进入jni文件夹,新建一个SDL文件,将SDL2-2.0.3\src 、SDL2-2.0.3\include、SDL2-2.0.3\Android.mk文件拷贝到android-project\jni\SDL\中。

在android-project中新建Android.mk,内容如下:

include $(call all-subdir-makefiles)

在android-project中新建Application.mk,内容如下:

APP_ABI := armeabi
APP_PLATFORM := android-

二、新建功能模块

在jni下新建一文件夹src,新建SDL_logger.h,用来使用android中的log来打印日志,内容如下:

/*
* log.h
*
* Created on: Aug 8, 2014
* Author: clarck
*/ #ifndef LOG_H_
#define LOG_H_ #include <android/log.h> #define APPNAME "SDL_Lesson" #define LOGV(...) __android_log_print(ANDROID_LOG_VERBOSE, APPNAME, __VA_ARGS__)
#define LOGD(...) __android_log_print(ANDROID_LOG_DEBUG , APPNAME, __VA_ARGS__)
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO , APPNAME, __VA_ARGS__)
#define LOGW(...) __android_log_print(ANDROID_LOG_WARN , APPNAME, __VA_ARGS__)
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR , APPNAME, __VA_ARGS__) #endif /* LOG_H_ */

新建SDL_lesson.c,用来使用SDL window的创建,加载bmp,渲染图片的功能,具体内容:

/*
* SDL_lesson.c
*
* Created on: Aug 8, 2014
* Author: clarck
*/
#ifdef __ANDROID__ #include <jni.h>
#include "SDL.h"
#include "SDL_log.h"
#include "SDL_main.h" //The attributes of the screen
const int SCREEN_WIDTH = ;
const int SCREEN_HEIGHT = ;
const int SCREEN_BPP = ; struct SDL_Window *window = NULL;
struct SDL_Renderer *render = NULL;
struct SDL_Surface *bmp = NULL;
struct SDL_Texture *texture = NULL; int main(int argc, char *argv[]) {
char *filepath = argv[];
LOGI("natvie_SDL %s", filepath); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER) == -) {
LOGE("SDL_Init failed %s", SDL_GetError());
} LOGI("SDL_CreateWindow");
window = SDL_CreateWindow("Hello World!", , , , ,
SDL_WINDOW_SHOWN);
if (window == NULL) {
LOGE("SDL_CreateWindow failed %s", SDL_GetError());
} LOGI("SDL_CreateRenderer");
render = SDL_CreateRenderer(window, -,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (render == NULL) {
LOGE("SDL_CreateRenderer failed %s", SDL_GetError());
} bmp = SDL_LoadBMP(filepath);
if (bmp == NULL) {
LOGE("SDL_LoadBMP failed: %s", SDL_GetError());
} texture = SDL_CreateTextureFromSurface(render, bmp);
SDL_FreeSurface(bmp); SDL_RenderClear(render);
SDL_RenderCopy(render, texture, NULL, NULL);
SDL_RenderPresent(render); SDL_Delay(); SDL_DestroyTexture(texture);
SDL_DestroyRenderer(render);
SDL_DestroyWindow(window); //Quit SDL
SDL_Quit();
return ;
} #endif /* __ANDROID__ */

在src下编写Android.mk,用来编译SDL_lesson.c,内容如下:

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := main

SDL_PATH := ../SDL

LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(SDL_PATH)/include

# Add your application source files here...
LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c \
SDL_Lesson.c LOCAL_SHARED_LIBRARIES := SDL2 LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog include $(BUILD_SHARED_LIBRARY)

三、修改SDLActivity、SDL\src\main\SDL_android_main.c以便接受传入的参数:

修改SDLActivity中的 SDLMain类,修改内容如下:

/**
Simple nativeInit() runnable
*/
class SDLMain implements Runnable {
@Override
public void run() {
// Runs SDL_main()
String sdcard = Environment.getExternalStorageDirectory().getAbsolutePath();
SDLActivity.nativeInit(sdcard + File.separator + "hello.bmp"); //Log.v("SDL", "SDL thread terminated");
}
}

修改SDL\src\main\SDL_android_main.c,修改如下:

/*
SDL_android_main.c, placed in the public domain by Sam Lantinga 3/13/14
*/
#include "../../SDL_internal.h" #ifdef __ANDROID__ /* Include the SDL main definition header */
#include "SDL_main.h" /*******************************************************************************
Functions called by JNI
*******************************************************************************/
#include <jni.h> /* Called before SDL_main() to initialize JNI bindings in SDL library */
extern void SDL_Android_Init(JNIEnv* env, jclass cls); char* jstringTostr(JNIEnv* env, jstring jstr) {
char* pStr = NULL; jclass jstrObj = (*env)->FindClass(env, "java/lang/String");
jstring encode = (*env)->NewStringUTF(env, "utf-8");
jmethodID methodId = (*env)->GetMethodID(env, jstrObj, "getBytes",
"(Ljava/lang/String;)[B");
jbyteArray byteArray = (jbyteArray) (*env)->CallObjectMethod(env, jstr,
methodId, encode);
jsize strLen = (*env)->GetArrayLength(env, byteArray);
jbyte *jBuf = (*env)->GetByteArrayElements(env, byteArray, JNI_FALSE); if (jBuf > ) {
pStr = (char*) malloc(strLen + ); if (!pStr) {
return NULL ;
} memcpy(pStr, jBuf, strLen); pStr[strLen] = ;
} (*env)->ReleaseByteArrayElements(env, byteArray, jBuf, ); return pStr;
} /* Start up the SDL app */
void Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv* env, jclass cls, jobject obj)
{
/* This interface could expand with ABI negotiation, calbacks, etc. */
SDL_Android_Init(env, cls); SDL_SetMainReady(); char *filePath = jstringTostr(env, obj); /* Run the application code! */
int status;
char *argv[];
argv[] = SDL_strdup("SDL_app");
argv[] = filePath;
status = SDL_main(, argv); /* Do not issue an exit or the whole application will terminate instead of just the SDL thread */
/* exit(status); */
} #endif /* __ANDROID__ */ /* vi: set ts=4 sw=4 expandtab: */

最后,上一张运行的截图:

[原]零基础学习SDL开发之在Android使用SDL2.0显示BMP图