Android.mk


Log

Author Commit Date CI Message
Sam Lantinga 8ae46a49 2022-11-21T06:57:02 Save the version in VERSION.txt instead of VERSION Fixes https://github.com/libsdl-org/SDL/issues/6558
Ozkan Sezer c29629a5 2022-10-01T04:25:40 fix permissions of Android.mk
Sam Lantinga 28572702 2022-09-30T17:25:57 Properly backspace over text that was entered when autocorrect updates text with the iPhone on-screen keyboard
Ozkan Sezer 7567c4cb 2022-09-30T21:51:11 revert executable permissions from Android.mk
Sam Lantinga 82e341bc 2022-09-30T11:40:29 Android: use real editable text and mimic the edit operations to generate key events This fixes issues where the IME and the output would get out of sync
Anonymous Maarten d76f0cc7 2022-06-18T12:54:18 Android.mk: Build android SDL2.so with `-Wl,--no-undefined`
Ozkan Sezer c3a4a6a0 2021-11-12T12:55:28 mark Android.mk as non-executable
Sam Lantinga 97c71371 2021-11-12T01:21:29 If Android version >= API 31 PendingIntent.FLAG_MUTABLE "If your app targets Android 12, you must specify the mutability of each PendingIntent object that your app creates. This additional requirement improves your app's security." Thanks @FormularSumo and @cgutman
Ozkan Sezer 33735d59 2021-11-12T07:40:00 mark Android.mk as non-executable
Sam Lantinga ed05a0e9 2021-11-11T20:33:02 Fixed exception trying to get USB permission You can't set the intent to be immutable, otherwise the USB system can't set the device and permission in the response. This works fine on Android 12 without an immutable intent.
Sam Lantinga 5b646cd1 2021-11-07T22:58:44 Build hidapi code into SDL as a new public API This prevents conflicts with hidapi linked with applications, as well as allowing applications to make use of HIDAPI on Android and other platforms that might not normally have an implementation available.
Ozkan Sezer 646ddfb7 2021-05-15T00:22:50 minor watcom build fixes.
Sam Lantinga 9231f1f1 2021-05-07T12:29:03 Added support for the PS5 controller on iOS and tvOS
Sylvain 146656cf 2021-04-15T21:03:10 AAudio: add compilation to Android.mk, but not activated in SDL_config_android.h
Ozkan Sezer e58cc5fa 2020-10-09T03:28:30 minor whitespace fix
Sam Lantinga 79e625f0 2020-10-08T17:01:28 Fixed trying to build OSX SDL_OpenURL on iOS and tvOS
Ryan C. Gordon 77c9d73b 2020-10-05T11:30:33 Removed SDL_AndroidOpenURL, added SDL_OpenURL. Still needs to be wired into Xcode and Visual Studio projects.
Ozkan Sezer 9db16a65 2020-06-14T12:21:02 fix permissions of some project files
Ryan C. Gordon fa23e3d0 2020-05-04T02:27:29 locale: Implemented SDL_GetPreferredLocales(). This was something I proposed a long time ago, Sylvain Becker did additional work on it, then back to me. Fixes Bugzilla #2131.
Sam Lantinga 9e3b259d 2020-04-13T19:17:28 Added virtual joystick sources to the Android build
Sam Lantinga c7a62b41 2020-01-29T20:09:12 There are lots of unused macros in the Steam controller code
Ozkan Sezer 51df932e 2019-09-05T13:21:02 fix permissions
Sam Lantinga e5580e18 2019-09-04T09:27:58 x11: add a hint to force the VisualID used when creating a window.
Sylvain Becker 6794ec66 2019-08-30T08:43:13 Android: add more warning flags
Ozkan Sezer 09142eb7 2019-06-12T13:56:20 fix permissions
Sam Lantinga 7dc92a76 2019-01-12T12:18:44 Initial Android OpenSL ES implementation, contributed by ANTA
Sam Lantinga db320e46 2018-12-04T14:21:29 Fixed the PS4 motion controls showing up as a separate game controller on Linux
Ryan C. Gordon 3323b355 2018-12-01T12:19:11 android: use cpufeatures to support SDL_HasNEON() (thanks, Sylvain!). Fixes Bugzilla #4406.
Ozkan Sezer 14e389ea 2018-11-20T10:55:00 minor update to Makefile.os2, added a test/Makefile.os2.
Sam Lantinga 2e348c1f 2018-11-14T13:37:22 Fixed bug 3193 - Dualshock 3's motion sensors overwrite analog stick maxxus The Dualshock 3's motion sensors don't seem to be reported by the call to EVIOCGBIT but they still send EV_ABS events. Because they're not reported by EVIOCGBIT they're not assigned a proper axis ids and the default of 0 is used, which is the valid id for the left analog sticks left/right axis.
Sam Lantinga 47fb450b 2018-11-02T17:18:03 Fixed bug 4315 - little Warning in Android_JNI_CaptureAudioBuffer Sylvain SDL_android.c src/core/android/SDL_android.c:1302:5: warning: variable 'br' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized] default: ^~~~~~~ src/core/android/SDL_android.c:1306:12: note: uninitialized use occurs here return br; ^~ src/core/android/SDL_android.c:1270:12: note: initialize the variable 'br' to silence this warning jint br; ^ Maybe we could add some basics warning flags, not to see all warnings, but so that new warnings are caught sooner. I would go for -Wall -Wextra, and some -Wno-warning for the allowed warnings.
Sam Lantinga df89abb2 2018-10-28T14:17:21 Fixed bug 4335 - Android NDK build error dmuratshin LOCAL_SRC_FILES shouldn't use $(LOCAL_PATH)
Ozkan Sezer faf8f8b8 2018-08-30T12:50:10 fix permissions
Sam Lantinga f1bc1c12 2018-08-22T17:44:28 Fixed crash trying to open HIDAPI controller as a haptics device on Windows
Sam Lantinga 7c3040e0 2018-08-21T12:11:34 First pass on the new SDL sensor API
Ozkan Sezer f159d798 2018-08-10T11:50:01 chmod -x Android.mk
Sam Lantinga d2042e1e 2018-08-09T16:00:17 Added HIDAPI joystick drivers for more consistent support for Xbox, PS4 and Nintendo Switch Pro controller support across platforms. Added SDL_GameControllerRumble() and SDL_JoystickRumble() for simple force feedback outside of the SDL haptics API
Sam Lantinga ff8c9538 2018-07-12T13:28:13 Allow trapping the back button so right mouse click can work on some Android systems (thanks Rachel!) Also, added a function SDL_AndroidBackButton() so applications can respond to the back button directly
Ryan C. Gordon e8237e2b 2018-06-24T15:21:01 android: Android.mk should only preserve debug symbols in debug builds. Fixes Bugzilla #4111.
Ozkan Sezer 41da7b79 2018-06-12T14:00:15 ran 'chmod -x' on many files
Sam Lantinga 95d8396e 2017-12-16T10:40:41 Added Android build script for SDL
Sam Lantinga a6a4e27a 2017-11-12T22:51:12 Updated SDL's YUV support, many thanks to Adrien Descamps New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
Sam Lantinga 4187b3d7 2017-09-22T08:31:02 Removed non-existent files
Sam Lantinga d8286479 2017-09-22T08:30:52 Added stubs for simple Steam Controller support
Sam Lantinga 347fe704 2017-08-30T14:25:01 Fixed bug 3789 - Android : small clean up Sylvain Since https://hg.libsdl.org/SDL/rev/6546daa45a02 SDL_android_main.c is empty and then produce a warning nativeInit does not exist and dont need to be mark undefined
Sam Lantinga e9772259 2017-08-13T17:59:59 Fixed bug 2839 - No way to create pre-built libraries for Android Mark Callow README-android says to copy or link the SDL source tree to the jni folder in your Android project. It is not desirable to have to compile SDL with every application; furthermore the Android NDK has support for prebuilt libraries. Attached is script (to be put in build-scripts) that builds the Android version of the libraries. The script builds both the existing SDL2 module and a new SDL2_main module. This is a static library containing the code from src/main/android/SDL_android_main.c. Also attached is a patch for Android.mk adding this module. Note that when building an application's native .so using this prebuilt libSDL2main, you must use a link option, such as --whole-archive, that forces inclusion of the code in the .so because the functions in SDL_android_main are called only from Java.
Sam Lantinga 0a52db54 2017-08-12T08:15:09 Fixed bug 3191 - haptic system on android? Patch provided by jintiao and Milan Nikolic, thanks!
Sam Lantinga 06ccb71b 2017-02-10T11:21:15 Make sure the memory barrier functions are always available, and now they are implemented on Android __ARM_ARCH_5TE__
Philipp Wiesemann 0e45984f 2015-06-21T17:33:46 Fixed crash if initialization of EGL failed but was tried again later. The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
Philipp Wiesemann 8f4bcc72 2015-05-06T21:11:06 Android: Replaced spaces with tab in Android.mk file.
Ryan C. Gordon b72938c8 2015-04-20T12:22:44 Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
Alex Szpakowski fe6c797c 2015-04-10T23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
Edward Rudd b88ca1b4 2015-02-10T16:28:56 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
Philipp Wiesemann b48e54aa 2015-01-26T22:00:29 Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
David Ludwig 70438be2 2014-12-03T10:55:23 WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
Philipp Wiesemann 9c398852 2014-11-22T22:20:40 Corrected header file documentation comment.
Pierre-Loup A. Griffais 24c86b55 2014-09-11T19:24:42 [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
Sam Lantinga 05d87800 2014-08-11T17:25:53 Implemented SDL_GetPrefPath() on Android - it returns the path used by SDL_AndroidGetInternalStoragePath()
Sam Lantinga b9d1f9ed 2014-06-15T13:01:10 Fixed Android error on static lib build, if relative NDK_MODULE_PATH used Stefan P?schel if the variable NDK_MODULE_PATH is set to a relative path (like "../"), compiling of a static SDL lib fails with an error similar to this: make: *** No rule to make target `..//android_libs/SDL/..//android_libs/SDL/src/main/android/SDL_android_main.c', needed by `obj/local/armeabi/objs/SDL2_static/__//android_libs/SDL/src/main/android/SDL_android_main.o'. Stop. Regarding the shared lib, this is already prevented by a "subst" command in the /Android.mk, which removes all occurences of "$(LOCAL_PATH)/". The attached patch does the same with the additional "SDL_android_main.c", which is included for build the static SDL lib.
David Ludwig 3dcb451f 2014-04-09T21:29:19 Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad.
Ryan C. Gordon e9be2d0b 2014-01-08T00:45:29 Add Dynamic API to Android makefile.
Gabriel Jacobo f848adff 2013-11-29T10:06:08 Improve Android pause/resume behavior.
Sam Lantinga 4349cb57 2013-10-10T21:51:39 Fixed bug 2146 - Enable static linking of libSDL on Android Denis Bernard This patch to Android.mk adds support for static linking of libSDL for Android applications. A patched readme with static build instructions is also provided. It does not break existing build environments setup according to the README-android.txt since the static library version will not be built in not required. The static build uses the Android NDK module system (see docs/IMPORT-MODULE.html in the NDK folder and step 5 in the instructions below). Instructions: 1. Copy the android-project directory wherever you want to keep your projects and rename it to the name of your project. 2. Create a symlink to SDL/src/main/android/SDL_android_main.c as <project>/jni/src/SDL_android_main.c 3. Rename <project>/jni/src/Android_static.mk to <project>/jni/src/Android.mk (overwrite the existing one) 4. Edit <project>/jni/src/Android.mk to include your source files 5. create and export an environment variable named NDK_MODULE_PATH that points to the parent directory of this SDL directory. e.g.: export NDK_MODULE_PATH="$PWD"/.. 6. Edit <project>/src/org/libsdl/app/SDLActivity.java and remove the call to System.loadLibrary("SDL2") line 42. 7. Run 'ndk-build' (a script provided by the NDK). This compiles the C source Although this requires an environment variable to be setup, it can be added once and for all to the main Android.mk of the project.
Gabriel Jacobo 24f23771 2013-10-09T10:29:01 Adds test framework to Android.mk and a simple utility to build Android projects
Ryan C. Gordon 2dd7091e 2013-08-20T19:57:11 Added SDL_GetBasePath() and SDL_GetPrefPath() in new filesystem module.
Gabriel Jacobo 0eeb76d8 2013-08-19T16:29:46 Fixes bug #2037, common EGL code for Android and X11
Gabriel Jacobo dad42067 2013-08-12T11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
Sam Lantinga 1ad936eb 2013-08-11T19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.