android studio + libSDL2.so显示一张bmp图片

目标:一个简单的app程序,基于SDL开源库,实现加载一张bmp图片,并且显示的功能。

环境要求:

1. 一个可用的android studio开发环境;本次用的是android studio  2.3.0 ;

2.SDL源码,下载地址 SDL官网下载

3.编译好的libSDL2.so动态库; 可以参考前面的文章《 linux下交叉编译android版本的libSDL2.so》;

4.Demo程序下载地址: https://github.com/zhuxian2009/MySDLDemo


第一步:创建一个支持C++的android工程;

注意一,将packet设为

org.libsdl.app
因为SDL开源库中的android样例,也是用这个packet,这样会省去很多麻烦。



注意二,讲MainActive改为SDLActive,原因是SDL样例用的是SDLActive,可以为你的第一个Demo省去很多麻烦。老司机可以无视...


其他都是默认。


第二步:将编译好的libSDL2.so和头文件,放入指定位置;

2.1  将armeabi-v7a\libSDL2.so,放入app\libs

2.2  从SDL开源代码中提取头文件,提取SDL2\include;全部放入放入app\src\main\cpp\include;

2.3  将SDL2\src\dynapi;放入app\src\main\cpp\include;

2.4  将SDL2\src\目录最外层的所有文件放入sdlmain,放入app\src\main\cpp\include


第三步:将SDL开源工程中的SDL_android_main.c文件,放入app\src\main\cpp\

第四步:修改native-lib.cpp,实现调用SDL接口,加载图片,显示图片的功能:

#include <jni.h>
#include <string>
#include "SDL.h"

extern "C"
JNIEXPORT jstring JNICALL
Java_org_libsdl_app_MainActivity_stringFromJNI(
        JNIEnv *env,
        jobject /* this */) {
    std::string hello = "Hello from C++";
    return env->NewStringUTF(hello.c_str());
}

struct SBMPInfo
{
    SDL_Texture* texture;
    Uint16 w;
    Uint16 h;
} ;

/* Adapted from SDL's testspriteminimal.c */
SBMPInfo LoadBMP(const char* file, SDL_Renderer* renderer)
{
    SBMPInfo result;
    result.texture = NULL;
    result.w = 0;
    result.h = 0;

    SDL_Surface* temp;

    /* Load the sprite image */
    temp = SDL_LoadBMP(file);
    if (temp == NULL)
    {
        fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError());
        return result;
    }
    result.w = temp->w;
    result.h = temp->h;

    /* Create texture from the image */
    result.texture = SDL_CreateTextureFromSurface(renderer, temp);
    if (!result.texture) {
        fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
        SDL_FreeSurface(temp);
        return result;
    }
    SDL_FreeSurface(temp);

    return result;
}

void draw(SDL_Window* window, SDL_Renderer* renderer, const SBMPInfo tagBMP)
{
    int w, h;
    SDL_GetWindowSize(window, &w, &h);
    SDL_Rect destRect = {w/2 - tagBMP.w/2, h/2 - tagBMP.h/2, tagBMP.w, tagBMP.h};
    /* Blit the sprite onto the screen */
    SDL_RenderCopy(renderer, tagBMP.texture, NULL, &destRect);
}

int main(int argc, char *argv[])
{
    SDL_Window *window;
    SDL_Renderer *renderer;

    if(SDL_CreateWindowAndRenderer(0, 0, 0, &window, &renderer) < 0)
        exit(2);

    SBMPInfo tagBMP = LoadBMP("logo.bmp", renderer);
    if(tagBMP.texture == NULL)
        exit(2);

    /* Main render loop */
    Uint8 done = 0;
    SDL_Event event;
    while(!done)
    {
        /* Check for events */
        while(SDL_PollEvent(&event))
        {
            if(event.type == SDL_QUIT || event.type == SDL_KEYDOWN || event.type == SDL_FINGERDOWN)
            {
                done = 1;
            }
        }


        /* Draw a gray background */
        SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
        SDL_RenderClear(renderer);

        draw(window, renderer, tagBMP);

        /* Update the screen! */
        SDL_RenderPresent(renderer);

        SDL_Delay(10);
    }

    exit(0);
}

通过以上修改,发现很多接口是无法识别的,因为studio不知道去哪里找头文件。

第五步:修改CMakeList.txt,指定头文件和库的加载

cmake_minimum_required(VERSION 3.4.1)

set(lib_src_DIR ${CMAKE_SOURCE_DIR}/libs/armeabi-v7a)
include_directories(
     ${CMAKE_SOURCE_DIR}/src/main/cpp/include
)
add_library(sdl2_lib SHARED IMPORTED)
set_target_properties(sdl2_lib PROPERTIES IMPORTED_LOCATION
    ${lib_src_DIR}/libSDL2.so)

#add_library(sdlmain_lib SHARED IMPORTED)
#set_target_properties(sdlmain_lib PROPERTIES IMPORTED_LOCATION
#    ${lib_src_DIR}/libmain.so)

add_library( native-lib  SHARED
             src/main/cpp/native-lib.cpp
             src/main/cpp/SDL_android_main.c
             )

find_library(log-lib    log )
find_library(GLESv1_CM-lib    GLESv1_CM )
find_library(GLESv2-lib    GLESv2 )

target_link_libraries(  native-lib
                       ${log-lib}
                       ${GLESv1_CM-lib}
                       ${GLESv2-lib}
                       sdl2_lib
 #                      sdlmain_lib
                       )

第六步:修改编译方式,CMAKE改为NDK方式

修改app下的build.gradle,将

        externalNativeBuild {
            cmake {
                cppFlags ""
            }
        }
改为

        ndk {
            abiFilters  'armeabi-v7a'
        }

在android标签下,加入

    sourceSets {
        main {
            jniLibs.srcDirs = ['libs']
        }
    }


第七步:将SDL开源库中的SDLActive.java,替换掉studio自动生成的app\src\main\java\org\libsdl\app\SDLActive.java


第八步:将bmp图片copy到app\src\main\assets\logo.bmp;


rebuild-->run,结果如下:





posted on 2017-10-12 21:26  zhuxian2009  阅读(259)  评论(0编辑  收藏  举报

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