2012-04-01 22:59:28 +03:00
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<?php
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require("../template.php");
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# Now set the title of the page:
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setPageTitle("Android");
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# Make the header.
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generateHeader($_SERVER['PHP_SELF']);
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?>
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2012-05-04 14:18:43 +03:00
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<link rel=stylesheet href="../freeglut-style.css">
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2012-04-01 22:59:28 +03:00
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<ul>
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<li><a href="#compiling">Compiling</a></li>
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<li><a href="#using">Using in your projects</a></li>
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2012-05-04 14:18:43 +03:00
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<li><a href="#roadmap">Roadmap</a></li>
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<li><a href="#api">New API</a></li>
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2012-04-22 20:35:14 +03:00
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<li><a href="#links">Links</a></li>
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2012-04-01 22:59:28 +03:00
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</ul>
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2012-05-04 14:18:43 +03:00
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<p>
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FreeGLUT 3.0 introduces support for the Android platform.<br />
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This platform is different than traditional desktop platforms, requiring cross-compilation, interfacing with a touchscreen, and ability for your application to be paused and resumed at any time.<br />
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Here's how:
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</p>
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<a name="compiling"></a>
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<h1>Compiling</h1>
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<ul>
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<li>Note: at the moment, you need to chose between OpenGL ES 1.0 (FREEGLUT_GLES1) or 2.0 (FREEGLUT_GLES2) at compile time.<br />
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In the near future, we may implement a way to set this at run-time.</li>
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<li>
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Use your own cross-compiler for Android, or export the one from
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the Android NDK:
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<pre>
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/usr/src/android-ndk-r7c/build/tools/make-standalone-toolchain.sh \
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--platform=android-9 \
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--install-dir=/usr/src/ndk-standalone-9
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</pre>
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</li>
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<li>Compile FreeGLUT and install it in your Android cross-compiler
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path:
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<pre>
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PATH=/usr/src/ndk-standalone-9/bin:$PATH
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cd /usr/src/freeglut-x.x/
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mkdir cross-android-gles2/
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cd cross-android-gles2/
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cmake \
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-D CMAKE_TOOLCHAIN_FILE=../android_toolchain.cmake \
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-D CMAKE_INSTALL_PREFIX=/usr/src/ndk-standalone-9/sysroot/usr \
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-D CMAKE_BUILD_TYPE=Debug \
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-D FREEGLUT_GLES2=ON \
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-D FREEGLUT_BUILD_DEMOS=NO \
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..
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make -j4
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make install
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# Only static for now:
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rm -f /usr/src/ndk-standalone-9/sysroot/usr/lib/libfreeglut-gles?.so*
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</pre>
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</li>
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</ul>
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<a name="using"></a>
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<h1>Using in your projects</h1>
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<h2>Compile your own project using common build systems</h2>
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<p>For instance if you use the autotools:</p>
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<pre>
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PATH=/usr/src/ndk-standalone-9/bin:$PATH
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export PKG_CONFIG_PATH=/usr/src/ndk-standalone-9/sysroot/usr/share/pkgconfig
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./configure --host=arm-linux-androideabi --prefix=/somewhere
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make
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make install
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</pre>
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<p>If you use CMake, you may want to copy our Android toolchain
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'android_toolchain.cmake':</p>
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<pre>
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PATH=/usr/src/ndk-standalone-9/bin:$PATH
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export PKG_CONFIG_PATH=/usr/src/ndk-standalone-9/sysroot/usr/share/pkgconfig
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cp .../freeglut-x.x/android_toolchain.cmake .
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mkdir cross-android/
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cd cross-android/
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cmake \
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-D CMAKE_TOOLCHAIN_FILE=../android_toolchain.cmake \
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-D CMAKE_INSTALL_PREFIX=/somewhere \
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-D CMAKE_BUILD_TYPE=Debug \
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-D MY_PROG_OPTION=something ... \
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..
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make -j4
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make install
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</pre>
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<p>Check <code>progs/test-shapes-gles1/</code> in the FreeGLUT
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source distribution for a complete, stand-alone example.</p>
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<h2>Compile your own project using the NDK build-system</h2>
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<ul>
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<li>
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Create a module hierarchy pointing to FreeGLUT, with our Android.mk:
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<pre>
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mkdir freeglut-gles2/
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cp .../freeglut-x.x/android/gles2/Android.mk freeglut-gles2/
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ln -s /usr/src/ndk-standalone-9/sysroot/usr/include freeglut-gles2/include
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ln -s /usr/src/ndk-standalone-9/sysroot/usr/lib freeglut-gles2/lib
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</pre>
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</li>
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<li>
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Reference this module in your jni/Android.mk:
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<pre>
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LOCAL_STATIC_LIBRARIES := ... freeglut-gles2
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...
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$(call import-module,freeglut-gles2)
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</pre>
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</li>
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<li>
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You now can point your NDK_MODULE_PATH to the directory containing the module:
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<pre>
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ndk-build NDK_MODULE_PATH=.
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</pre>
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</li>
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</ul>
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2012-04-01 22:59:28 +03:00
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<a name="roadmap"></a>
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<h1>Roadmap</h1>
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Done:
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<ul>
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<li>Initialize context with EGL</li>
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<li>Keyboard support</li>
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<li>Mouse support</li>
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<li>Virtual keypad (on touchscreen)</li>
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<li>Extract assets in cache dir on start-up</li>
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<li>Make EGL support reusable by Mesa X11</li>
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<li>freeglut_std.h can be used with GLES1 or GLES2 or non-ES headers<br />
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(using -DFREEGLUT_GLES1 and -DFREEGLUT_GLES2)</li>
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2012-05-04 13:36:46 +03:00
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<li>GLES1 and GLES2 support for geometry</li>
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<li>Pause/resume application support</li>
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2012-04-01 22:59:28 +03:00
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</ul>
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TODO:
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<ul>
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<li>Open new windows (if that's possible)</li>
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<li>Joystick support (xperia play...)</li>
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<li>Display translucent keys on virtual keypad</li>
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<li>API to detect touchscreen presence</li>
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<li>API to disable assets extraction</li>
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2012-05-04 13:36:46 +03:00
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<li>Callback to reload OpenGL resources lost during a pause</li>
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<li>Callback for pause/resume notifications</li>
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</ul>
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Possibly implemented later:
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<ul>
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<li>Support for menus and basic fonts</li>
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2012-04-01 22:59:28 +03:00
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</ul>
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<a name="api"></a>
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<h1>New API</h1>
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New functions will be necessary to :
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<ul>
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<li>detect touchscreen presence</li>
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<li>disable assets extraction</li>
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</ul>
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(Work In Progress)
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2012-04-22 20:35:14 +03:00
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<a name="links"></a>
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<h1>Links</h1>
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<ul>
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<li>http://pygame.renpy.org/ : Pygame Subset for Android, it
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designed an API for managing Android app lifecycle
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(<code>android.check_pause</code> and
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<code>android.wait_for_resume</code>)</li>
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</u>
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2012-04-01 22:59:28 +03:00
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<?php generateFooter(); ?>
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