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最新首发Eclipse+CDT+android-ndk写纯c++安卓应用(附openGL Es)
首先下载eclipse和cdt,我的版本号依次是:Version: Indigo Service Release 2和Version: 1.0.0.201202111925,再下载windows的ndk,我使用的是android-ndk-r9d
什么cygwin这等东西,太恶心了,下载慢,大的要命!复杂,今天给一个最爽的编译教程。
前面的cdt插件怎么这里pass,网上教程很多的。直接配置。。。
启动eclipse,然后点Windows-Prefrences-C/C++-Build-Envionment,添加以下路径
然后创建一个android工程,把代码全部删除,资源全部删除,AndroidManifest.xml内容如下
<?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.example.native_activity" android:versionCode="1" android:versionName="1.0" > <uses-sdk android:minSdkVersion="9" tools:ignore="UsesMinSdkAttributes" /> <application android:hasCode="false" android:label="纯CPP应用" tools:ignore="AllowBackup,MissingApplicationIcon" > <activity android:name="android.app.NativeActivity" android:configChanges="orientation|keyboardHidden" > <!-- Tell NativeActivity the name of or .so --> <meta-data android:name="android.app.lib_name" android:value=http://www.mamicode.com/"native-activity" />>
然后创建jni目录,里面放三个文件,依次是Android.mkLOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_MODULE := native-activity LOCAL_SRC_FILES := main.cpp LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv1_CM LOCAL_STATIC_LIBRARIES := android_native_app_glue include $(BUILD_SHARED_LIBRARY) $(call import-module,android/native_app_glue)
Application.mkAPP_PLATFORM := android-14
main.cpp#include <jni.h> #include <errno.h> #include <EGL/egl.h> #include <GLES/gl.h> #include <string.h> #include <android/sensor.h> #include <android/log.h> #include <android_native_app_glue.h> #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "native-activity", __VA_ARGS__)) #define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "native-activity", __VA_ARGS__)) /** * Our saved state data. */ struct saved_state { float angle; int32_t x; int32_t y; }; /** * Shared state for our app. */ struct engine { struct android_app* app; ASensorManager* sensorManager; const ASensor* accelerometerSensor; ASensorEventQueue* sensorEventQueue; int animating; EGLDisplay display; EGLSurface surface; EGLContext context; int32_t width; int32_t height; struct saved_state state; }; /** * Initialize an EGL context for the current display. */ static int engine_init_display(struct engine* engine) { // initialize OpenGL ES and EGL /* * Here specify the attributes of the desired configuration. * Below, we select an EGLConfig with at least 8 bits per color * component compatible with on-screen windows */ const EGLint attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_NONE }; EGLint w, h, dummy, format; EGLint numConfigs; EGLConfig config; EGLSurface surface; EGLContext context; EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(display, 0, 0); /* Here, the application chooses the configuration it desires. In this * sample, we have a very simplified selection process, where we pick * the first EGLConfig that matches our criteria */ eglChooseConfig(display, attribs, &config, 1, &numConfigs); /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is * guaranteed to be accepted by ANativeWindow_setBuffersGeometry(). * As soon as we picked a EGLConfig, we can safely reconfigure the * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */ eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format); ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format); surface = eglCreateWindowSurface(display, config, engine->app->window, NULL); context = eglCreateContext(display, config, NULL, NULL); if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { LOGW("Unable to eglMakeCurrent"); return -1; } eglQuerySurface(display, surface, EGL_WIDTH, &w); eglQuerySurface(display, surface, EGL_HEIGHT, &h); engine->display = display; engine->context = context; engine->surface = surface; engine->width = w; engine->height = h; engine->state.angle = 0; // Initialize GL state. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glEnable(GL_CULL_FACE); glShadeModel(GL_SMOOTH); glDisable(GL_DEPTH_TEST); return 0; } /** * Just the current frame in the display. */ static void engine_draw_frame(struct engine* engine) { if (engine->display == NULL) { // No display. return; } // Just fill the screen with a color. glClearColor(((float) engine->state.x) / engine->width, engine->state.angle, ((float) engine->state.y) / engine->height, 1); glClear(GL_COLOR_BUFFER_BIT); eglSwapBuffers(engine->display, engine->surface); } /** * Tear down the EGL context currently associated with the display. */ static void engine_term_display(struct engine* engine) { if (engine->display != EGL_NO_DISPLAY) { eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); if (engine->context != EGL_NO_CONTEXT) { eglDestroyContext(engine->display, engine->context); } if (engine->surface != EGL_NO_SURFACE) { eglDestroySurface(engine->display, engine->surface); } eglTerminate(engine->display); } engine->animating = 0; engine->display = EGL_NO_DISPLAY; engine->context = EGL_NO_CONTEXT; engine->surface = EGL_NO_SURFACE; } /** * Process the next input event. */ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) { struct engine* engine = (struct engine*) app->userData; if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) { engine->animating = 1; engine->state.x = AMotionEvent_getX(event, 0); engine->state.y = AMotionEvent_getY(event, 0); return 1; } return 0; } /** * Process the next main command. */ static void engine_handle_cmd(struct android_app* app, int32_t cmd) { struct engine* engine = (struct engine*) app->userData; switch (cmd) { case APP_CMD_SAVE_STATE: // The system has asked us to save our current state. Do so. engine->app->savedState = malloc((size_t)sizeof(struct saved_state)); *((struct saved_state*) engine->app->savedState) = engine->state; engine->app->savedStateSize = sizeof(struct saved_state); break; case APP_CMD_INIT_WINDOW: // The window is being shown, get it ready. if (engine->app->window != NULL) { engine_init_display(engine); engine_draw_frame(engine); } break; case APP_CMD_TERM_WINDOW: // The window is being hidden or closed, clean it up. engine_term_display(engine); break; case APP_CMD_GAINED_FOCUS: // When our app gains focus, we start monitoring the accelerometer. if (engine->accelerometerSensor != NULL) { ASensorEventQueue_enableSensor(engine->sensorEventQueue, engine->accelerometerSensor); // We'd like to get 60 events per second (in us). ASensorEventQueue_setEventRate(engine->sensorEventQueue, engine->accelerometerSensor, (1000L / 60) * 1000); } break; case APP_CMD_LOST_FOCUS: // When our app loses focus, we stop monitoring the accelerometer. // This is to avoid consuming battery while not being used. if (engine->accelerometerSensor != NULL) { ASensorEventQueue_disableSensor(engine->sensorEventQueue, engine->accelerometerSensor); } // Also stop animating. engine->animating = 0; engine_draw_frame(engine); break; } } /** * This is the main entry point of a native application that is using * android_native_app_glue. It runs in its own thread, with its own * event loop for receiving input events and doing other things. */ void android_main(struct android_app* state) { struct engine engine = {0}; // Make sure glue isn't stripped. app_dummy(); state->userData = http://www.mamicode.com/&engine;>
创建完成收工,然后创建另外一个工程。路径必须是刚才创建工程的jni目录,名字随便,重点看图
好了点完成,然后打开main.cpp发现N多错误,直接下设置一下环境变量,右键工程,属性(是刚创建的C++工程)
接下来看图,把所有的库加进去。
最后加一个Symbol,其实就是定义一个宏,告诉编译器我现在的平台是Android,add
最后点OK,所有的函数都能正常识别,提示功能也可以用了。开发效率高多了。编译直接点锤子就行了。
然后在原来的工程运行安装就行了!
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