• 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。网上教程非常多的。直接配置。

    。。

    启动eclipse,然后点Windows-Prefrences-C/C++-Build-Envionment。加入下面路径


    然后创建一个androidproject,把代码所有删除。资源所有删除,AndroidManifest.xml内容例如以下

    <?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="native-activity" />
    
                <intent-filter>
                    <action android:name="android.intent.action.MAIN" />
    
                    <category android:name="android.intent.category.LAUNCHER" />
                </intent-filter>
            </activity>
        </application>
    
    </manifest> 
    

    然后创建jni文件夹,里面放三个文件。依次是Android.mk

    LOCAL_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.mk

    APP_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 = &engine;
    	state->onAppCmd = engine_handle_cmd;
    	state->onInputEvent = engine_handle_input;
    	engine.app = state;
    
    	// Prepare to monitor accelerometer
    	engine.sensorManager = ASensorManager_getInstance();
    	engine.accelerometerSensor = ASensorManager_getDefaultSensor(
    			engine.sensorManager, ASENSOR_TYPE_ACCELEROMETER);
    	engine.sensorEventQueue = ASensorManager_createEventQueue(
    			engine.sensorManager, state->looper, LOOPER_ID_USER, NULL, NULL);
    
    	if (state->savedState != NULL) {
    		// We are starting with a previous saved state; restore from it.
    		engine.state = *(struct saved_state*) state->savedState;
    	}
    
    	// loop waiting for stuff to do.
    
    	while (true) {
    		// Read all pending events.
    		int ident;
    		int events;
    		struct android_poll_source* source;
    
    		// If not animating, we will block forever waiting for events.
    		// If animating, we loop until all events are read, then continue
    		// to draw the next frame of animation.
    		while ((ident = ALooper_pollAll(engine.animating ?

    0 : -1, NULL, &events, (void**) &source)) >= 0) { // Process this event. if (source != NULL) { source->process(state, source); } // If a sensor has data, process it now. if (ident == LOOPER_ID_USER) { if (engine.accelerometerSensor != NULL) { ASensorEvent event; while (ASensorEventQueue_getEvents(engine.sensorEventQueue, &event, 1) > 0) { LOGI("accelerometer: x=%f y=%f z=%f", event.acceleration.x, event.acceleration.y, event.acceleration.z); } } } // Check if we are exiting. if (state->destroyRequested != 0) { engine_term_display(&engine); return; } } if (engine.animating) { // Done with events; draw next animation frame. engine.state.angle += .01f; if (engine.state.angle > 1) { engine.state.angle = 0; } engine_draw_frame(&engine); } } }


    创建完毕收工。然后创建另外一个project。

    路径必须是刚才创建project的jni文件夹。名字随便,重点看图


    好了点完毕,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project,属性(是刚创建的C++project)


    接下来看图,把全部的库加进去。



    最后加一个Symbol,事实上就是定义一个宏,告诉编译器我如今的平台是Android。add


    最后点OK,全部的函数都能正常识别。提示功能也能够用了。开发效率高多了。

    编译直接点锤子即可了。


    然后在原来的project执行安装即可了!


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  • 原文地址:https://www.cnblogs.com/mfrbuaa/p/5224584.html
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