博客
关于我
强烈建议你试试无所不能的chatGPT,快点击我
最新首发Eclipse+CDT+android-ndk写纯c++安卓应用(附openGL Es)
阅读量:4957 次
发布时间:2019-06-12

本文共 8880 字,大约阅读时间需要 29 分钟。

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

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-activityLOCAL_SRC_FILES := main.cppLOCAL_LDLIBS    := -llog -landroid -lEGL -lGLESv1_CMLOCAL_STATIC_LIBRARIES := android_native_app_glueinclude $(BUILD_SHARED_LIBRARY)$(call import-module,android/native_app_glue)
Application.mk

APP_PLATFORM := android-14
main.cpp

#include 
#include
#include
#include
#include
#include
#include
#include
#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!

转载于:https://www.cnblogs.com/mfrbuaa/p/5224584.html

你可能感兴趣的文章
数据库设计 - 1
查看>>
团队作业9——展示博客(Bata版本)
查看>>
关于 edittext 软键盘退出监听解决办法
查看>>
Spring AOP 的实现
查看>>
Android开发adb环境配置
查看>>
获取微信AccessToken,保存在内存中,过期后重新获取
查看>>
用 const 还是用 let?
查看>>
bzoj5292:[Bjoi2018]治疗之雨
查看>>
bzoj5336:[TJOI2018]party
查看>>
语音合成最新进展
查看>>
[BZOJ1000] A+B Problem
查看>>
UVA 1149 Bin Packing 二分+贪心
查看>>
kuangbin大佬的高斯消元模板
查看>>
ELK部署
查看>>
通过storyboard设置cell
查看>>
mongodb write 【摘自网上,只为记录,学习】
查看>>
Configuration Extensions - 简化配置,让你配置支持变量
查看>>
Java安全 – JCE Blowfish算法报错
查看>>
Navicat 12 破解方法
查看>>
中国大学MOOC-数据结构基础习题集、05-2、Saving James Bond - Easy Version
查看>>