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android 应用程序开发与 ndk 和 tcc 可能吗?

如何解决android 应用程序开发与 ndk 和 tcc 可能吗?

是否可以在 tcc(微型 C 编译器)的帮助下创建 Android 应用程序?

对我来说,普通的 ndk APK 看起来很简单。 /meta-inf文件夹下只有一些签名,/libAndroidManifest.xmlresources.arsc下的动态*.so库。

├───lib
│   └───x86
│       └───gdbserver
│       └───libAndroid1.so
├───meta-inf
│   └───CERT.RSA
│   └───CERT.SF
│   └───MANIFEST.MF
├───AndroidManifest.xml
├───resources.arsc

而且,似乎 gcc/clang 编译器可以被 tcc 替换。我设法用命令编译了一个通用的 *.so 文件

tcc -r dllmain.c -o dllmain.o
tcc -shared dllmain.o -o dll.so

但现在我不确定,我将如何通过用 tcc 替换 gcc/clang 来编译一个完整的 ndk 项目。

这是我失败的尝试:

C:\Users\gray\source\repos\Android1\Android1\Android1.NativeActivity>tcc -shared -r main.c -o libAndroid1.so -IC:\Microsoft\AndroidNDK\android-ndk-r15c\platforms\android-19\arch-x86\usr\include\
tcc: warning: -r: overriding compiler action already specified
In file included from main.c:24:
In file included from C:/Microsoft/AndroidNDK/android-ndk-r15c/platforms/android-19/arch-x86/usr/include//android/sensor.h:43:
In file included from C:/Microsoft/AndroidNDK/android-ndk-r15c/platforms/android-19/arch-x86/usr/include//sys/types.h:35:
C:/Microsoft/AndroidNDK/android-ndk-r15c/platforms/android-19/arch-x86/usr/include//sys/cdefs.h:283: error: #error "No function renaming possible"

此外,我将 main.cpp 重命名main.c 以使其与 tcc 一起使用。 ma​​in.c:

/*
* copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License,Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*      http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,software
* distributed under the License is distributed on an "AS IS" BASIS,* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/

#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO,"AndroidProject1.NativeActivity",__VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN,__VA_ARGS__))

/**
* Our saved state data.
*/
#include <android/sensor.h>

struct saved_state {
    float angle;
    int x;
    int 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;
    int width;
    int 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,EGL_RED_SIZE,EGL_NONE
    };
    EGLint w,h,format;
    EGLint numConfigs;
    EGLConfig config;
    EGLSurface surface;
    EGLContext context;

    EGLdisplay display = eglGetdisplay(EGL_DEFAULT_disPLAY);

    eglInitialize(display,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,format);

    surface = eglCreateWindowSurface(display,engine->app->window,NULL);
    context = eglCreateContext(display,NULL,NULL);

    if (eglMakeCurrent(display,surface,context) == EGL_FALSE) {
        LOGW("Unable to eglMakeCurrent");
        return -1;
    }

    eglQuerySurface(display,EGL_WIDTH,&w);
    eglQuerySurface(display,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_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 int 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->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,int 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(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;

    memset(&engine,sizeof(engine));
    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);

    if (state->savedState != NULL) {
        // We are starting with a prevIoUs saved state; restore from it.
        engine.state = *(struct saved_state*)state->savedState;
    }

    engine.animating = 1;

    // loop waiting for stuff to do.

    while (1) {
        // 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,&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;
            }

            // Drawing is throttled to the screen update rate,so there
            // is no need to do timing here.
            engine_draw_frame(&engine);
        }
    }
}

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