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		<title>Building Android on Windows</title>
		<link>http://www.allegro.cc/forums/view/612687</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Thu, 06 Jun 2013 04:01:48 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>I started work on a game engine recently and decided to use SDL 2 because I can get it working on Android a lot easier than Allegro. However not far into the project I realized SDL2 is not my cup of tea and I want to use Allegro instead. The problem is that no matter what I do, I can&#39;t seem to get Allegro working on android through windows. </p><p>SDL2 simply uses an Android.mk file and then you can call ndk-build on the file and it will compile your code and you can open the folder in eclipse to make/run the .apk. The instructions are fairly simple and I can compile an Android apk quite easily.</p><p>However with Allegro, the instructions involve make-standalone-toolchain.sh which doesn&#39;t work on windows and I&#39;ve still had endless problems with it on a unix machine and I haven&#39;t successfully been able to run an Allegro game on Android.</p><p>So I thought maybe if the developers of Allegro could look at the SDL2 Android build technique and use if for Allegro it would make Allegro a more novice friendly library. I&#39;m fairly certain the techniques are quite similar and it wouldn&#39;t be too much work to use the Android.mk/ndk-build </p><p>Or if there is already an existing technique for building Allegro Android on Windows (without cygwin), any advice would be appreciated
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		<author>no-reply@allegro.cc (TrieBr)</author>
		<pubDate>Sat, 01 Jun 2013 20:54:52 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p><a href="https://www.google.com/search?q=guide+android+building+allegro+site%3Awww.allegro.cc&amp;ie=utf-8&amp;oe=utf-8&amp;aq=t&amp;rls=org.mozilla:en-US:unofficial&amp;client=seamonkey-a">Try skimming some of these?</a>
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Sat, 01 Jun 2013 21:18:06 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/612687/984062#target">TrieBr</a> said:</div><div class="quote"><p>I&#39;m fairly certain the techniques are quite similar and it wouldn&#39;t be too much work to use the Android.mk/ndk-build</p></div></div><p>It does, for the example project. Using the standalone toolchain makes it easier for you to build your own stuff. but theoretically the standalone toolchain step could be removed.</p><p>One reason I picked using the standalone toolchain was allowing allegro&#39;s normal cmake setup to be used to build allegro itself. noone wants to maintain more than one build system. it&#39;s been tried.</p><p>We could also add a new Find*.cmake script that helps us look for the android build tools, rather than depending on the standalone toolchain.
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		<author>no-reply@allegro.cc (Thomas Fjellstrom)</author>
		<pubDate>Sat, 01 Jun 2013 21:57:24 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Yeah, that makes sense to use cmake for all building.</p><p>If I managed to get allegro built using the standalone toolchain in Linux, then would I be able to use ndk-build on windows to build my actual game? I&#39;m fairly sure the actual linking to the .so files is done at run time (in SDL anyway) so once allegro is built I should be able to do the rest on Windows?
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		<author>no-reply@allegro.cc (TrieBr)</author>
		<pubDate>Mon, 03 Jun 2013 05:52:40 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I believe so yes, if you can get allegro built for android, you can just copy the allegro libs into your libs/armeabi* folder. you&#39;ll want to copy the include files out of the allegro/build/include folder as well, and point your project at those (you can&#39;t just copy out the source include files, some files are generated at build time).
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		<author>no-reply@allegro.cc (Thomas Fjellstrom)</author>
		<pubDate>Mon, 03 Jun 2013 06:14:24 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>So I gave it another shot using  Ubuntu on VirtualBox, and I got allegro compiled. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>So I continued to follow the instructions and I eventually got an APK which I installed and ran on my device. Unfortunately the app crashed and spit out an error on logcat </p><p>Couldn&#39;t load allegro-debug from loader dalvik.system.PathClassLoader[dexPath=/data/app/org.<br />liballeg.app-1.apk,libraryPath=/data/app-lib/org.liballeg.app-1]: findLibrary re<br />turned null</p><p>I made a folder called armeabi-v7a in the jni folder (where main.c is) and I put all of the .so files in there (including liballegro-debug.so). </p><p>Here is my Android.mk</p><p><a href="http://pastebin.com/6s81rzr1">http://pastebin.com/6s81rzr1</a></p><p>I&#39;m currently just trying to compile the basic android-project that comes with allegro, the only thing I have added to Android.mk is the ANDROID_NDK_TOOLCHAIN_ROOT path.</p><p>Any help would be much appreciated</p><p>Edit:<br />I opened up the project in eclipse and debugged it from there instead of using the &quot;android update project&quot; and &quot;ant debug&quot; method and it is working now, but I would still be interested in fixing the other method as well.
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		<author>no-reply@allegro.cc (TrieBr)</author>
		<pubDate>Thu, 06 Jun 2013 03:44:29 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Did you change the app name from org.liballeg.app anywhere? If so you have to run cmake with -DANDROID_APP_NAME=com.example.gamename.
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		<author>no-reply@allegro.cc (Trent Gamblin)</author>
		<pubDate>Thu, 06 Jun 2013 04:01:48 +0000</pubDate>
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