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!
【OpenGL】一、Visual Studio 2019 创建 Windows 桌面程序 ( Visual Studio Installer 安装 C++ 桌面开发库 | 创建桌面程序 )
【OpenGL】一、Visual Studio 2019 创建 Windows 桌面程序 ( Visual Studio Installer 安装 C++ 桌面开发库 | 创建桌面程序 )
一、安装中文语言支撑
我当初安装CentOS6.2时选择了中文语言支持,有iBus和拼音输入法,有gnome和kde
没有安装的可以参考:CentOS英文环境下使用中文输入法 安装中文语言支持和输入法
二、配置XWindow
1 /etc/sysconfig/i18n 文件的内容:
LANG="zh_CN.
WiEngine+Eclipse+CDT+Sequoyah实现c++编程智能感知提示
经过一段时间的摸索,我初步肯定自己基于WiEngine平台和C++开发跨Android/iPhone游戏的最佳(至少目前)环境为:
Eclipse+CDT+Sequoyah
第一,JAVA代码调试技术没有问题。
最近在Linux下开发,由于长期使用Visual Studio 2010,对代码提示功能情有独钟,现在在Linux下,使用Eclipse做开发,当然免不了怀念Visual Studio强悍的代码提示,于是在网上搜索了一些文章,整理出关于Eclipse代码提示功能设置的方法。