Special thanks to my patrons on Patreon:
- Chad Yates
- Daniel Shumway
- Merlijn Sebrechts
- Run
/FNADroid-Native/buildnative.sh
- Compile
/SDL2Droid-CS/SDL2Droid-CS-Java/
into/SDL2Droid-CS/SDL2Droid-CS-JBindings/Jars/SDL2Droid-CS-Java.jar
- Include your game as a dependency to the
FNADroid
project so it gets included in the .apk properly. - Change
/FNADroid/Bootstrap.cs
,/FNADroid/Resources/
and/FNADroid/MainActivity.cs
- Compile FNADroid using Xamarin.Android (f.e. via Xamarin for Visual Studio).
- Uh... I haven't figured out content management quite yet... runs away
What: SDL2 for Android. Take a look at https://github.com/0x0ade/SDL2Droid-CS
Why: FNA uses SDL2 and SDL2-CS; FNADroid uses SDL2 and SDL2Droid-CS
Compilation: Only the SDL2 bindings require manual compilation:
In your favourite Java IDE, produce a compiled .jar artifact and place it into /SDL2Droid-CS/SDL2Droid-CS-JBindings/Jars/
What: Native library Android.mk
makefiles, extension code and prebuilt libraries
Why: Xamarin for Visual Studio has got some problems with compiling native libraries on its own.
Compilation: Run buildnative.sh
(cygwin-compatible) from inside /FNADroid-Native/
. That's it.
What: The Mono side of things: Main C# code starting the game and (-Lib) an optional extension library to be used by the game without needing to refer to FNADroid.
Why: Why not?
Compilation:
- Load the solution in Visual Studio with the "Xamarin for Visual Studio" extension installed.
- Modify
/FNADroid/Bootstrap.cs
for your main code,/FNADroid/Resources/
for any strings / icons / ... and/FNADroid/MainActivity.cs
for the launch config (f.e. orientation). - Compile as you would any other Xamarin.Android project.