Android development: Difference between revisions

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<section begin="intro" />[[Team-XBMC|Team-Kodi]] (formerly called [[Team-XBMC]]) first ported XBMC Media Center software to Android in 2012, and the whole project cross-platform application was renamed to Kodi in 2014. Kodi itself is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why [[Team-XBMC|Team-Kodi]] is always on the lookout for C/C++ programmers to volunteer in assisting us with the development of Kodi. Whether you have contributed to the Kodi/XBMC project in the past or not, please consider doing so now.<section end="intro" />


{{forum link2|see also: [[forum:121317|forums.xbmc.org - XBMC for Android]]}}
Those of you who are completely unfamiliar with Kodi/XBMC can get a good overview of it on '''[[Kodi]]''' and '''[[Kodi FAQ]]'''.
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== End-users (non-programmers) ==
You can help too by downloading Kodi for Android, testing it, and [[HOW-TO Submit a Proper Bug Report|reporting bugs and issues]]. Also, spread the word about Kodi for Android (and other platforms) to your friends and family, we are sure they will enjoy it too.


You should read the [[Development Notes]] before reading this page.  
== Developers (programmers) ==
You should be proficient in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language], and although not really required knowledge of [http://en.wikipedia.org/wiki/OpenGL OpenGL ES] or other [http://en.wikipedia.org/wiki/Multimedia multimedia] programming is a plus, as well as prior [http://en.wikipedia.org/wiki/Multi-platform cross-platform] or [http://en.wikipedia.org/wiki/Porting porting] development experience.


[[Team-XBMC]] has not yet started [[w:porting|porting]] XBMC Media Center software to [[w:Android (operating system)|Android]] as of late 2011.
Usage of the Android NDK (Native Development Kit) developers platform, and a step-by-step guide on HOW-TO compile Kodi for Android from source code is the up-to-date README for Android available in the [https://github.com/xbmc/xbmc XBMC Foundation git repo on GitHub].


The Android version of XBMC is expected to require [[w:List of Android operating system versions#4.x Ice Cream Sandwich|Android 4.0]] and utilize [http://www.khronos.org/opengles/ OpenGL ES], [http://www.khronos.org/opensles/ OpenSL ES], and [http://www.khronos.org/openmax/al/ OpenMAX AL] APIs with support for hardware accelerated audio, video, image processing.
== Compiling Kodi for Android ==
* See: https://github.com/xbmc/xbmc/blob/master/docs/README.Android.md


XBMC is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why [[Team-XBMC]] is always on the lookout for [[w:Programming language|C/C++ programmers]] to volunteer in assisting us with the development of XBMC. Whether you have contributed to [https://github.com/xbmc/xbmc The XBMC Project] in the past or not, please consider doing so now.
== Skill requirements and where to start ==
 
Proficiency in C/C++ programming language and, though not required, knowledge of [[w:OpenGL|OpenGL]] and/or multimedia programming is a plus, as well as prior cross-platform or porting development experience. Familiarity with the Android [http://developer.android.com/sdk/ SDK] and [http://developer.android.com/sdk/ndk/ NDK] is also a bonus.
Those of you who are completely unfamiliar with XBMC can get a good overview of the features and functions that XBMC offers for its [[w:end-users|end-users]] by reading through the [[w:XBMC|XBMC]] article on Wikipedia.
 
= Skill requirements and where to start =
Proficiency in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language] and, though not required, knowledge of [http://en.wikipedia.org/wiki/OpenGL OpenGL] and/or [http://en.wikipedia.org/wiki/Multimedia multimedia] programming is a plus, as well as prior [http://en.wikipedia.org/wiki/Multi-platform cross-platform] or [http://en.wikipedia.org/wiki/Porting porting] development experience. Familiarity with the Android [http://developer.android.com/sdk/ SDK] and [http://developer.android.com/sdk/ndk/ NDK] is also a bonus.


A good understanding of JNI is highly recommended, since many operations
A good understanding of JNI is highly recommended, since many operations
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not necessarily common in typical native code. These include:
not necessarily common in typical native code. These include:


*Not being able to directly access the content of VM objects through direct native pointers. E.g. you cannot safely get a pointer to a String object's 16-bit char array to iterate over it in a loop.
* Not being able to directly access the content of VM objects through direct native pointers. E.g. you cannot safely get a pointer to a String object's 16-bit char array to iterate over it in a loop.
*Requiring explicit reference management when the native code wants to keep handles to VM objects between JNI calls.
* Requiring explicit reference management when the native code wants to keep handles to VM objects between JNI calls.
 
=== Supported Development Platforms ===
* Ubuntu 11 or later


== Where do I start on Android? ==
The source code can be obtained by cloning the xbmc [http://git-scm.com/ git] repository hosted on [https://github.com/xbmc/xbmc Github].
To begin with, download the Android SDK. Review the source code and samples. Read the [http://developer.android.com/guide/developing/ Developer's Guide]. The Android development kit requires the use of [http://www.eclipse.org/ Eclipse] [http://en.wikipedia.org/wiki/Integrated_development_environment IDE].


=== Supported Development Platforms ===
To retrive the source code:
*Windows XP (32-bit), Vista (32/64-bit), or Windows 7 (32/64-bit)
* cd $HOME
*Mac OS X 10.5.8 or later (x86 only)
* git clone git://github.com/xbmc/xbmc.git xbmc-android
*Linux (tested on Ubuntu Linux 8.04 or later, Lucid Lynx)
* cd xbmc-android
* git submodule update --init addons/skin.touchedgit://github.com/xbmc/xbmc.git xbmc-android


Once available, the code can be obtained by cloning the xbmc [http://git-scm.com/ git] repository hosted on [https://github.com/xbmc/xbmc Github].  
After obtaining the code repository, follow the compilation/development guide in the new repository to setup the required packages and so on. Team-Kodi developers opinion is that the best thing to start with is just to take a look through the source code and try to understand how it all fits together. Test things out, find what works and what does not, then try and track down why.


After obtaining the code repository, follow the compilation/development guide in the new repository to setup the required packages and so on. Team-XBMC developers opinion is that the best thing to start with is just to take a look through the source code and try to understand how it all fits together. Test things out, find what works and what does not, then try and track down why.
=== Software requirements ===
* Compiling Kodi for Android requires at least Android NDK Revision 10d. Android NDK Revision 9 and earlier do not work properly for our cause.


=== Hardware requirements ===
=== Hardware requirements ===
* [http://en.wikipedia.org/wiki/X86 x86-based computer]. No other special hardware is required for development. For Android devices, either a [http://developer.android.com/guide/developing/devices/ virtual] or [http://developer.android.com/guide/developing/device.html hardware] device can be used for development.
* [[w:X86|x86-based computer]]. No other special hardware is required for development. For Android devices, either a [http://developer.android.com/guide/developing/devices/ virtual] or [http://developer.android.com/guide/developing/device.html hardware] device can be used for development.
* If using Mac OS X, [http://software.intel.com/en-us/articles/installation-instructions-for-intel-hardware-accelerated-execution-manager-macosx/ this library] from Intel is likely to be very helpful for hardware acceleration of a virtual Android environment.


= Development Progress =
== Development Progress ==
Many things need to happen prior to the Android port becoming available.


== Porting Libraries ==
=== Porting Libraries ===
The following is a list of libraries which XBMC relies upon. Each one will need to be ported to be able to be compiled on the Android platform.
The following is a list of libraries which Kodi relies upon.


{| class="wikitable"
* [[Libraries]]
|-
 
! Library
== General guidelines ==
! Progress(%)
=== User-friendliness is next to godlyness ===
! Comments
{{#lst:Kodi manifesto|User-friendliness}}
|-
| SlingboxLib
| 0
|
|-
| UnrarXLib
| 0
|
|-
| addons
| 0
|
|-
| afpfs-ng
| 0
|
|-
| asap
| 0
|
|-
| cmyth
| 0
|
|-
| cpluff
| 0
|
|-
| cximage-6.0
| 0
|
|-
| enca
| 0
|
|-
| ffmpeg
| 0
|
|-
| freetype
| 0
|
|-
| libRTV
| 0
|
|-
| libUPnP
| 0
|
|-
| libXDAAP
| 0
|
|-
| libapetag
| 0
|
|-
| libass
| 0
|
|-
| libbluray
| 0
|
|-
| libcec
| 0
|
|-
| libdvd
| 0
|
|-
| libexif
| 0
|
|-
| libhdhomerun
| 0
|
|-
| libhts
| 0
|
|-
| libid3tag
| 0
|
|-
| liblame
| 0
|
|-
| libmad
| 0
|
|-
| libmicrohttpd
| 0
|
|-
| libmodplug
| 0
|
|-
| libmpeg2
| 0
|
|-
| libnfs
| 0
|
|-
| librtmp
| 0
|
|-
| libshairport
| 0
|
|-
| libsidplay2
| 0
|
|-
| libsquish
| 0
|
|-
| nosefart
| 0
|
|-
| snesapu
| 0
|
|-
| stsound
| 0
|
|-
| timidity
| 0
|
|-
| tinyXML
| 0
|
|-
| vgmstream
| 0
|
|-
| xbadpcm
| 0
|
|-
| xbmc-dll-symbols
| 0
|
|}


[[Category:Development]]
[[Category:Development]]
[[Category:Android]]
[[Category:Android]]
 
[[Category:Manual]]
== Developing Audio, Video and Image Renderers ==
A renderer for audio, video and image processing will need to be developed. Ideally, this can be accomplished by taking advantage of [[AudioEngine]], OpenMAX AL, OpenGL ES, and OpenSL ES.

Revision as of 21:08, 29 July 2018

Template:XBMC development nav

Home icon grey.png   ▶ Development ▶ Android development

Team-Kodi (formerly called Team-XBMC) first ported XBMC Media Center software to Android in 2012, and the whole project cross-platform application was renamed to Kodi in 2014. Kodi itself is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why Team-Kodi is always on the lookout for C/C++ programmers to volunteer in assisting us with the development of Kodi. Whether you have contributed to the Kodi/XBMC project in the past or not, please consider doing so now.

Those of you who are completely unfamiliar with Kodi/XBMC can get a good overview of it on Kodi and Kodi FAQ.

Cleanup.png This page or section may require cleanup, updating, spellchecking, reformatting and/or updated images. Please improve this page if you can. The discussion page may contain suggestions.


End-users (non-programmers)

You can help too by downloading Kodi for Android, testing it, and reporting bugs and issues. Also, spread the word about Kodi for Android (and other platforms) to your friends and family, we are sure they will enjoy it too.

Developers (programmers)

You should be proficient in C/C++ programming language, and although not really required knowledge of OpenGL ES or other multimedia programming is a plus, as well as prior cross-platform or porting development experience.

Usage of the Android NDK (Native Development Kit) developers platform, and a step-by-step guide on HOW-TO compile Kodi for Android from source code is the up-to-date README for Android available in the XBMC Foundation git repo on GitHub.

Compiling Kodi for Android

Skill requirements and where to start

Proficiency in C/C++ programming language and, though not required, knowledge of OpenGL and/or multimedia programming is a plus, as well as prior cross-platform or porting development experience. Familiarity with the Android SDK and NDK is also a bonus.

A good understanding of JNI is highly recommended, since many operations in the Android environment require specific actions from the developers, that are not necessarily common in typical native code. These include:

  • Not being able to directly access the content of VM objects through direct native pointers. E.g. you cannot safely get a pointer to a String object's 16-bit char array to iterate over it in a loop.
  • Requiring explicit reference management when the native code wants to keep handles to VM objects between JNI calls.

Supported Development Platforms

  • Ubuntu 11 or later

The source code can be obtained by cloning the xbmc git repository hosted on Github.

To retrive the source code:

  • cd $HOME
  • git clone git://github.com/xbmc/xbmc.git xbmc-android
  • cd xbmc-android
  • git submodule update --init addons/skin.touchedgit://github.com/xbmc/xbmc.git xbmc-android

After obtaining the code repository, follow the compilation/development guide in the new repository to setup the required packages and so on. Team-Kodi developers opinion is that the best thing to start with is just to take a look through the source code and try to understand how it all fits together. Test things out, find what works and what does not, then try and track down why.

Software requirements

  • Compiling Kodi for Android requires at least Android NDK Revision 10d. Android NDK Revision 9 and earlier do not work properly for our cause.

Hardware requirements

  • x86-based computer. No other special hardware is required for development. For Android devices, either a virtual or hardware device can be used for development.
  • If using Mac OS X, this library from Intel is likely to be very helpful for hardware acceleration of a virtual Android environment.

Development Progress

Porting Libraries

The following is a list of libraries which Kodi relies upon.

General guidelines

User-friendliness is next to godlyness

Kodi manifesto