Difference between revisions of "Android development"

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(Hardware requirements: Added a link to the Intel acceleration lib for Mac OS-X)
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{{XBMC development nav}}
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{{mininav|[[Development]]}}
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{{see also|HOW-TO submit a patch|Android}}
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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]]}}
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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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{{cleanup}}
  
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== End-users (non-programmers) ==
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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.  
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== Developers (programmers) ==
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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.
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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.
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== Compiling Kodi for Android ==
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* 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.
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== Skill requirements and where to start ==
 
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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.
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* 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.
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* Requiring explicit reference management when the native code wants to keep handles to VM objects between JNI calls.
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=== Supported Development Platforms ===
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* Ubuntu 11 or later
  
== Where do I start on Android? ==
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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 ===
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To retrive the source code:
*Windows XP (32-bit), Vista (32/64-bit), or Windows 7 (32/64-bit)
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* cd $HOME
*Mac OS X 10.5.8 or later (x86 only)
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* git clone git://github.com/xbmc/xbmc.git xbmc-android
*Linux (tested on Ubuntu Linux 8.04 or later, Lucid Lynx)
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* cd xbmc-android
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* 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].  
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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.
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=== Software requirements ===
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* 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.
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* [[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.
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* 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 =
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== Development Progress ==
Many things need to happen prior to the Android port becoming available.
 
  
== Porting Libraries ==
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=== 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.
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The following is a list of libraries which Kodi relies upon.
  
{| class="wikitable"
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* [[Libraries]]
|-
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! Library
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== General guidelines ==
! Progress(%)
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=== User-friendliness is next to godlyness ===
! Comments
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{{#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
 
| See [https://github.com/andynicholson/android-ffmpeg-x264 here] and many other sources including [https://play.google.com/store/search?q=ffmpeg Play]
 
|-
 
| freetype
 
| 0
 
| See [https://en.wikibooks.org/wiki/OpenGL_Programming/Installation/Android#FreeType here]
 
|-
 
| libRTV
 
| 0
 
|
 
|-
 
| libUPnP
 
| 0
 
| See [http://upnp.org/sdcps-and-certification/resources/sdks/ here] and [https://www.plutinosoft.com/platinum here]
 
|-
 
| libXDAAP
 
| 0
 
|
 
|-
 
| libapetag
 
| 0
 
|
 
|-
 
| libass
 
| 0
 
| See [http://mailman.videolan.org/pipermail/android/2012-March/000055.html here]
 
|-
 
| libbluray
 
| 0
 
|
 
|-
 
| libcec
 
| 0
 
|
 
|-
 
| libdvd
 
| 0
 
|
 
|-
 
| libexif
 
| 0
 
|
 
|-
 
| libhdhomerun
 
| 0
 
|
 
|-
 
| libhts
 
| 0
 
|
 
|-
 
| libid3tag
 
| 0
 
|
 
|-
 
| liblame
 
| 0
 
| See [http://stackoverflow.com/questions/8632835/lame-mp3-encoder-compile-for-android here]
 
|-
 
| 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]]
 
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[[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.
 

Latest revision as of 21:08, 29 July 2018

Development:
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.

1 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.

2 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.

3 Compiling Kodi for Android

4 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.

4.1 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.

4.2 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.

4.3 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.

5 Development Progress

5.1 Porting Libraries

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

6 General guidelines

6.1 User-friendliness is next to godlyness

One major ongoing goal of Team-Kodi has always been to make Kodi and its user interface feel even more intuitive and user-friendly for its end-users, based on the KISS (Keep It Simple Stupid) principle of simplicity. It is our belief that usability is the most important aspect of a media center like Kodi. Many other media center projects make user interface decisions by developers, who often have little experience in user interface design. In contrast, Team-Kodi does its best to listen to Kodi's end-users to learn how Kodi is actually being used and how we can improve the user experience. We also aim to do regular overhauls, improving existing features/functions, and scrapping outdated code and features/functions (as "too much stuff" adds unnecessary complexity and can thus also be a bad thing). Everything should be made as simple as possible, but no simpler.

6.2 Kodi as a whole must...

  • First and foremost be aimed at a large-screen (28" or more) 10-foot user interface for the living-room experience.
    • Large menus, text/fonts and buttons that is designed to be navigated by a hand-held remote-control.
  • Be focused around the main features of playing music, watching movies, recorded television broadcasts, and viewing pictures.
    • Kodi may be capable of converging other things but those things should never take over the main focus in the interface.
  • Be easy to install, set up and maintain (so that our valuable end-users do not get fed up with it and quit).
  • Have an user interface that is simple and intuitive enough so that less tech-savvy people are not intimidated by it.
  • Be able to play audio and video files that have been encoded using DivX, XviD, etc. directly out-of-the-box.
  • Be able to organize audio and video files in an easy and user-friendly way.
  • Use standards and be consistent, (the Music section can for example not use completely different controls from the Video section).
  • Perform actions in the GUI with as few 'clicks' as possible.
  • Be aimed at an international audience, internationalization and localization by supporting different languages, timezones and other regional differences
  • Require little to no non-GUI configuration (and all such non-GUI configuration should be done in just one file: advancedsettings.xml).
  • Be beautiful to look at, after all we hope you will be using it a lot!

6.3 Team-Kodi members should always strive to

  • Promote open source - Kodi is based on the ideas of FOSS (free open source software), licensed under the GPL and builds partly on other open source projects which we do our best to support. The GPL should be respected at all times. All code should be committed to the Kodi project’s git repo before any public binaries are released.
  • Promote the sharing of knowledge and collaboration - Through the use of information sharing tools and practices Kodi is a collaborative environment.
  • Understand that development is a team effort - Treating our users as co-developers has proven to be the most effective option for rapid development. Always strive to work as a team at all times. Actively promote discussion on new features and bug fixes, and respect others comments and criticisms with replies in a timely fashion.
  • Apply the Law of Diminishing Return - The majority of the effort should be invested in implementing features which have the most benefit and widest general usage by the community.
  • Try to make all code, feature, and functions to be platform agnostic - Kodi is a multi-platform software, thus any single platform specific features should be discussed with other team members before implemented. Major features should be developed in a separate branch or committed in small increments so that other members have the opportunity to review the code and comment on it during development.