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SDL 2 on a real device (Android)

Assuming you already have Android SDK & NDK with Eclipse working on a virtual Android device, the setup directions to do it on a real device was pretty simple.  Here’s links and a photo of my Nexus 7 (Android 4.3) running my hello world SDL 2 OpenGL ES app: ->
For Nexus 7, I just did Device manager -> driver -> C:\Programs\adt-bundle-windows-x86_64-20130917\sdk\extras\google\usb_driver

I also wanted to try mirroring to my Windows computer.  I tried MirrorOp but it did not work (because it requires ROOT).  I tried DroidAtScreen (uses USB, does not require ROOT).  You just have to set the path via ADB –> ADB Executable Path, or via environment variables (ANDROID_HOME or ANDROID_SDK_HOME) (for me it was C:\Programs\adt-bundle-windows-x86_64-20130917\sdk\platform-tools\adb.exe).  I faced some very strange quirk.  For some reason, setting environment variables (ANDROID_HOME or ANDROID_SDK_HOME) did not work, and pasting the adb.exe path directly did not work.  What did seem to work was to click the “…” (browse) button and selecting adb.exe via the GUI.
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Once I got it to work, the USB mirroring with DroidAtScreen was functional and very cool.  Although it was also very choppy (I got like 1 fps).  DroidAtScreen does not have an interface to input, so I just made sure my Nexus 7 was easily accessible from my desk (the USB cable that comes with the Nexus 7 is short, so I used my LCD monitor’s built-in USB 3.0 hub, Dell U2713HM).

I also tried my very old Android phone (Motorola Droid Pro Verizon) (very old Android 2.3.4) with my hello world SDL 2 OpenGL ES C++ NDK app and DroitAtScreen.  This also works – here’s a DroitAtScreen screenshot:

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