<layout> defaultWidth/defaultHeight/minWidth/minHeight/gravity hint -
Quest's Home shell otherwise defaults a freshly-launched 2D panel to a
portrait shape, cropping the game's 4:3 640x480 content down to a
sliver.
- The actual root cause of the remaining crop (game rendering into one
corner of an otherwise correctly-sized panel), found via on-device
logcat and the new diagnostics below rather than guesswork:
ChangeScreenSize() (engine/src/MacSrc/ShockBitmap.c) calls
SDL_SetWindowSize() whenever the game sets its video mode. That's a
desktop-only operation in effect - Android has no SetWindowSize driver
hook, so SDL's generic layer instead overwrites its own cached window
size to the game's internal resolution (640x480) and synthesizes a
resize event from that, desyncing SDL's notion of the window size from
the real, unchanged Android surface (e.g. 1600x1200). Both SDL's own
renderer viewport and the engine's custom GL viewport then scale
against that corrupted cached size. 10-android-no-window-resize.patch
skips the desktop-only SDL_SetWindowFullscreen/SetWindowSize/
SetWindowPosition calls on Android, keeping the legitimate
SDL_RenderSetLogicalSize/offscreen-bitmap setup.
- 06-android-resize-event.patch: also react to SDL_WINDOWEVENT_RESIZED
in the engine's event loop, not just SIZE_CHANGED - Android's SDL video
backend never sends SIZE_CHANGED for surface-driven resizes, only
RESIZED, an independent gap worth closing regardless of the bug above.
- 08/09-android-logcat-*.patch: route the engine's existing log.c output
(previously plain fprintf(stderr,...), never actually captured by
logcat on this build) through __android_log_vprint instead, so every
existing INFO/DEBUG/WARN/ERROR call site becomes visible for on-device
debugging. This is what made the diagnostic below (and everything
since) observable at all.
- 07-android-size-diagnostics.patch: one-time startup log comparing
SDL_GetWindowSize/SDL_GL_GetDrawableSize/SDL_GetRendererOutputSize -
the evidence that actually pinned down the SDL_SetWindowSize bug above.
- QuestShockActivity.java: add a diagnostic onSizeChanged() log on
GameSurface, used to rule out a later Android-side panel relayout as
the cause before finding the real one.
- QuestShockActivity now actually blocks the native engine from starting
when game data is missing, closing three gaps found via on-device
testing: super.onCreate() must run unconditionally first (Android
throws SuperNotCalledException otherwise); SDLActivity.mBrokenLibraries
is now set provisionally before the storage-permission check, since
onWindowFocusChanged() closing the permission dialog could otherwise
start the engine before the async onRequestPermissionsResult() callback
ran; and a new GameSurface (SDLSurface subclass) closes the actual gap
that let the init_popups NULL-deref crash through even with
mBrokenLibraries set - SDLSurface.surfaceChanged() starts the native
thread directly without ever checking that flag.
- Force Android to use SDL2's openslES audio backend instead of AAudio
(android/engine-patches/05-android-audio-driver.patch): AAudio only
allows one open playback device at a time, but the engine opens two
(cutscene audio via SDL_OpenAudioDevice, SFX/MIDI via Mix_OpenAudio),
hitting an assertion failure on real hardware.
- Add 16 KB ELF page-size alignment (-Wl,-z,max-page-size=16384) to every
Android shared library - the four prebuilts (SDL2, SDL2_mixer,
fluidsynth-lite, gl4es, in build-image/Dockerfile) and the engine's own
libmain.so (build.gradle) - matching Google's Play Store requirement
for Android 15+ and clearing Android Studio's compatibility warning.
- Add a stageEngine Gradle task that automatically re-stages the patched
engine/ copy and prebuilt libraries before any Android Studio build
(hooked into preBuild, with proper up-to-date checking), so source/
patch changes can't silently go stale in the build/android-engine
scratch copy - previously a manual, easy-to-forget step. Skips
automatically inside the build-image container so make apk/CI are
unaffected.