Libgdx android backend
Use when writing libGDX Java/Kotlin code targeting Android — AndroidApplication launcher, AndroidApplicationConfiguration, AndroidManifest.xml setup, Android lifecycle mapping to libGDX, OpenGL context loss on pause, file access (internal/local/external with permissions), Android input (back button, accelerometer, on-screen keyboard), screen density, safe insets/notch, or GL thread posting. Use when debugging black textures after resume, Activity recreation on rotation, or missing file permissions.From its SKILL.md
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libGDX Android Backend
Reference for Android-specific launcher setup, manifest configuration, lifecycle mapping, file access, input handling, screen density, safe insets, and threading.
Launcher Setup
AndroidApplication extends Activity. Call initialize() in onCreate():
public class AndroidLauncher extends AndroidApplication {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.useAccelerometer = true; // default true — set false to save battery
config.useCompass = false; // default true — set false to save battery
config.useGyroscope = false; // default false
config.useImmersiveMode = true; // hides nav/status bars — libGDX handles it fully
config.numSamples = 2; // MSAA anti-aliasing (0 = off)
config.useWakelock = true; // keeps screen on during gameplay
config.useGL30 = false; // set true for GL ES 3.0 (Gdx.gl30); null if false
initialize(new MyGame(), config);
}
}
Do NOT add manual immersive mode code (deprecated SYSTEM_UI_FLAG_* constants, onWindowFocusChanged(), visibility listeners). config.useImmersiveMode = true is sufficient — libGDX manages the system UI internally. Never show working SYSTEM_UI_FLAG code examples, even as a "what not to do" — users will copy them.
For Fragment-based hosting, use AndroidFragmentApplication instead of AndroidApplication. It extends Fragment and works with FragmentActivity.
AndroidManifest.xml
<activity
android:name=".AndroidLauncher"
android:configChanges="keyboard|keyboardHidden|orientation|screenSize"
android:screenOrientation="landscape"
android:exported="true">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
android:configChanges is critical. Without orientation|screenSize, Android destroys and recreates the Activity on rotation — a full dispose() → create() cycle with GL context loss. With it, libGDX handles rotation via resize().
Permissions
| Permission | When needed |
|---|---|
WRITE_EXTERNAL_STORAGE | Gdx.files.external() — also needs runtime permission on API 23+ |
INTERNET | Any networking (HttpURLConnection, WebSocket, etc.) |
VIBRATE | Haptic feedback via Gdx.input.vibrate() |
WAKE_LOCK | Added automatically when config.useWakelock = true |
Runtime permissions (API 23+): libGDX has no cross-platform permission API. Request in the launcher:
// In AndroidLauncher (any class extending AndroidApplication works)
if (Build.VERSION.SDK_INT >= 23) {
requestPermissions(new String[]{Manifest.permission.WRITE_EXTERNAL_STORAGE}, REQUEST_CODE);
}
// Result arrives in onRequestPermissionsResult() — check grantResults before using external()
Lifecycle Mapping
| Android | libGDX | What happens |
|---|---|---|
onCreate() | create() | App initialization |
onResume() | resume() | App returns to foreground |
onPause() | pause() | App goes to background |
finish() / system kill | dispose() | App shutting down |
Use libGDX's ApplicationListener callbacks (create/render/pause/resume/dispose), NOT Android Activity lifecycle methods directly. Override onCreate() only for the launcher's initialize() call.
The render loop stops entirely during pause on Android. Any work in render() — timers, heartbeats, network pings — ceases when the app is backgrounded. Use a background thread or Android service for work that must continue.
OpenGL Context Loss on Pause
On Android, the OpenGL context IS destroyed when the app is paused. This is not limited to older devices — it happens on ALL Android versions.
- Managed resources (Texture, SpriteBatch, ShaderProgram, BitmapFont, FrameBuffer loaded via libGDX APIs) are automatically reloaded by libGDX on resume. You do not need to manually reload them.
- Custom non-managed GL resources (raw GL handles created via
Gdx.gl.glGenTexture(),Gdx.gl.glCreateProgram(), etc.) must be recreated manually — register an invalidation callback or recreate inresume().
// WRONG — unnecessary manual reloading
@Override
public void resume() {
texture = new Texture("sprite.png"); // libGDX already reloaded it
}
// RIGHT — only recreate raw GL handles if you have any
@Override
public void resume() {
if (customGLHandle != 0) {
customGLHandle = createRawGLResource(); // only for non-managed resources
}
}
Save critical game state in pause(), not dispose(). On Android, dispose() may not be called if the OS kills the backgrounded process.
File Access
| FileType | Maps to | Permission needed |
|---|---|---|
Gdx.files.internal("file") | Android assets/ folder | None (read-only, bundled with APK) |
Gdx.files.local("file") | Context.getFilesDir() (app-internal storage) | None (private to app) |
Gdx.files.external("file") | App-specific external storage (getExternalFilesDir()) | WRITE_EXTERNAL_STORAGE + runtime permission on API 23+ |
Gdx.files.absolute("/path") | Literal filesystem path | Discouraged on Android — use local() or external() |
// Save game — use local(), not external() (no permission needed)
FileHandle saveFile = Gdx.files.local("savegame.json");
saveFile.writeString(json, false);
// Load game
if (Gdx.files.local("savegame.json").exists()) {
String json = Gdx.files.local("savegame.json").readString();
}
// Read bundled asset (from android/assets/)
String levelData = Gdx.files.internal("levels/level1.json").readString();
Do NOT use desktop-style paths like "./saves/game.sav" or System.getProperty("user.home") on Android. These don't map to accessible storage.
Input
Back Button
By default, the Android back button exits the Activity. To intercept it:
// In create() or show()
Gdx.input.setCatchKey(Input.Keys.BACK, true);
// In your InputProcessor.keyDown()
@Override
public boolean keyDown(int keycode) {
if (keycode == Input.Keys.BACK) {
// show pause menu, go to previous screen, etc.
return true;
}
return false;
}
setCatchBackKey(boolean) is deprecated. Use setCatchKey(Input.Keys.BACK, true) instead.
Touch Input
Touch is the primary input on Android. Multi-touch uses the pointer index (0 = first finger, 1 = second, etc.):
// Polling
if (Gdx.input.isTouched(0)) {
float x = Gdx.input.getX(0);
float y = Gdx.input.getY(0);
}
Accelerometer / Gyroscope
Must be enabled in AndroidApplicationConfiguration (accelerometer is enabled by default):
float ax = Gdx.input.getAccelerometerX(); // tilt left/right
float ay = Gdx.input.getAccelerometerY(); // tilt forward/back
float az = Gdx.input.getAccelerometerZ(); // up/down (gravity)
On-Screen Keyboard
// Show/hide soft keyboard
Gdx.input.setOnscreenKeyboardVisible(true);
// Dialog-based text input (shows native Android dialog)
Gdx.input.getTextInput(new Input.TextInputListener() {
@Override
public void input(String text) { /* user entered text */ }
@Override
public void canceled() { /* user cancelled */ }
}, "Title", "default value", "hint");
Screen Density
Gdx.graphics.getWidth()/getHeight() returns the actual pixel resolution, which varies widely across Android devices. Use getDensity() to convert between density-independent units (dp) and pixels:
float density = Gdx.graphics.getDensity();
// 1.0 = mdpi (160 dpi), 1.5 = hdpi, 2.0 = xhdpi, 3.0 = xxhdpi, 4.0 = xxxhdpi
float pixelSize = 48 * density; // 48dp → pixels
Safe Insets (Notch / Cutout)
libGDX provides safe inset values directly — no need for a custom platform interface or raw Android DisplayCutout API:
int top = Gdx.graphics.getSafeInsetTop();
int bottom = Gdx.graphics.getSafeInsetBottom();
int left = Gdx.graphics.getSafeInsetLeft();
int right = Gdx.graphics.getSafeInsetRight();
Available since libGDX 1.9.10+. Returns pixels. Use these to offset UI elements away from notches and rounded corners.
Threading
render() runs on the GL thread. All OpenGL calls must happen on this thread.
To run code on the GL thread from another thread (e.g., network callback, Android UI thread):
// From a network thread:
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
// Runs on the GL thread next frame — safe to create textures, update game state
Pixmap pixmap = new Pixmap(downloadedBytes, 0, downloadedBytes.length);
texture = new Texture(pixmap);
pixmap.dispose();
}
});
Never create or modify GL resources from a non-GL thread. This causes silent corruption or crashes.
Gradle / Android Studio
The android module has its own build.gradle with the Android plugin:
android {
compileSdkVersion 34
minSdkVersion 19 // libGDX minimum
targetSdkVersion 34
defaultConfig {
applicationId "com.yourpackage.game"
}
}
dependencies {
implementation project(":core")
implementation "com.badlogicgames.gdx:gdx-backend-android:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86_64"
}
Note: The exact dependency syntax depends on the project generator (gdx-liftoff vs older gdx-setup). The natives configuration above is from the standard template — newer generators may use different syntax.
Common Mistakes
- Adding manual immersive mode code —
config.useImmersiveMode = trueis all you need. Don't addSYSTEM_UI_FLAG_*listeners oronWindowFocusChanged()overrides. - Thinking GL context loss is only on old devices — It happens on ALL Android versions when the app is paused. Managed resources are auto-reloaded; only raw GL handles need manual recreation.
- Manually reloading managed textures in
resume()— libGDX handles this. Creating newTextureobjects inresume()leaks the originals. - Using Activity lifecycle methods instead of libGDX callbacks — Use
create()/render()/pause()/resume()/dispose(), notonStart()/onResume()/onPause(). - Missing
configChangesin manifest — Withoutkeyboard|keyboardHidden|orientation|screenSize, rotation destroys and recreates the Activity instead of callingresize(). - Using
Gdx.files.external()without permissions — NeedsWRITE_EXTERNAL_STORAGEin manifest AND runtime permission request on API 23+. PreferGdx.files.local()for save data. - Using desktop-style file paths on Android —
"./saves/",System.getProperty("user.home")don't work. UseGdx.files.local()orGdx.files.internal(). - Creating GL resources off the GL thread — Network callbacks and Android UI callbacks are NOT on the GL thread. Use
Gdx.app.postRunnable()to marshal work to the GL thread. - Using deprecated
setCatchBackKey()— UseGdx.input.setCatchKey(Input.Keys.BACK, true)instead. - Saving critical state only in
dispose()— On Android,dispose()may not be called if the OS kills the process. Save inpause(). - Building a custom platform interface for safe insets — libGDX has
Gdx.graphics.getSafeInsetTop()etc. built in (since 1.9.10+). No need forDisplayCutoutAPI directly.
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Gives 0 of the 12 instructions most data backend skills give in ~2.9k tokens
Counted across 258 of the 277 authors here whose files we hold, read 2026-09-06
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Said here and by no other author read
- set android:configChanges with orientation and screenSize
- use libGDX lifecycle callbacks instead of Activity methods
- call initialize() with configuration in onCreate()
- save critical game state in pause()
- recreate raw GL handles in resume()
- marshal GL work through Gdx.app.postRunnable()
Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.