- SFML 2.2 should add support for iOS, I'm already working on itWhat about Android?!! :o
What about Android?!!I can't do both at the same time... but don't worry.
But Android >>>>>> iOS. :PQuoteWhat about Android?!!I can't do both at the same time... but don't worry.
But Android >>>>>> iOS. :PQuoteWhat about Android?!!I can't do both at the same time... but don't worry.
Yeah, don't worry, I'm patient. :)
I'm sure there is a huge bunch of people eager to assist you in making SFML work on Android (and other platforms)! :)QuoteWhat about Android?!!I can't do both at the same time... but don't worry.
I'm sure there is a huge bunch of people eager to assist you in making SFML work on Android (and other platforms)!If so, they can already start working on it ;)
I already started porting SFML to Android (and Raspberry Pi btw) and I'm having the entire framework working except the network module which hasn't yet been ported. https://github.com/Sonkun/esfml (branch Android)Awesome! I'll have a look at your work.
As for SFML 2.2, I think you should focus on adding support for OpenGL ES 1.1 first, as it doesn't take much effort (OpenGL ES 1.1 being close to OpenGL 2.x).This is exactly what I'm doing. As long as OpenGL ES 2.0 is not required, I won't break the rendering API.
A iOS port needs OpenGL ES 1.x supported and won't be possible without redesigning the entire window module. In my humble opinion, you should keep this huge API break for SFML3.0 and concentrate on adding interesting features such a video module, signal&slot to the system module, etc. and all this stuff without breaking the API.The iOS port will be ported to the current API. I may add some features, but I won't redesign anything. If I design a specific API that better suits mobile devices, that won't happen before SFML 3.
BTW: I am using .net binding but you have mistake on website in .net 32bit binding link - sfml-dev.org/download/sfml.net/SFML.Net-2.0-32bits.zipFixed, thank you.
I'm kinda missing a feature list. If you send a new user to the website and ask him to answer the question "What is SFML?" he won't be able to properly answer it, since he can't get any information on what SFML really is.I hope that people will know what SFML is before visiting the website. And the homepage says that SFML is a C++ library that deals with graphics, audio, network and windowing. I think it's enough to get the feeling of what SFML does. Details are in the documentation and tutorials.
You also might want to update the release thread, but I guess you haven't forgotten that and you're still compiling the huge, huge change log.Done. No changelog this time, I gave up a long time ago. There's one for SFML 2.0 RC, but it's incomplete and inconsistent (since the naming conventions have changed).
QuoteI already started porting SFML to Android (and Raspberry Pi btw) and I'm having the entire framework working except the network module which hasn't yet been ported. https://github.com/Sonkun/esfml (branch Android)Awesome! I'll have a look at your work.QuoteAs for SFML 2.2, I think you should focus on adding support for OpenGL ES 1.1 first, as it doesn't take much effort (OpenGL ES 1.1 being close to OpenGL 2.x).This is exactly what I'm doing. As long as OpenGL ES 2.0 is not required, I won't break the rendering API.QuoteA iOS port needs OpenGL ES 1.x supported and won't be possible without redesigning the entire window module. In my humble opinion, you should keep this huge API break for SFML3.0 and concentrate on adding interesting features such a video module, signal&slot to the system module, etc. and all this stuff without breaking the API.The iOS port will be ported to the current API. I may add some features, but I won't redesign anything. If I design a specific API that better suits mobile devices, that won't happen before SFML 3.
So, to summarize: iOS + current API + OpenGL ES 1.1 = quickly done.
I don't know how much this is relevant but freeglut 3.0 has Android support with OpenGL ES 2.0And? They don't have a high-level graphics API on top of that, so it's not a problem for them, supporting OpenGL ES 2.0 is just a few lines to change in the context creation code.
You'll find on the master branch OpenGL ES 1.1 supported (including the context creation and the EGL error macro), as well as some minor improvements regarding CMake and OpenGL/OpenAL macros.Is Android 100% compliant with the generic EGL API? Because iOS is not (they have their own Objective-C layer on top of it, EAGL... >:()
Then, the Android branch takes over to bring Android support It provides a sfml-main module to have a portable int main() and which forward lifecycle callbacks.I've had a look at your code this morning, and saw that.
Not to break the API, it uses some tricks:Looks like what I wanted to do for iOS ;)
sf::Event::Resized event means the screen orientation has changed
It sends sf::MouseMove events when detecting finger motion events
sf::Event::Closed event means the app wants to terminate
It sends MouseLeft/MouseEntered when the activity is paused/resumed
It sends LostFocus/GainedFocus when the activity is stopped/restarted
100% compliant, you chose the dark side :pQuoteYou'll find on the master branch OpenGL ES 1.1 supported (including the context creation and the EGL error macro), as well as some minor improvements regarding CMake and OpenGL/OpenAL macros.Is Android 100% compliant with the generic EGL API? Because iOS is not (they have their own Objective-C layer on top of it, EAGL... >:()
Looks like what I wanted to do for iOSGreat idea for the accelerometer! I'll do it.
One more thing: map the accelerometer to joystick #0.
And what's the difference between "activity paused", "activity stopped" and "app terminated"?
How does that work on your side ?They have a bunch of detailed notifications. I haven't investigated much, for now I just map the EnterBackground/EnterForeground notifications to the LostFocus/GainedFocus events. They seem to match your description of the "activity stopped" notification, so I think we are good.
Some news for the near future:That is great news too. Can't wait for 2.2
- SFML 2.1 will be released as quickly as possible and be a bug fix release
- SFML 2.2 should add support for iOS, I'm already working on it
The release made it in a big German technologie news site: heise.de (http://www.heise.de/open/meldung/SFML-2-0-veroeffentlicht-1853104.html)Nice! I wonder though if I had anything to do with it, since I sent out a mail to them yesterday, but only got an "Out of Office" reply. ;D
Which reminds me... someone has to update the GitHub wiki FAQ :P.*points at binary1248* :P
The release made it in a big German technologie news site: heise.deThat's awesome. For non-German-speaking people: It's one of the largest (if not THE largest) IT-related websites in Germany.
Any chance of a download for Linux...Dependencies and instructions here: http://www.sfml-dev.org/tutorials/2.0/compile-with-cmake.php
$ wget https://github.com/SFML/SFML/archive/2.0.tar.gz
$ tar zxvf SFML-2.0.tar.gz
$ cd SFML-2.0
$ git clone https://github.com/SFML/SFML.git
$ cd SFML
$ mkdir build
$ cd build
$ cmake ..
$ make
# make install
Yeay ! Long Life To SFML ! ;D+1