Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - leafdj

Pages: [1]
1
General discussions / Re: Android and iOS ports available for testing
« on: September 09, 2014, 04:54:01 am »
Ah, perfect. I was trying to replicate the functionality in ResourceStream on my own. I didn't know I could simply move the header file to get access to it. Everything looks like its working, thanks for the help!

2
General discussions / Re: Android and iOS ports available for testing
« on: September 07, 2014, 10:34:44 pm »
It's not exposed yet, you'd have to write your own code around that. But I'm having the same issue, so very likely to submit something soon™.

Okay, thanks for the reply Mario. Wasn't sure if I was just missing a piece of the puzzle or not. I'll try and tinker with it a bit and see if I can make something work.

3
General discussions / Re: Android and iOS ports available for testing
« on: September 07, 2014, 09:04:54 pm »
Quick question about resource management on Android, I'm having a bit of a tough time reading a .txt file that I have defined in assets. I'm using an ifstream which works fine on Windows, but won't work on Android because the file is contained in the .apk. Is there a way to use the SFML Resource Manager that's used by Image Loading, etc., or is it better just to directly use the android asset manager?
Is there a way that I can get a reference to the file that can be treated the same way as the ifstream?
ie stream >> line?

4
Hmm, I'm running into errors recompiling SFML after updating to account for the branch merge.
Right now these are the steps I'm taking:
  • Using Cmake GUI on Windows:
  • Select source and build paths
  • Set ANDROID_NDK variable to point to my Android_NDK path
  • Hit Configure- Select MinGW Makefiles and specify toolchain for cross-compiling. Point to the SFML Android toolchain.
  • Warnings appear saying "Could not uniquely determine machine name"
  • Eh, what are warnings? Generate makefiles successfully.
  • Try to run make (both the one included with Cygwin and the one packaged with the NDK, neither worked) in the build dir. Get's to 66% then errors out saying "GL_FUNC_ADD was not declared in this scope"

I was able to build the SFML libs properly for Windows, though that was with running the make included with the Android ndk, which generated a Visual Studio solution that I used to compile it. I previously had the android implementation compiling too, and I don't think I'm doing anything differently this time around.

5
General discussions / Re: Android and iOS ports available for testing
« on: March 24, 2014, 02:12:44 am »
Thank you! Looks like that was it, in addition, I'm now seeing relevant messages in my logcat console as well, so it should be easier to debug problems now.
I had actually tried removing them all before, but sfml-activity would error out if I didn't include the audio and network shared libraries in the apk.

Just in case it's helpful, this is the logcat error when attempting to play the audio in the example app:
03-23 18:07:25.097    8680-8697/com.leafdj.app A/libc﹕ Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 8697 (.leafdj.app)

6
General discussions / Re: Android and iOS ports available for testing
« on: March 23, 2014, 03:10:04 am »
Hi all! I'm running into the issue where the app crashes right off the bat without any errors. Both on a Nexus 4 emulator and on a Nexus S device. I believe it has to do with not launching the native activity.

I'm using the r9d release of the ndk, with the latest version of the ios_and_android branch, but I still tried building it with and without -DANDROID_USE_STLPORT=TRUE after I couldn't get it working the first time.
I believe it has to do with not launching the proper activity at the beginning, because I didn't see any similar errors with the ndk native activity example.

Is there a way for me to diagnose if it's something wrong with my SFML build or with my project settings?

--Additional Information--
Using Android Studio on Windows 8 64bit
I built SFML with 'cmake -G "MinGW Makefiles" -DANDROID_NDK=C:/android-ndk-r9d -DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/android.toolchain.cmake'
'make install'

I'm using Android Studio, but have the project set up the same way as the native activity example, so I don't believe that is the problem.

I also included my Android Manifest file, thinking it might simply be a problem in there. It's slightly modified from the sfml example. The important part to note is that android.app.lib.name corresponds to libsfml-activity.so, and sfml.app.lib_name corresponds to libapp.so, which are both in libs/armeabi/.

Pages: [1]
anything