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Messages - ChronicRat

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241
General discussions / Re: Android and iOS ports available for testing
« on: April 15, 2014, 04:52:32 pm »
Just pulled repo. Error in building armeabi-v7a.
/development/sfmles/src/SFML/Window/JoystickManager.cpp: In member function 'void sf::priv::JoystickManager::update()':
/development/sfmles/src/SFML/Window/JoystickManager.cpp:94:57: error: 'class sf::priv::JoystickImpl' has no member named 'getIdentification'
                     item.identification = item.joystick.getIdentification();
                                                         ^
make[2]: *** [src/SFML/Window/CMakeFiles/sfml-window.dir/JoystickManager.cpp.o] Error 1
 

But i don't understand this: Don't mix stl libs. =)
./../..//src/core/extendedwindow.cpp:101: error: undefined reference to 'sf::String::String(std::string const&, std::locale const&)'
./../..//src/core/log.cpp:212: error: undefined reference to 'sf::String::String(char const*, std::locale const&)'
/home/steelrat/development/android-ndk/sources/oolua/include/oolua/proxy_constructor.h:191: error: undefined reference to 'sf::String::String(std::string const&, std::locale const&)'
/home/steelrat/development/android-ndk/sources/oolua/include/oolua/proxy_caller.h:156: error: undefined reference to 'sf::String::toAnsiString(std::locale const&) const'
./../..//src/gfx/debuginfo.cpp:77: error: undefined reference to 'sf::String::String(char const*, std::locale const&)'
collect2: error: ld returned 1 exit status
 


It's alive:
04-16 10:51:46.153: I/Croger(15876): Using app data dir: /data/croger/
04-16 10:51:46.153: I/Croger(15876): Log file: /data/croger/croger.log
04-16 10:51:46.182: I/Croger(15876): LanguageManager: current locale is (null)
04-16 10:51:46.182: A/libc(15876): Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 15902 (milyxoft.croger)
No questions to SFMLES now. =)

As i understand, there is no way to get locale from C. So i think, such method must be implemented in SFMLES. Or may be better is to create some sort of wrapper to allow programer fast bind to java... Well, it is just variant, i have not thought through this.
And AAssetManager must be available with SFML methods.

242
General discussions / Re: Android and iOS ports available for testing
« on: April 15, 2014, 02:26:17 pm »
Here it is:
error: 'class sf::String' has no member named 'toUtf8'

243
General discussions / Re: Android and iOS ports available for testing
« on: April 15, 2014, 01:55:28 pm »
You shouldn't have to do any modifications on your own, just grab the ios_and_android branch off SFML's main repostiory on GitHub. You might just have to skip SFML audio for now.
There was some trouble with String. I'll check now, where i went wrong.

244
General discussions / Re: Android and iOS ports available for testing
« on: April 15, 2014, 01:43:31 pm »
Well, may be, i'm mixing with SFML and SFMLES, so i can't be sure absolutly. sf::String, for example, i copied from main branch.

245
General discussions / Re: Android and iOS ports available for testing
« on: April 15, 2014, 12:33:28 pm »
In deubg build SFMLES eglCheckError is undefined reference.

246
General discussions / Re: Android and iOS ports available for testing
« on: April 15, 2014, 09:04:10 am »
Code: [Select]
04-15 11:00:41.925: D/jdwp(8769): sendBufferedRequest : len=0x45
04-15 11:00:41.928: W/asset(8769): AssetManager-->addDefaultAssets CIP path not exsit!
04-15 11:00:42.487: D/libEGL(8769): loaded /system/lib/egl/libEGL_mali.so
04-15 11:00:42.496: D/libEGL(8769): loaded /system/lib/egl/libGLESv1_CM_mali.so
04-15 11:00:42.499: D/libEGL(8769): loaded /system/lib/egl/libGLESv2_mali.so
04-15 11:00:42.543: V/PhoneWindow(8769): DecorView setVisiblity: visibility = 4
04-15 11:00:42.581: V/PhoneWindow(8769): DecorView setVisiblity: visibility = 0
04-15 11:00:43.049: A/libc(8769): Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 8813 (milyxoft.croger)
Program built, apk contains all libs and meta-info, on start crash with this output. What can this be? Now i'll try to build all my code  with debug enabled.

247
General discussions / Re: Android and iOS ports available for testing
« on: April 14, 2014, 05:13:08 pm »
Well, in Eclipse all builds perfectly. Another question, how to buld SFMLES with gnustl_static?
And second question, if i build my engine part as shared library, what is right way to call "loadLibrary" for it from game's shared object?

248
General discussions / Re: Android and iOS ports available for testing
« on: April 14, 2014, 08:10:19 am »
I'm not sure about build.gradle, no, i'm sure that my build.gradle is incorrect. Google changed project's structure in Android Studio again! So, this question is not for this topic, it's for Google. Is there full AS documentation anywhere?

249
General discussions / Re: Android and iOS ports available for testing
« on: April 13, 2014, 05:50:33 pm »
sfml-activity.so and all others are in APK file, but error on start:
Code: [Select]
04-13 19:48:45.121    4368-4368/com.familyxoft.croger E/AndroidRuntime﹕ FATAL EXCEPTION: main
    java.lang.RuntimeException: Unable to start activity ComponentInfo{com.familyxoft.croger/android.app.NativeActivity}: java.lang.IllegalArgumentException: Unable to find native library: sfml-activity
Any ideas?
upd: No info about libraries in META-INF files.

250
General discussions / Re: Android and iOS ports available for testing
« on: April 11, 2014, 09:02:42 pm »
Yep, building of latest OpenAL from repo is not so simple. At the current moment i'm stuck with two things: 1) tons of multiple definitions, 2) i don't know why am i doing it. =)

251
General discussions / Re: Android and iOS ports available for testing
« on: April 11, 2014, 04:20:44 pm »
As i remember that task was in my practice a year ago. It was part of an engine of one software company which hired me to outsourcing. I forgot everything, but it was pretty simple. Or it was not OpenAL? =) I need to learn all stuff from the very begining...

Yes, i even found MK from it:
LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)
LOCAL_MODULE := openal
LOCAL_SRC_FILES :=             \
        OpenAL32/alAuxEffectSlot.c \
        OpenAL32/alBuffer.c        \
        OpenAL32/alDatabuffer.c    \
        OpenAL32/alEffect.c        \
        OpenAL32/alError.c         \
        OpenAL32/alExtension.c     \
        OpenAL32/alFilter.c        \
        OpenAL32/alListener.c      \
        OpenAL32/alSource.c        \
        OpenAL32/alState.c         \
        OpenAL32/alThunk.c         \
        Alc/ALc.c                  \
        Alc/alcConfig.c            \
        Alc/alcEcho.c              \
        Alc/alcModulator.c         \
        Alc/alcReverb.c            \
        Alc/alcRing.c              \
        Alc/alcThread.c            \
        Alc/ALu.c                  \
        Alc/android.c              \
        Alc/bs2b.c                 \
        Alc/null.c
LOCAL_C_INCLUDES := $(LOCAL_PATH)/include $(LOCAL_PATH)/OpenAL32/Include
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include/AL
LOCAL_CFLAGS := -DAL_BUILD_LIBRARY -DAL_ALEXT_PROTOTYPES
LOCAL_LDLIBS := -llog -Wl,-s
include $(BUILD_SHARED_LIBRARY)

252
General discussions / Re: Android and iOS ports available for testing
« on: April 11, 2014, 04:08:37 pm »
Yes, thank you, it works now. Cool! =)
So i need to build audio libs myself?

253
General discussions / Re: Android and iOS ports available for testing
« on: April 11, 2014, 03:50:30 pm »
Should the Android example to work now? I built it with armeabi-v7a and it crashes on start.

254
SFML projects / Re: [Game] Croger
« on: April 09, 2014, 08:06:29 am »
Awesome.

Maybe the buttons (Jump/Step/...) could be improved graphically, but the concept of the program (and the display of the code in graphs at the left) is just awesome  :D
Thanks. =) I'll start improve graphics after Android port.

255
SFML projects / [Game] Croger
« on: April 08, 2014, 08:34:14 pm »
So, we are at finish line with Windows release. Then will be build for Linux and port to Android.
This simple game is for young smart kids to improve or indroduce them an art of programming. =)

Gameplay video:



Game's page:
http://familyxoft.com/blog/?page_id=2

Soon i'll do normal page for this game on my site with all game related information and tutorial.

PS And i'll ask my friend to do normal translation to english and deutsch. If someone wants translate to other languages - you are welcome.

PPS Game uses my GIPE framework based on SFML (and it's dep-s), Lua, OOLua, glm, zlib, minizip. I want to thank all of these libs creators. I'm used SFGUI, but had to refuse because of different vision of some things and because of GIPE is optimized to use several threads. So GUI is my own, but i want to thank SFGUI creators too. =)


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