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

Author Topic: Android and iOS ports available for testing  (Read 338230 times)

0 Members and 5 Guests are viewing this topic.

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #300 on: October 29, 2014, 12:01:30 pm »
Android SFML does not need any Java code. All inclusive! =)

jd6

  • Newbie
  • *
  • Posts: 7
    • View Profile
Re: Android and iOS ports available for testing
« Reply #301 on: October 29, 2014, 01:07:22 pm »
Thanks for your answer ! :)

I tested the example like Sonkun explained, and the program works ! I will try now to develop my own game, and I hope that I will have no bugs.

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #302 on: October 29, 2014, 05:54:41 pm »
I hope that I will have no bugs.
Use IDDQD for it. =)

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #303 on: November 03, 2014, 02:19:04 pm »
By the way, NDK r10c released.
Quote
Made the following changes to download structure:
Each package now contains both the 32- and the 64-bit headers, libraries, and tools for its respective platform.
STL libraries with debugging info no longer need be downloaded separately.
Changed everything previously called Android-L to the official release designation: android-21.

Mario

  • SFML Team
  • Hero Member
  • *****
  • Posts: 879
    • View Profile
Re: Android and iOS ports available for testing
« Reply #304 on: November 16, 2014, 08:10:47 pm »
Got something new for you to test. :)

CMake 3.1.0 (atm available as RC2) is now able to create project files compatible with Nvidia's Nsight Tegra extension for Visual Studio.

The changes from this commit make it possible to use the Android toolchain file and create a project for Visual Studio without further changes.

Unfortunately sfml-graphics won't build for me and I just can't find the problem (I'm obviously missing some minor detail). Linking fails due to references from sfml-window and sfml-system missing, which can't be true (since the other libraries depending on sfml-system link just fine). Order of modules/libraries on command line etc. are fine. Feel free to try it and tell me what you think is going wrong. :)

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #305 on: November 17, 2014, 02:43:40 pm »
http://blogs.msdn.com/b/visualstudioalm/archive/2014/11/12/debugging-c-code-on-android-with-visual-studio-2015.aspx
Anybody tested with VS2015 preview? I think it is epic win for MS. But I've not tested yet.

Mario

  • SFML Team
  • Hero Member
  • *****
  • Posts: 879
    • View Profile
Re: Android and iOS ports available for testing
« Reply #306 on: November 17, 2014, 02:45:50 pm »
Same can be done with Nvidia's Tegra Nsight already. :)

I don't even have to use the toolchain file to build (some minor adjustments required). Yet there's still that annoying bug that keeps sfml-graphics from linking.

Debugging SFML apps on Android/connected devices works like a charm though. :)

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #307 on: November 17, 2014, 04:29:14 pm »
I didn't knew about this thing.  :o

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #308 on: November 17, 2014, 06:11:37 pm »
Generated projects wants "-std=c++11" to compile and I corrected "-lEGL -lGLESv1_CM" to "EGL;GLESv1_CM" manually in vcproj files (VS2013CE) - my fault, bad patching. And now I have the same bug with linkage of sfml-graphics.
And there is need for variable to place libs in subdirectory by architecture.
« Last Edit: November 17, 2014, 06:20:16 pm by ChronicRat »

BlueCobold

  • Full Member
  • ***
  • Posts: 105
    • View Profile
Re: Android and iOS ports available for testing
« Reply #309 on: November 18, 2014, 10:07:38 am »
Hi there.
I'm currently trying to get a simple sample app to work in iOS Simulator. After the hell having to compile FreeType-lib and LibJPEG (I have no idea which versions have been compiled and committed to the repository, but the last trunk versions of these have various incompatible parts of source code), I have now have a running app based on the MacOS Sample Code for the main loop. However. The screen stays black. Trying to change the glClearColor does nothing, it stays black. Further the "[m_context presentRenderbuffer:GL_RENDERBUFFER_OES]" call inside the "EAglContext::display()"-method takes about one second. No vsynch, no frametime specified.
Any ideas?

Edit: I forgot to include SFML/Main.hpp. Then I had to remove the Storyboard-reference from Info.plist, but now my main() doesn't get called anymore at all.

Edit2: There had been no way to get CLang convinced to call my "main" (actually internally the "sfmlMain"). Seems to be a linker-issue. Currently I performed a hack I'd like to remove: I have my own correct "main", that one calls the MainiOS.mm-main (I renamed it), then it starts the Application-Delegate and calls back my sfmlMain. I have removed the function-definitions in SFMain.mm for that to work (even though they were weak). Like I said, I'd like to rather have my SFML not patched this way, but I didn't get it to work otherwise.
« Last Edit: November 18, 2014, 04:38:29 pm by BlueCobold »

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #310 on: November 19, 2014, 06:36:45 pm »
Yet there's still that annoying bug that keeps sfml-graphics from linking.
I remember that I had the same problem with "vs-android". Then I removed "soname" setting and the problem was solved. But with Nsight I can't see the way to remove "soname" from command line.
But with "vs-android" there were troubles with all libraries...
« Last Edit: November 19, 2014, 06:44:36 pm by ChronicRat »

Mario

  • SFML Team
  • Hero Member
  • *****
  • Posts: 879
    • View Profile
Re: Android and iOS ports available for testing
« Reply #311 on: November 19, 2014, 06:55:32 pm »
I remember that I had the same problem with "vs-android". Then I removed "soname" setting and the problem was solved.
Hah! That did the trick. Just add -Wl,--soname= to the linker's "Command Line". Haven't tested it yet though (those libs are significantly bigger than stuff compiled with make.

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #312 on: November 19, 2014, 07:01:41 pm »
Yes, it works! =) But linker must be not "gold" - I tried it all. =)
May be this can help too - http://www.cmake.org/cmake/help/v2.8.12/cmake.html#prop_tgt:NO_SONAME
And in .vcproj I've found "<SoName>libsfml-window.so</SoName>" - removing of this does nothing without "-Wl,--soname="
« Last Edit: November 19, 2014, 08:43:48 pm by ChronicRat »

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #313 on: November 20, 2014, 07:09:38 pm »
Mario, I like NSight, thank you. I was close to buy VisualGDB. You saved my money. =)

ChronicRat

  • Sr. Member
  • ****
  • Posts: 327
  • C++ programmer
    • View Profile
    • My blog
Re: Android and iOS ports available for testing
« Reply #314 on: November 22, 2014, 06:50:54 pm »
Is there any legal way to avoid "move" event after finger down?