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Author Topic: Android and iOS ports available for testing  (Read 300194 times)

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BlueCobold

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Re: Android and iOS ports available for testing
« Reply #315 on: November 22, 2014, 07:02:27 pm »
Why would you want to prevent that? TouchBegan, Moved and Ended are basic concepts for any touch sensitive API. If you want to ignore that event, you'll have to create your own logic to stop handling it in certain circumstances.
« Last Edit: November 22, 2014, 07:04:23 pm by BlueCobold »

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #316 on: November 22, 2014, 07:10:46 pm »
I don't need "move" event when I just touched the screen. I don't moved anything. I made a hack to avoid it but it is not normal behavior anyway.

BlueCobold

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Re: Android and iOS ports available for testing
« Reply #317 on: November 22, 2014, 08:01:47 pm »
You get a move instantly after a TouchBegan? Or you don't get a TouchBegan at all? Both sounds odd though indeed. I'd believe though that SFML isn't creating events which don't came from the OS.

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #318 on: November 22, 2014, 08:13:14 pm »
You get a move instantly after a TouchBegan?
Yes. And it is not SFML's bug.

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #319 on: December 07, 2014, 12:19:18 pm »
By the way, I tried static build for SFML, except sfml-activity.so, and size of APK file 20Mb instead of 28Mb now.
And I don't have ideas how to avoid use of sfml-activity.so... OS tries to load "openal" and "sndfile" and can't find them.

Mario

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Re: Android and iOS ports available for testing
« Reply #320 on: December 07, 2014, 12:32:32 pm »
That's the tricky part discussed a few pages earlier.

Similar to your standard main() you'll need an entry point for your activity, which is in sfml-activity. Due to the way the linker works by default, this entry point won't be importet/added to the resulting binary.

You can avoid that, but you'd have to include the code of sfml-activity in your own shared library.

Not sure about your problem wrt openal/libsndfile, although I haven't tried static linking so far.

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #321 on: December 07, 2014, 01:03:40 pm »
"sfml-activity.so" has no dependencies of openal and sndfile so there are no problem to start from here and to load deps manually. But without "sfml-activity" the main object is my app:
        <meta-data android:name="android.app.lib_name" android:value="croger_d" />
And my app has dependencies from two libs - openal and sndfile. When my app succefully found then OS tries to load it. And can't load dependency of openal and sndfile - not found. But "libopenal.so" and "libsndfile.so" are in APK and registered in META-INF.

Mario

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Re: Android and iOS ports available for testing
« Reply #322 on: December 07, 2014, 04:17:10 pm »
Ah, but not really sure what's causing this. Although something interesting to try/test.

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #323 on: December 07, 2014, 04:43:56 pm »
And the most intresting, now app runs on 4.0.3 emulator and almost runs on 2.3.3 (but can't create RenderTexture). With shared SFML libs app succesfully worked only on 4.2 real device.

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #324 on: December 08, 2014, 08:38:54 pm »
How about to make this function returning int
int InputImpl::setVirtualKeyboardVisible(bool visible)
where int is height of VK in pixels?

Mario

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Re: Android and iOS ports available for testing
« Reply #325 on: December 08, 2014, 08:43:00 pm »
Didn't try, but shouldn't you get a resize event? Not sure right now.

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #326 on: December 08, 2014, 08:50:06 pm »
Nope, no resize event now. And latin chars only sent by sf::Event::TextEntered. =(
I'm getting AKEYCODE_UNKNOWN when trying to use russian.
    case AKEY_EVENT_ACTION_MULTIPLE:
        // Since complex inputs don't get separate key down/up events
        // both have to be faked at once
        event.type = Event::KeyPressed;
        forwardEvent(event);
        event.type = Event::KeyReleased;
        forwardEvent(event);

        // This requires some special treatment, since this might represent
        // a repetition of key presses or a complete sequence
        if (key == AKEYCODE_UNKNOWN)
        {
            // This is a unique sequence, which is not yet exposed in the NDK
            // http://code.google.com/p/android/issues/detail?id=33998
        }
« Last Edit: December 08, 2014, 09:02:23 pm by ChronicRat »

Mario

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Re: Android and iOS ports available for testing
« Reply #327 on: December 08, 2014, 09:06:41 pm »
As far as I know the NDK doesn't properly support multibyte character codes, won't change soon (unless something changes in the NDK).

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #328 on: December 21, 2014, 11:28:24 am »
sf::RenderTexture -  clear({0, 0, 0, 0}); - does not work on Android 4.2. It can't fill with transparent colour, black colour works well.
Well, alpha 128 works too.

I don't know what it was, but it works now.  :o
« Last Edit: December 21, 2014, 11:37:57 am by ChronicRat »

ChronicRat

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Re: Android and iOS ports available for testing
« Reply #329 on: February 06, 2015, 03:20:13 pm »
Quote
We've just updated Nsight Tegra from version 2.0.0.14317 to version 2.0.0.15033 with the following changes:

    Fixed the soname of the built shared libraries (it was always empty)
    Fixed hangs/timeout issues some of the users were experiencing during the debug launch process
    Fixed inability to merge normal archives into a thin archive
    Fixed gdbserver uploading/choosing mechanism to continue if one of the steps throws an exception


This release is not a part of TADP3.0r4 and should be downloaded and installed manually: https://developer.nvidia.com/gameworksdownload#?dn=nsight-tegra-visual-studio-edition-2-0-refresh
https://devtalk.nvidia.com/default/topic/612548/nsight-tegra-visual-studio-edition/nsight-tegra-fixes-since-release-check-here-to-see-if-your-bug-has-been-fixed-/