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Author Topic: Android and iOS ports available for testing  (Read 337760 times)

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Laurent

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Re: Android and iOS ports available for testing
« Reply #45 on: December 09, 2013, 07:46:31 am »
Quote
When leaving the app, "loop <...>" stops appearing, but "term" does not appear. When reopening it, "term" appears and the screen stays black.
iOS apps crash if you terminate them. That's a know bug.

Quote
Font loading is broken at the moment
No it's not, I've never had any problem with fonts on iOS. It's most likely a resource directory issue (try to load a texture for example).
Laurent Gomila - SFML developer

Mario

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Re: Android and iOS ports available for testing
« Reply #46 on: December 09, 2013, 09:56:36 am »
Quote
Font loading is broken at the moment, same happens for Android.
What happens exactly? Does it fail to load any font file ? Or is it the same as bug number 5 ?

Unicolored quads, exactly. Size, offsets, etc. are perfectly fine, just missing transparency and/or texture coordinates (didn't check so far).

Quote
Font loading is broken at the moment
No it's not, I've never had any problem with fonts on iOS. It's most likely a resource directory issue (try to load a texture for example).
[/quote]

Well, on Android. :) See above.

eigenbom

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Re: Android and iOS ports available for testing
« Reply #47 on: December 10, 2013, 03:17:00 am »
It's great to see these ports coming along! I've compiled the libs for ios, but haven't got around to testing a basic application yet. Hopefully I'll get a chance soon.

Canadadry

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Re: Android and iOS ports available for testing
« Reply #48 on: December 14, 2013, 11:49:16 am »
Hi,
I'm on the iOS port too.  :D
I've tried to build it whitout any succes. 
First error that pops to me : it can't find <GL/glew.h> to fix it I had to modified XCode projet and add a user search Path to the extlibs/header you've provided.
Then it couldn't find <OpenGL/glu.h> and I don't know why.... I will look further more later.

I've recently moved to Maverick via update and install the last XCode (5.something) through AppStore. So it's might be to link to all of this. Maybe a clean install will help....  :(
Still, I'm eager to try this ^^

Thanks for the work you've done.

AlexAUT

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Re: Android and iOS ports available for testing
« Reply #49 on: December 14, 2013, 01:58:58 pm »
Bug number 2 and 5 are fixed but I haven't pushed anything yet because I need confirmation from the iOS port.

Can't wait for the fixes to be public repo because currently it is impossible to use the Android port (sf::Text and sf::Sprite issue).


AlexAUT

Sonkun

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Re: Android and iOS ports available for testing
« Reply #50 on: December 15, 2013, 06:18:26 pm »
I'll send a fix tonight with the EglContext code improvaed and refactored to be used on Linux and other EGL based OSes.
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Sonkun

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Re: Android and iOS ports available for testing
« Reply #51 on: December 16, 2013, 01:59:05 pm »
I ended up with changes in some CMake scripts and I still need to test whether SFML compiles okay on Windows before pushing anything. It should be ready tonight!
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Mario

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Re: Android and iOS ports available for testing
« Reply #52 on: December 16, 2013, 02:14:19 pm »
Push it and drop me a PM, it's an experimental/unstable branch after all. :)

Sonkun

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Re: Android and iOS ports available for testing
« Reply #53 on: December 16, 2013, 02:54:31 pm »
Unfortunately I don't have access to the code right now so I can't push it :( By the way, rewriting commits leads to confusion, that's why I prefer to wait in general :p

If you're looking for the code that fixes the font and transparency issue, I haven't fixed it properly yet actually... (not sure if it'd still work on the iOS side). Anyways, here's a quick temporary fix: replace "GL_OES_blend_func_separate" with "false" in Egl src/SFML/Graphics/GlExtensions.hpp lin 37.

You may have to set EGL_BIND_TO_TEXTURE_RGBA at True in src/SFML/Window/Android/EglContext.cpp (be careful there are three occurrences).

I'll sort this thing out tonight before pushing EglContext refactored :)
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Mario

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Re: Android and iOS ports available for testing
« Reply #54 on: December 16, 2013, 03:00:43 pm »
Can wait, just thought you're just waiting for someone to test the commit.

iroquai_tribe

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Re: Android and iOS ports available for testing
« Reply #55 on: December 19, 2013, 04:52:16 pm »
Thanks for the last commit Sonkun. I will try it on my RPi this weekend!  :)

iroquai_tribe

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Re: Android and iOS ports available for testing
« Reply #56 on: December 20, 2013, 12:28:43 pm »
Hi all! I tried to compile on my PI and got this:

Quote
Scanning dependencies of target sfml-window
[ 18%] Building CXX object src/SFML/Window/CMakeFiles/sfml-window.dir/Context.cpp.o
[ 20%] Building CXX object src/SFML/Window/CMakeFiles/sfml-window.dir/GlContext.cpp.o
In file included from /home/pi/Documents/sfmlDec2013/SFML/src/SFML/Window/GlContext.cpp:70:0:
/home/pi/Documents/sfmlDec2013/SFML/src/SFML/Window/EglContext.hpp:151:12: error: ‘XVisualInfo’ does not name a type
make[2]: *** [src/SFML/Window/CMakeFiles/sfml-window.dir/GlContext.cpp.o] Error 1
make[1]: *** [src/SFML/Window/CMakeFiles/sfml-window.dir/all] Error 2
make: *** [all] Error 2

I added "-DSFML_OPENGL_ES=1" to cmake so it would include
Quote
-- Found EGL: /usr/lib/arm-linux-gnueabihf/libEGL.so 
-- Found GLES: /usr/lib/libGLESv1_CM.so 

instead of

Quote
-- Looking for XOpenDisplay in /usr/lib/arm-linux-gnueabihf/libX11.so;/usr/lib/arm-linux-gnueabihf/libXext.so
-- Looking for XOpenDisplay in /usr/lib/arm-linux-gnueabihf/libX11.so;/usr/lib/arm-linux-gnueabihf/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Found X11: /usr/lib/arm-linux-gnueabihf/libX11.so
-- Found OpenGL: /usr/lib/arm-linux-gnueabihf/libGL.so 
-- Found GLEW: /usr/lib/arm-linux-gnueabihf/libGLEW.so 

I tried to get around the need of XVisualInfo but I couldn't do it. Any help is greatly appreciated :)

Mario

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Re: Android and iOS ports available for testing
« Reply #57 on: December 20, 2013, 12:30:47 pm »
Bit confused right now: Are text glyphs supposed to be fixed now on Android?

AlexAUT

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Re: Android and iOS ports available for testing
« Reply #58 on: December 21, 2013, 05:34:56 pm »
Bit confused right now: Are text glyphs supposed to be fixed now on Android?

Don't think so. Only the Linux Opengl es implementation is now available (latest commit).

But here is the fix for the android text issue:

If you're looking for the code that fixes the font and transparency issue, I haven't fixed it properly yet actually... (not sure if it'd still work on the iOS side). Anyways, here's a quick temporary fix: replace "GL_OES_blend_func_separate" with "false" in Egl src/SFML/Graphics/GlExtensions.hpp lin 37.

You may have to set EGL_BIND_TO_TEXTURE_RGBA at True in src/SFML/Window/Android/EglContext.cpp (be careful there are three occurrences).


AlexAUT

Mario

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Re: Android and iOS ports available for testing
« Reply #59 on: December 21, 2013, 05:44:24 pm »
Ah okay, haven't had time to look whether that commit is in there already.