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Author Topic: SFML on Mobile  (Read 9853 times)

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Klaim

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SFML on Mobile
« on: May 02, 2012, 08:20:01 am »
Hi,

For my dayjob I want to be able to consider using SFML as a basis of my projects. However, SFML is not available on my main target platforms IOS and Android.

So, I consider maybe helping with this, but I don't have much time to estimate correctly how much time it would take. Here is my question:

What have to be changed or developed in SFML to allow IOS and Android?

My current guess:

 - re-implement platform-specific cpp
 - some special work in CMake files? it's not clear to me what but I guess it depends on the target specificities?
 - force using OpenGL ES instead of OpenGL?

Any help to make a consistent list of what work is required would help me decide if I can afford working on this (and giving back to the project/community, obviously).


Laurent

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Re: SFML on Mobile
« Reply #1 on: May 02, 2012, 08:27:38 am »
There are internal modifications to do before the API is completely compatible with OpenGL ES 2. The public API (events, windowing) has to be adapted/improved too.

I was planning to work on it soon (maybe after SFML 2.1).
Laurent Gomila - SFML developer

Klaim

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Re: SFML on Mobile
« Reply #2 on: May 02, 2012, 01:01:59 pm »
As far as I understand, "soon" is undefined here, right?

Laurent

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Re: SFML on Mobile
« Reply #3 on: May 02, 2012, 01:10:32 pm »
Quote
As far as I understand, "soon" is undefined here, right?
Of course :)
I can never define precise dates for milestones, even the closest ones (like: writing the next tutorial), for the simple reason that it all depends on my free time.
Laurent Gomila - SFML developer

Klaim

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Re: SFML on Mobile
« Reply #4 on: May 02, 2012, 02:54:34 pm »
Yes, so I was thinking that if you have a precise list of things to do, maybe I can help. It depends on the work, if the tasks are easily paralleled but if i can do something please point us the work to do.

Laurent

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Re: SFML on Mobile
« Reply #5 on: May 02, 2012, 03:00:24 pm »
I think it's still a little too soon: while ports could be completely written by another person, I have to do the internal modifications to the windowing and rendering systems. And starting to port SFML before these tasks are done would be a waste of time.

In the meantime, you can already have a look at this Android port of SFML 1.6 if you're interested.
Laurent Gomila - SFML developer

capz

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Re: SFML on Mobile
« Reply #6 on: June 08, 2012, 05:08:14 am »
I have to do the internal modifications to the windowing and rendering systems

Might be a stupid question, but why would you have to personally make these changes?

Laurent

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Re: SFML on Mobile
« Reply #7 on: June 08, 2012, 08:03:34 am »
Quote
Might be a stupid question, but why would you have to personally make these changes?
I don't have to, but I want ;)

You can work on it but keep in mind that there are 99% chances that I reject or rewrite your contribution, especially when it's about a core feature like this one. I don't want contributors to waste their time.
Laurent Gomila - SFML developer

heishe

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Re: SFML on Mobile
« Reply #8 on: June 08, 2012, 09:56:25 pm »
Laurent, have you ever considered pulling outsiders into the project? It seems like your free-time is really limited, and SFML already is the best C++ 2D basics library for Windows/Linux/Mac, but it could be so much more. I think you could still do whatever you want to do with the library, you would just have additional help actually coding the features.

Laurent

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Re: SFML on Mobile
« Reply #9 on: June 08, 2012, 10:28:15 pm »
Nobody ever asked me to be part of the core team -- except for the OS X port, but this is a different thing. I'm open.
Laurent Gomila - SFML developer