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1
GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by spacefractal on Today at 12:32 am »
Ahhh,  I'm know why that happens. Actuelly it's a confirmed bug.

That Java file Should fix it, but not in 100% correct way around android TV/ouya scaling stuff, which got kicked in and Should skip it when it's in portrait mode, which its did not. But the Java thing it howover no more forced anyway in above file, except when a string in string.xml is set.

 It's a stupid bug really. Nice spotted. I'm do a better fix later (even I'm stopped android support, except thing like this).
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GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by spacefractal on Today at 12:15 am »
Can you try this Java file?

Its proprety some Android TV that kick in and you using fullhd in a portrait mode, which im have set a default max. Mousestate should have works anyway, but might have failed with the mousestate, which im should checkout here. but anyway its now not forced anymore. Only when contain string is set in strings.xml.

Make sure to overwrite that one that is inside glbasic android folder (search after that in the glbasic folder). Not in your app distrubtion folder. Glbasic will overwrite (unlike the manifest file).
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GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by adaz on Yesterday at 11:56 pm »
Spacefractal, you're very kind by helping me in this!

1. I used portrait, but now I tried it with sensorPortrait, no luck.

2. X does nothing wrong, it's OK.

3. Logcat output:

Code: GLBasic [Select]
Android Debug Bridge version 1.0.32
List of devices attached
7EX7N17803000238        device

int logctl_get(): open '/dev/hwlog_switch' fail -1, 13. Permission denied

Note: log switch off, only log_main and log_events will have logs!
--------- beginning of main
02-18 23:48:51.888 30161 30161 I glbasic : OnResume()
02-18 23:48:51.889 30161 30161 I glbasic : OnResume() end
02-18 23:48:51.903 30161 30161 I glbasic : surfaceCreated()
02-18 23:48:51.907 30161 30161 I glbasic : surfaceChanged()
02-18 23:48:51.907 30161 30161 I SDL     : pixel format RGB_565
02-18 23:48:51.907 30161 30161 I glbasic : Window size:929x1560
02-18 23:48:51.907 30161 30161 I glbasic : startApp, resume
02-18 23:48:51.907 30161 30161 I glbasic : startApp, resume 1
02-18 23:48:51.907 30161 30161 I glbasic : startApp, resume 4
02-18 23:48:51.907 30161 30200 I SDL     : ceateGLContext
02-18 23:48:51.907 30161 30161 I glbasic : hint screensize to glb
02-18 23:48:51.907 30161 30161 I glbasic : glb_notify_screen_size 929x1560
02-18 23:48:52.409 30161 30200 I glbasic : pause loop ended
02-18 23:49:04.560 30161 30161 I glbasic : OnPause()
02-18 23:49:04.574 30161 30200 I glbasic : pause loop in showscreen/hibernate
02-18 23:49:04.609 30161 30161 I glbasic : surfaceDestroyed()
 

4. Yes, I do. I removed the old one, and downloaded from the link you provided. (How can I check its version? In the chm file it says 2.8.)
I don't know what is SDL resolution. The phone reports 929x1560 every time.

Thank you!

EDIT: I read your inserted lines later. So after I commented out these lines, something happened: the lines are WAY FAR from my fingers now. The top left is OK, but when I approach the bottom left, they reach the screen edges much sooner than before.
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GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by spacefractal on Yesterday at 10:42 pm »
1. do you use sensorLandscape or sensorPortrait in manifest (not set to any orientation or such, which might fail too)? dont use other values than one of the two.

2. Does X also the same (your code only show Y, but what does X)?

3. Also can you give me the Logcat output? (can been called from _Logview.bat). This logout various info on startup.

4. do you use Android Extras 3.01.2?
http://www.glbasic.com/forum/index.php?topic=9644.0

if you in LOGCAT can see Screen Resolution is different than SDL resolution, its could been that issue. This was more designed for Android TV and not on a device.

Then you can try to comment those two Java lines out in around line 1885 (its in onTouch() function):
         if (SDLActivity.mSingleton.ViewWidth!=0) x=x/SDLActivity.mSingleton.ViewWidth;
         if (SDLActivity.mSingleton.ViewHeight!=0) y=y/SDLActivity.mSingleton.ViewHeight;


That why im want to checkout the Logcat to information what its does in the startup.....

please note:
Android 4.x system will also only report the screen resolution in the screen area you can use for your app. THIS IS BY DESIGN. Immersive fullscreen in Android 4.4 is not supported by glbasic, nor its ever do. But fullscreen from Android 5 is howover supported.

PS. Yes even im did stopped Android support, then im might eventuelly fix SDLActivity issues like this. But new features and SDK updates wont been happens for supports new Android features.
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GLBasic - de / Re: Laufwerke
« Last post by Worebu on Yesterday at 09:40 pm »
Hi,
genau das war's. Ich hatte die Originaldateien von den Grafiken und Sounds in einem Unterordner von "Media" und GLB
hat den ganzen Media Ordner ins Projekt Compiliert nicht nur die benutzten Files (wie dachte). Meine Kopien raus genommen
und weg ist der Müll. Also merken: nur benutzte Files in den Media Ordner. Dank Dir und eine schöne Arbeitswoche  :whip:
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GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by adaz on Yesterday at 09:26 pm »
It was my mistake, I didn't notice an error message after compile, so I used an old apk. Now it really compiled to api 22:

package: name='com.adaz.antirock' versionCode='1' versionName='1.00' platformBuildVersionName='5.1.1-1819727'
install-location:'preferExternal'
sdkVersion:'10'
targetSdkVersion:'22'

But the same MOUSESTATE issue still extists :-(
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GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by spacefractal on Yesterday at 09:16 pm »
checkout your androidmanifest.xml, which require changes.

targetSdkVersion is wrong and think you still using Android 4.4 SDK, where fullscreen feature is not present. targetSdkVersion should set to the current SDK using. If you update and fixing, then targetSdkVersion should set target to that.

here is the manifest im used for CatchOut, before im stopped:

Code: GLBasic [Select]
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
      package="xxx.spacefractal.catchout"
      android:installLocation="preferExternal"
      android:versionCode="3"
      android:versionName="1.02">
    <uses-sdk android:minSdkVersion="10" android:targetSdkVersion="22" />
        <uses-permission android:name="android.permission.INTERNET" />
        <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
        <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
        <uses-permission android:name="android.permission.WAKE_LOCK" />
        <supports-screens android:resizeable="false"
                                          android:smallScreens="false"
                                          android:normalScreens="true"
                                          android:largeScreens="true"
                                          android:xlargeScreens="true"
                                          android:requiresSmallestWidthDp="400"
                                          android:anyDensity="true" />
    <application android:label="@string/app_name" android:icon="@drawable/icon" android:debuggable="false">
                <meta-data android:name="TVOnly" android:value="0" />
                <meta-data android:name="UseShop" android:value="0" />
        <activity       android:name="org.libsdl.app.SDLActivity"
                                        android:label="@string/app_name"
                                        android:screenOrientation="sensorLandscape"
                                        android:configChanges="orientation|keyboardHidden|screenLayout|uiMode|screenSize"
                                        >
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
                                <category android:name="tv.ouya.intent.category.GAME" />                                       
            </intent-filter>
        </activity>            
    </application>
</manifest>
 

There is also various Android TV as well OUYA stuff you might can remove..... There was also a crash bug in eailer Android Extras on some devices, when the OuyaSDK is present. that is fixed and will simply not init it, when its not on Ouya. You can also eventuelly remove all those stuff in onCreate().
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GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by adaz on Yesterday at 08:55 pm »
Thank you spacefractal and guys. I already compiled this code for Android 5.1.1, API level 22, so it should work as you said. But it doesn't :( Do you have an idea where that "bug" could be, maybe I can try to fix it?

EDIT:
It's strange:
"aapt dump badging" command says:

package: name='com.company.title' versionCode='1' versionName='1.00' platformBuildVersionName='5.1.1-1819727'
install-location:'preferExternal'
sdkVersion:'9'
targetSdkVersion:'19'

How can it be?
9
GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by spacefractal on Yesterday at 07:33 pm »
still, this issue is NOTHING about scaling and converting coordinates at all. Dont been confused here. This is a MOUSESTATE issue.

The main issue is simply is the java code does simpley not take and aware the feature have been set or not and then glbasic does not take any notice at all when screen configuration change, etc its techinal change onscreen resolution.

That means, when you switch to Immersive screen, then the resolution also changes too, that does property not happens and then MOUSESTATE fails and still thinks the resolutions is in normal mode. hence its freak out. This is what im thinking. Im have property tried to get it working, but did newer got it working, so im skipped the feature. Android 5.0 fullscreen was much easier to support.

Howover im will not fix this issue, since its only effect Android 4.4 and fullscreen from Android 5 can been used.

the issue is property rely in SDLActivity.Java and eventuelly in Androidmanifest.xml. The issue should also exists only for Android 4.4...... Fullscreen IS supported from Android 5.0 and up. Also im did also fixed a simular issue, which im thinks its was a Android TV issue about this one.

So this can actuelly by a bug, but im wont fix it.

10
GLBasic - en / Re: ANDROID - Immersive full screen question
« Last post by erico on Yesterday at 07:19 pm »
Yep, the scaling part was not what I wanted to point but the part that detects screen size and convert touch coordinates accordingly.
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