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Messages - spacefractal

Pages: [1] 2 3 ... 226
1
GLBasic - en / Re: Android - has anyone tried yet?
« on: Today at 05:00 pm »
Like like im cannot fix it at all :-( and im so much hate Android Studio as connection with emulators is so unstable like hell (xCode in this case was so much much better). So im dropped them and only have tested on the phone.

Anyway im could get the assest files to loads as intended as seen in logcat, but even they are loaded, they are still not shown at all. Here im cant do anything more with it currectly as im is not sure what its happens.

2
GLBasic - en / Re: Android - has anyone tried yet?
« on: Today at 02:16 pm »
dont change the java file with size/copy, howover how should the game title look like?

3
image.LoadImageJPG might might fails when try to load a JPG pic from a PNG/BMP file on some devices.

Until this got fixed, dont use the JPG and do a return false after this function:

Code: GLBasic [Select]
bool OPENGL_IMAGE::LoadImageJPG(const char *szFileName) {
    return false;
 

Hopefully its got fixed by checking the extension of the file, so its DONT open the file if its not a JPG file.

4
GLBasic - en / Re: Android - has anyone tried yet?
« on: Today at 01:44 pm »
until im got it fixed, you can just after this function:

bool OPENGL_IMAGE::LoadImageJPG(const char *szFileName)

just do a return false right after the function. then any load reference will not use jpg loader.

Hopefully im can get its to gracefull return its correctly and just dont try to read the file if its not a jpg.

5
GLBasic - en / Re: Android - has anyone tried yet?
« on: Today at 01:20 pm »
yes, but dont worry about those jpg references. They only used when loading them. im not sure why its happens. Hopefully fixing it later (etc taking a look into that function).

you just dont need to checkassets manually anymore, so remove them from LOADSPRITEz as glbasic calls them automatic by any file access. This was fixed since im got the source code as im integrated that in some glbasic commands. Same with screen orientation.

6
GLBasic - en / Re: Android - has anyone tried yet?
« on: Today at 01:16 pm »
Im do mean im just checkling you have the permission of not. Its should gracefull skip if not used.

The java calls size and copy is still called, but this is just called internal when you want to access a file, but this is happens automatic rather than manual.

its still required in order to copy the files from the apk to the internal memory.

This was added years ago when im got the source code first time and intergrated the javacalls from some of the official file commands.

7
GLBasic - en / Re: Android - has anyone tried yet?
« on: Today at 01:08 pm »
you should only need to build once, which is what im have do (but here im also have not touched glbasic when testing your projects). So its should only been the first time that might take anything from 3-10 minuttes to create the build folder.

If you change something, AS should automatic reflect to that. But its mightbeen a good idea to rebuild just before the releaase version.

8
GLBasic - en / Re: Android - has anyone tried yet?
« on: Today at 01:02 pm »
    if (!image.LoadImageBMP(szFileName, colorkey) && !image.LoadImagePNG(szFileName, colorkey)) {
          g_debug("Image can't be loaded: %s\n", szFileName);
          return false;
    }

do also still works too (bmp and png), so there is something monkey with the JPG loader that might crash for some reasons on some devices.

So until then do NOT use jpg in your android project.

9
GLBasic - en / Re: Android - has anyone tried yet?
« on: Today at 08:38 am »
im found the reason for that, but still not sure to  fix it. Its fails when loading your sprite and its try to load them in bmp, png, jpg versions. you cant do that. So here we required to check the extension of the file and then load the image directly, then the game will run.

etc its fails on this line in c++:
Code: GLBasic [Select]
    if (!image.LoadImageBMP(szFileName, colorkey) && !image.LoadImagePNG(szFileName, colorkey) &&
        !image.LoadImageJPG(szFileName)) {
        g_debug("Image can't be loaded: %s\n", szFileName);
        return false;
    }
 

if im remove the BMP and JPG lines and only load them in PNG, then the game launch and works.

Code: GLBasic [Select]
    if (!image.LoadImagePNG(szFileName, colorkey)) {
        g_debug("Image can't be loaded: %s\n", szFileName);
        return false;
    }
 

im thinks if the file does not exist here as its will happens on bmp or jpg, then glbasic would simply just shutdown on some devices.

Also you dont need to use Check_Assests() commands at all anymore, this happens automatic when loading files.

10
GLBasic - en / Re: Android - has anyone tried yet?
« on: Yesterday at 09:08 pm »
there Opengl issue is more like this one:
https://discourse.libsdl.org/t/sdl2-2-0-7-android/23547

But its does run as its seen, that the matter. anyway the Android Crashes was more about connection in the emulator and not the app its self. but just make sure to close it down before launch a new one.

We are howover on SDL version 2.0.9 (required due Google Play requirements).

11
GLBasic - en / Re: Android - has anyone tried yet?
« on: Yesterday at 05:45 pm »
im gonna think im should add a "GLB_ON_SHOW" function to make sure SHOWSCREEN can been invoked even when copy files or dir. A App can possible crash on loading if the game loading time is more than 5 secs if no SHOWSCREEN is called.

This feature is done and has send to Gernot. Also if GLB_ON_SHOW is not found, then glbasic will just force calling SHOWSCREEN to noticy the system (with a blank screen) on a assets access and under a recursive copying. This often can take too long time to complete and then might crash and force it to been closed down.

12
GLBasic - en / Re: Android - has anyone tried yet?
« on: Yesterday at 05:04 pm »
we dont use any of that. also im have running into major trouble with Android Studio that just hanging, if you forgot to close the app down before closing emulator (which im first found up after about 20 crashes).

So make sure to close the app in the emulator to avoid Android Studio crash. Not sure why its happens throught.

13
GLBasic - en / Re: Android - has anyone tried yet?
« on: Yesterday at 04:29 pm »
im know, but currectly no idea why and Android Studio is hightly annoying like hell as IDE simply just hang after that.

14
An Android app could also start onresume BEFORE a surface and the graphics system has been created. Could that have been lead SHOWSCREEN to been failed and crash out?

Here the issue was in a Java file. So until im upload that fix to steam, here is the lastet SDLGlbasic version.

15
GLBasic - en / Re: Android - has anyone tried yet?
« on: Yesterday at 02:07 pm »
all java calls is not directed to SDLGlbasic rather than the activity java and the admob might works a little bit different as you do NOT need the old lib code at all, because that one is depreacted. So im havent has a look nor im will do in near future.

Stability come simply just first.

Im also just seen the app can call a OnResume() in the startup, which might have confused glbasic as well and eventuelly call a SHOWSCREEN before a surface has been created and then its will crash. That is not good. Im have fixed that.

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