here is the sdk and ndk used in this android folder (you should backup yours before trying this folder of course):
SDK used: http://developer.android.com/sdk/index.html and include api-14 and api-16 platforms. default pointing to api-14
api-16 can been changed to api-14, if you change --target "android-16" to --target "android-14" in the file Android\bin\glb_build.bat. api 8 is not included, but here you can use that one include by glbasic and copy that to the platfroms folder (im thinks you can see the structure how the sdk works here).
This also include AndroidExtras as well.
EDIT 06-05-2014 - include ANDROIDEXTRAS v2.2 with SDK API-18, require installation for easier replacing correctly files:
https://www.dropbox.com/s/zilor611dlv62d8/setup-androidextras2-2fixed-withsdk18-glbasic.exe
here is as new version, which contain anything im use in the Android folder for API-16 and should also works with AndroidExtras and OUYA too (v1.4 Beta 2 is included here):
http://www.spacefractal.com/files/GlBasic-Android-api16.zip
PS. With this time its being uploaded right now and will take about half hour (total size should been 448.151.559 bytes).
This is very appreciated Spacefractal, thank you! :nw:
BTW IIRC this solves the non-responding ADB problem too for the newer Jellybean releases.
:nw: now it compile fine :nw:
testing on ouya this night !
thanks, one thimg im did disabled, this version does not try to install automatic under compiling. you must done that trought ADB manually (which is what im prefer, because its sometimes stuck to much).
Howover here is the bat file im uses:
adb.exe install -r "D:\Dokumenter\Programmer\Glbasic\GLBasic\Karma_Miwa\distribute\Android\bin\glbasic-debug.apk"
if ADB stuck, use this for OUYA:
adb kill-server
echo 0x2836 >> "%USERPROFILE%\.android\adb_usb.ini"
adb start-server
more info:
https://devs.ouya.tv/developers/docs/setup
PS. Im like to see what you doing with the sdk of course =D
Those with have android 2.3, I'm would been happy to checkout if this works on those device. I'm uses some API-12 features, but should not been issue.
finally updated the api14+16 sdk with added ANDROIDEXTRAS and the tempproject, based on v1.4.4 (which include Gamecontrollers + inapp purchases + various other things by Five Sprites).
Sorry for being a complete Android and OUYA noob, but what do I do with this latest .zip file? Do I just replace a certain folder(s) in GLB or somewhere else on my pc?
Quoteyou must done that trought ADB manually (which is what im prefer, because its sometimes stuck to much).
adb.exe install -r "D:\Dokumenter\Programmer\Glbasic\GLBasic\Karma_Miwa\distribute\Android\bin\glbasic-debug.apk"
I presume I do that from Commandline (rather than from GLB) and change the settings to match my pc and game? Do you have to use this command every time you want to compile your app?
Thanks for your help :)
ooops, im forgot to change the path back to the default. Im fix that in the next update. Im removed the install path, because APD got me a LOTS of issues.
Im see im can get this back again in glb_build.bat as the build 3 phase.
Until then, create a bat file and invoke that with the changed path to your own apk. This should install the game to your device.
QuoteUntil then, create a bat file and invoke that with the changed path to your own apk. This should install the game to your device.
I haven't got a clue how to do that. I really am totally dumb at anything like that. I can make games till the cows come home, but anything like this is just out of my league.
I really need an idiots guide. I can compile for Android just fine, but what I do with the new stuff for OUYA I haven't got a clue. That's why I salute people like yourselves that are helping the community with stuff like this.
Cheers :)
Im have a lots of ADB trouble in the past, which is why im removed the install APK part, which im should added back again. Im look on that later this week.
By now you can do something like that....
startouyadriver.bat (should only do that once, if the ADB fails to install).
adb kill-server
echo 0x2836 >> "%USERPROFILE%\.android\adb_usb.ini"
adb start-server
To install the game using bat file, do this:
d:
cd "D:\Programmer\GlBasic_v11_beta4\Compiler\platform\Android\android-sdk-windows\platform-tools
adb.exe install -r "D:\Dokumenter\Programmer\Glbasic\GLBasic\Greedy_Mouse\distribute\Android\bin\glbasic-debug.apk"
You should of course change the first path where the glbasic have been installed. The second path is the full path to the glbasic-debug.apk. When you have created those two files, then dobule click from Explorer shoul do the job.
Again im see can do a more automatic install again, due ADB seen much more stable with the new SDK.
Cheers Spacefractal.
Once I finally get the time to turn the OUYA on (seriously, I've had it nearly two weeks now and all I've done with it is enter my details and do the update - that's it :() I'll let you know how it goes. But expect more questions soon. I'm more than willing to contribute to a drink or two (or more) for your assistance once I'm up and running (that goes for anybody else involved too :))
I'm finding that with my (temporary) work changes and my son starting college I'm getting absolutely zero time for coding nowadays. But hopefully that will all sort itself out soon. I can't wait to get AquaVenture and some of my other games up and running on the OUYA. Just for myself if nothing else!
I bet B'lox would be very popular...
B 'lox! has never been particularly popular on any format. I doubt OUYA will turn that around, but I'll try to get it on there anyway.
im still still look for a more automatic installation, OUYA support is still very unoffcial and Gernot have not implemented it at all. Im see what im can in this week.
Quote from: spacefractal on 2013-Oct-10
im still still look for a more automatic installation, OUYA support is still very unoffcial and Gernot have not implemented it at all. Im see what im can in this week.
:good: :nw:
v3 is uploading to dropbox.
this one should fix the tablet/ouya icon issue, which was done by a tiny blitzmax tool (with include source). Here im allways perfer blitzmax for small tools like this (due blitzmax just create the exe file right way, unlike glbasic).
Also its do now tell which adb.exe command to been invoked, because im are not a fan doing that under the build process (because its mightbeen stuck). Now its just a copy&paste work, so should been much easier (some sort just like WebOS).
Now im need doing a GameController$() example (if not Gernot implement calls used inside direct in c++, so the normal JOY commands can been used).
also its still based for glbasic 11.141, but should works for 11.565 (the bug fixes in the glbasic a files is included here). Im have not fully tested yet.
just uploadet to my server too. Now all im need to work is a game controller example (even the api should been well explanded in the functions used. But inapp might require more in depth understanding.
updated to v5 to work with glbasic v12.001. Default sdk is also set to 14, not 16 now. There is no changes to androidextras (mightbeen other than you need to press a button to get the game controller to work, here just add a "Press a button" to the menu eventuelly, im fix that later for ouya).
So I'm currently at GameHackUK coding a game for the new Android GameStick,
I've tried to run the AndroidSample.gbap but I get the following error.
When trying to compile and run it under windows
*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:c191b397 - 3D, NET
Wordcount:420 commands
compiling:
linking:
gpc_temp1.o:gpc_temp1.cpp:(.text+0x5e): undefined reference to `_android_JAVACALL'
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 3.5 sec. Time: 17:34
Build: 0 succeeded.
*** 1 FAILED ***
I assume the code will ONLY compile on Android,
is there a way I can separate/make checks to skip the Android bits so I can test in Windows?
Unfortunately it's all outside my scope of knowledge.
But I'll give a damn good try at understanding and learning.
thanks.
Well, I attempted to upgrade the NDK,
ran in to a bunch of problems,
so ended up having to completely uninstall then reinstall everything.
I guess we'll have to just demo the PC version for this GameHack, and an Android version minus features.
But I will return and attempt to get AndroidExtras working another time,
has anyone written a step by step instruction guide to installing it?
If not and I manage to work it out, I'll write one.
thanks
Ndk seen not required to been upgraded. When I'm did for v12, it's still worked nice with sdk upgrade only. This property due all API calls is from java, not c++.
That why I'm diddent update ndk for v12
Downloaded this http://dl.dropboxusercontent.com/u/3236515/Android_Api14%2B16_glbasic_v5.zip (http://dl.dropboxusercontent.com/u/3236515/Android_Api14%2B16_glbasic_v5.zip) before there were instructions what to do regarding copying files over the original GLB folder but here I see none of that. What is done with this ZIP then? Also can I ask Why there isn't a single page with the necessary downloads and installation instructions, I feel like I'm leapfrogging from thread to thread unsure if I have the latest versions of things as there seems to be no numbering structure to any downloadable zip filenames, it's very confusing and off-putting for people wanting to try out Android Extras.
I had it working before on an older version, had a recent win install and I now can't make head nor tail of what needs to be installed, copied or otherwise. I appreciate development is ongoing but it does really need a catchment page with the latest versions, filenames shown numbered correctly to ensure people know what version they have and bulleted instructions designed for an absolute noob. Please!
!!INFORMATION OVERLOAD!!!
O_O
Okay I'm confused as I dip in and out from other jobs and programming tasks etc...
And my attention span aint great these days...
Can someone please let me know in bullet points what the heck is going on here...lol!
- Is there more than 1 zip file needed for this?
- Where does it go or get extracted to?
- Is there manual copy from - to of the templateproj to distribute android folder??
- Is there 3rd party like Android SDK installs required or are they in the zip?
Will that work or will other tweak be required?
Sorry for the dumb questions but I am tired and looking for simple solutions... :happy:
the main reason im cant do that with AndroidExtras numbering is, im was not the original author of the thread, that is FiveSprite. That can been quite confuction when im update AndroidExtras and then its look still like its a v1.4.2 or something like that.
That why.
Howover property im should create a new thread to catch up all threads about this, which can been used for check out. Im do that tomorrow (due bed time).
Also for some reason v5 mightbeen incomplete due missing readme and its should have been included a Android main folder, which its diddent. Im fix that too tomorrow.
MrPlow, im catch up those issues in a new thread tomorrow.
PS. If you allready downloaded it, files to been replace is in GlBasic/Compiler/platform/android
Thanks Spacefractal!
Copied over and thing look bit better...but still have errors so hopefully tomorrow is another day!
Great work on all this btw!
I was working on a reply, but SF beat me to the punchline :D
So things I've learnt today,
SpaceFractal has been awesome and put together this thread
http://www.glbasic.com/forum/index.php?topic=9644.msg83806
Which has the SDK upgrade needed for the Ouya,
you basically copy over the relevant folders as in the readme file.
You CAN NOT run the Android code on Windows,
which unfortunately having to maintain two versions of your game,
one that will run on Windows, then copy and pasting all the code over to work with OUYA.
You dont have two source codes. The reason it's don't compile on windows is due defined a android variable. There is a trick to overcome that issue shown in newer android version sample.
This is a bug in glbasic.
Howover it's best to uses functions eventually.
I checked out the latest AndroidSample inside Android Extras v1.5.3
Trying to build and run for Windows still throws up the error,
linking:
gpc_temp1.o:gpc_temp1.cpp:(.text+0x5e): undefined reference to `_android_JAVACALL'
*** FATAL ERROR - Please post this output in the forum
I couldn't find any mention of a work around :(
im have allready answered that one. Its due a bug in glbasic, which have not defined android variable. So you must doing that manual. So doing that, Just comment ?IFDEF ANDROID out from the AndroidExtras.gbas and its will compile.
If you wont want to uncomment and comment that line every time you change platform, you can do something like this start in your project:
?DEFINE ANDROID
?IFDEF WIN32
?UNDEF ANDROID
?ENDIF
?IFDEF IPHONE
?UNDEF ANDROID
?ENDIF
?IFDEF OSXUNI
?UNDEF ANDROID
?ENDIF
if you uses other platforms, then UNDEF under those too. Its only ANDROID that missing the default IFDEF variable.
That's really handy. Cheers :good:
You're one badass mutha lovin spacefractal.
thanks.
Any idea what this is all about? I get 2 debug builds but no release build.
_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:4ebaa1d3 - 3D, NET
Wordcount:3413 commands
compile+link:
running glb_build.bat
Using ANDROID_TARGET="android-18"
You can use "D:\GLBasic Marcus\TinyGerks (Fish Version AE NEW)\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-18, Android 4.3
Checking Icons....
BUILD STAGE 2: Start compiler (android.bat)
Q:\Compiler\platform\android\bin\..\android-sdk-windows
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
Updated project.properties
Updated local.properties
Added file D:\GLBasic Marcus\TinyGerks (Fish Version AE NEW)\distribute\Android\build.xml
.
BUILD STAGE 3: Build a debug build
[subant] No sub-builds to iterate on
[javac] Note: D:\GLBasic Marcus\TinyGerks (Fish Version AE NEW)\distribute\Android\src\com\glbasic\test\SDLActivity.java uses or overrides a deprecated API.
[javac] Note: Recompile with -Xlint:deprecation for details.
BUILD SUCCESSFUL
Total time: 32 seconds
.
BUILD STAGE 4: Build a release build
[subant] No sub-builds to iterate on
[javac] Note: D:\GLBasic Marcus\TinyGerks (Fish Version AE NEW)\distribute\Android\src\com\glbasic\test\SDLActivity.java uses or overrides a deprecated API.
[javac] Note: Recompile with -Xlint:deprecation for details.
BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:875: D:\GLBasic Marcus\TinyGerks (Fish Version AE NEW)\distribute\Android\_proguard.cfg (The system cannot find the file specified)
Total time: 4 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"Q:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "D:\GLBasic Marcus\TinyGerks (Fish Version AE NEW)\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"Q:\Compiler\platform\android\bin\glb_code_sign.bat" "D:\GLBasic Marcus\TinyGerks (Fish Version AE NEW)\distribute\Android"
.
Android=D:\GLBasic Marcus\TinyGerks (Fish Version AE NEW)\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 50.1 sec. Time: 23:27
Build: 1 succeeded.
Looks similar to another thread were people are trying java 8, maybe use java 7 for now?
Using Java 7 already..... All working before using the AE install exe and Update exe :-(
Don't use () in the path. It's can cause some compiler issues.
I'm uses newest java 7 and working fine here. But have not tested with java 8 yet.
I'm not using the parenthesis in the folder name now and I still get the same error. I was using AE and all was working well. However for the 2.2 and 2.3 updates I used the exe installs and since doing that I'm getting these issues regarding the release build?????
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:4ebaa1d3 - 3D, NET
Wordcount:3413 commands
compile+link:
running glb_build.bat
Using ANDROID_TARGET="android-18"
You can use "D:\GLBasic Marcus\FishyFingers\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-18, Android 4.3
Checking Icons....
BUILD STAGE 2: Start compiler (android.bat)
Q:\Compiler\platform\android\bin\..\android-sdk-windows
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
Updated project.properties
Updated local.properties
Added file D:\GLBasic Marcus\FishyFingers\distribute\Android\build.xml
.
BUILD STAGE 3: Build a debug build
[subant] No sub-builds to iterate on
[javac] Note: D:\GLBasic Marcus\FishyFingers\distribute\Android\src\com\glbasic\test\SDLActivity.java uses or overrides a deprecated API.
[javac] Note: Recompile with -Xlint:deprecation for details.
BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:892: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:894: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:906: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:284: null returned: 1
Total time: 6 seconds
.
BUILD STAGE 4: Build a release build
[subant] No sub-builds to iterate on
[javac] Note: D:\GLBasic Marcus\FishyFingers\distribute\Android\src\com\glbasic\test\SDLActivity.java uses or overrides a deprecated API.
[javac] Note: Recompile with -Xlint:deprecation for details.
BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:875: D:\GLBasic Marcus\FishyFingers\distribute\Android\_proguard.cfg (The system cannot find the file specified)
Total time: 4 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"Q:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "D:\GLBasic Marcus\FishyFingers\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"Q:\Compiler\platform\android\bin\glb_code_sign.bat" "D:\GLBasic Marcus\FishyFingers\distribute\Android"
.
Android=D:\GLBasic Marcus\FishyFingers\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 25.8 sec. Time: 13:16
Build: 1 succeeded.
Something wrong might have been happens. Howover if you only used the minor update, then its can been wrong, because some missing directories etc.
You should try download the full update with anything, which is around 125mb (the other is much smaller) in size and try again, to make sure all files exists in the Android folder (the Android SDK is property missing). That one include the sdk. Im recently again upgraded to api-18 recentely, which require a full upgrade, not update. Before im did used api-16.
It was the full setup that I installed and then the update afterwards anyway. I have also done the same on another PC and I'm getting problems with the release build. Again this is the output.
PS: Full v2.3 install presently on the AE thread 404's?
_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.060 SN:85c5906f - 3D, NET
Wordcount:3320 commands
compile+link:
running glb_build.bat
Using ANDROID_TARGET="android-18"
You can use "D:\[] Work\GLBasic Marcus\FishyFingers\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-18, Android 4.3
Checking Icons....
BUILD STAGE 2: Start compiler (android.bat)
Q:\Compiler\platform\android\bin\..\android-sdk-windows
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
Updated project.properties
Updated local.properties
Added file D:\[] Work\GLBasic Marcus\FishyFingers\distribute\Android\build.xml
.
BUILD STAGE 3: Build a debug build
[subant] No sub-builds to iterate on
[javac] Note: D:\[] Work\GLBasic Marcus\FishyFingers\distribute\Android\src\com\glbasic\test\SDLActivity.java uses or overrides a deprecated API.
[javac] Note: Recompile with -Xlint:deprecation for details.
BUILD SUCCESSFUL
Total time: 1 minute 0 seconds
.
BUILD STAGE 4: Build a release build
[subant] No sub-builds to iterate on
[javac] Note: D:\[] Work\GLBasic Marcus\FishyFingers\distribute\Android\src\com\glbasic\test\SDLActivity.java uses or overrides a deprecated API.
[javac] Note: Recompile with -Xlint:deprecation for details.
BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:875: D:\[] Work\GLBasic Marcus\FishyFingers\distribute\Android\_proguard.cfg (The system cannot find the file specified)
Total time: 7 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"Q:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "D:\[] Work\GLBasic Marcus\FishyFingers\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"Q:\Compiler\platform\android\bin\glb_code_sign.bat" "D:\[] Work\GLBasic Marcus\FishyFingers\distribute\Android"
.
Android=D:\[] Work\GLBasic Marcus\FishyFingers\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 84.8 sec. Time: 16:08
Build: 1 succeeded.
The debug build seens to been ok (dont worry about the many missing path lines), but not the release build woes.
Im guess its a ProGuard issue, which im have fighted with and still not got working, and hence its files should been removed. Property im should checkout it in the icons.exe file, so its make sure anything work. im look on that in the next version.
By in the way, im havent got Proguard working correctly at all, and dedicated not to uses that in the corrent builds, but files is not deleted correctly by now.
So try to remove those files and compile again from Compiler\platform\android\templateproj, distribute and in Android\bin (if they exists):
proguard-project.txt
proguard.cfg
project.properties
and see that works.
The problem with not generating a release build is fixed. It was the ProGuard as you suggested. Fantastic feedback as always SF. You are an absolute Star!!!
:enc:
im will in later day try to reimplementing ProGuard, but that is not on the top list. Nice its worked.
Just ouf of curiosity. How can I remove the crappy icon border that GLB puts on our icons. I know this isn't strictly an AE issue but as I'm using AE I wanted to post here in case anything was affected.
its seen im needs to go much aggresive to work to fix this very very annoying issue.
The reason is glbasic just overwrite icons in the res directories, even the icons allready exists, which is very pity annoying. That happens if no android icons is create (ouya_icon.png, androidicon96.png etc). Im whish Gernot could fix that issue to NOT overwrite any files at all (both in the res dir or the icons used in the source folder). THIS IS A VERY MAJOR BUG.
Until the above issue is fixed, im needs to go much more aggresive to work and delete glbasic own icon files every time and copy the icons files to the res folders to make sure its uses the icons without the border. This is what im does does with AndroidIcons.exe. Im can do nothing other than that, due this annoying glbasic bug.
So here is a new version of AndroidIcons.exe (replace the exists one in GLBasic_v12\Compiler\platform\android\bin) which does the above:
http://www.dropbox.com/s/h2t4q36tvnli2qm/AndroidIcons.zip
Icon filenames its using will been outputted under compiling. So just compile it, and you would been told which iconfiles that is missing.
I have just written this little routine which lets you select the main icon (icon.png 512x512) and then create the subsequent AE sized icons ;-)
// --------------------------------- //
// Project: AEIcons
// Start: Tuesday, July 15, 2014
// IDE Version: 12.096
// Request Icon File
GLOBAL icon_file$, icon_sprite%
icon_file$ = FILEREQUEST$(TRUE, "PNG Image File|*.png")
// Perform Icon Scale Actions
IF icon_file$ <> "NO_FILE"
icon_sprite% = GENSPRITE()
LOADSPRITE icon_file$, icon_sprite%
CREATESCREEN 1, 1, 36, 36
CREATESCREEN 2, 2, 48, 48
CREATESCREEN 3, 3, 72, 72
CREATESCREEN 4, 4, 96, 96
CREATESCREEN 5, 5, 734, 412
USESCREEN 1 ; ALPHAMODE -1 ; SMOOTHSHADING TRUE ; STRETCHSPRITE icon_sprite%, 0, 0, 36, 36
USESCREEN 2 ; ALPHAMODE -1 ; SMOOTHSHADING TRUE ; STRETCHSPRITE icon_sprite%, 0, 0, 48, 48
USESCREEN 3 ; ALPHAMODE -1 ; SMOOTHSHADING TRUE ; STRETCHSPRITE icon_sprite%, 0, 0, 72, 72
USESCREEN 4 ; ALPHAMODE -1 ; SMOOTHSHADING TRUE ; STRETCHSPRITE icon_sprite%, 0, 0, 96, 96
USESCREEN 5 ; ALPHAMODE -1 ; SMOOTHSHADING TRUE ; STRETCHSPRITE icon_sprite%, 161, 0, 412, 412
ENDIF
// Draw our Spoils
USESCREEN -1
CLEARSCREEN RGB(32,64,128)
IF icon_file$ <> "NO_FILE"
DRAWSPRITE 5, 0, 0
PRINT "ICONS PREPARED, CLICK MOUSE TO SAVE SPRITES!", 20, 20
ELSE
PRINT "NO FILE CHOSEN, CLICK MOUSE TO END!", 20, 20
ENDIF
SHOWSCREEN
MOUSEWAIT
// Save Sprites
GLOBAL fname$[]
IF icon_file$ <> "NO_FILE"
DIMDATA fname$[], "icon_36_AndroidExtras.png", "icon_48_AndroidExtras.png", "icon_72_AndroidExtras.png", "icon_96_AndroidExtras.png", "icon_ouya_AndroidExtras.png"
FOR t% = 1 TO 5
SAVESPRITE MID$(icon_file$, 0, REVINSTR(icon_file$, "/") + 1) + fname$[t% - 1], t%
NEXT
ENDIF
As you can see I'm using ALPHAMODE and SMOOTHSHADING but alas the icons are not anti-aliased as I'd hoped. Still might be handy for someone?
I'm could done the same in blitzmax, which I'm perfer when doing tools (because its create the exe straigt away without creating folders etc). But I'm dedicated not resize it from main icon, because some resized icons can look quite awful, so its better to do that in example in Photoshop or Gimp. Same with iOS icons.
Alternative im could do that if the icons dosent exists, but icon.png do. Im thinks im can look on that as well.
I'm using this in a loop and I keep getting a 0 value??????
"JGET = " + Android.getScreenOrientation()
its a bug. Its the long time orientation issue, which for some reasons have been broken (have no idea why). Howover its a easy one to fix that bug.
So in SDLActivity.java, the line
if (tokens[0].equals("getOrientation"))
should have been
if (tokens[0].equals("getOrientation") || tokens[0].equals("screenOrientation"))
But you dont need doing that in loop, because its a constant value. Its only returns the default orientation value of the device. which used to been set on the startup.
I've amended the SDLActivity.java codeline in the GLBasic_v12 Compile directory, how come you didn't include that fix in the AE exe install file? If I perform the orientation test at the start of my code to determine what orientation the device is in at launch, do I use GETJOY in a loop to further check tilting so as to use SETORIENTATION once I know the original ORIENTATION and define it accordingly.
If it's just for orientation, then you don't need code like that with this fix. It's was just a very stupid bug. No idea why it's got renamed. So it's must happens recently without im have noticed it.
It's does that allready do that on the android.init(), but failed that too :-).
But its was very late night,so the file was not finished to upload. Hence not updated the sticky post.
PS. if you uses "sensorLandscape", then the system will rotate screen automatic, if its a landscape mode you using. You can do the same with portrait. So GETJOY etc is not required at all on Android. But still this must been the most stupid bug, and nice found Spicypixel.
I have massive problems using the new AE and/or Android compiling doesn't work anymore for me since I updated something. First I updated GLB via web update to 12.308. Then I got the full version from AE here, DOWNLOAD LINK REMOVED, installed it. After that I got the following Java SDK: http://www.computerbild.de/download/Java-SDK-SE-32-Bit-3685826.html (http://www.computerbild.de/download/Java-SDK-SE-32-Bit-3685826.html), installed it.
I followed the new instructions in the Android Extras for glbasic.chm file of AE. Android.init() first, then Android.Check_Asset() instead of Check_Asset() alone. More functions of AE I don't use actually. I included all three .gbas files AndroidExtras.gbas, Funcs_General.gbas, interstitial.gbas, of course.
First, the compiler told me that GLB_ON_PAUSE is not defined so I commented it out in the interstitial.gbas file. Then I got this huge list of errors and warnings from the compiler:
_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.053 SN:fc8586fd - 2D, NET
"AndroidExtras.gbas"(23) warning : GPC1003 Demo mode: This command would require "GLBasic SDK premium" : IMPORT
Wordcount:3332 commands
compile+link:
running glb_build.bat
Using ANDROID_TARGET="android-18"
You can use "C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-18, Android 4.3
Checking Icons (uses 'AndroidExtras_icons_X.png' For changes)....
C:/Program Files (x86)/GLBasic/projects/mario/distribute/Android
C:/Program Files (x86)/GLBasic/projects/mario/icon_ouya_AndroidExtras.png is missing (732x412 size)
the Ouya icon is not important, if you dont want to support the console
Checking Icons Finished...
BUILD STAGE 2: Start compiler (android.bat)
R:\Compiler\platform\android\bin\..\android-sdk-windows
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Das System kann den angegebenen Pfad nicht finden.
Updated project.properties
Updated local.properties
Updated file C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\build.xml
Updated file C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\proguard-project.txt
Updated project.properties
Updated local.properties
Updated file C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\bin\build.xml
Updated file C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\bin\proguard-project.txt
.
BUILD STAGE 3: Build a debug build
[subant] No sub-builds to iterate on
[javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
[javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
[javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:381: error: cannot find symbol
[javac] if (shop.mOuyaFacade.isRunningOnOUYASupportedHardware()==true) // we are on Ouya?
[javac] ^
[javac] symbol: method isRunningOnOUYASupportedHardware()
[javac] location: variable mOuyaFacade of type OuyaFacade
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:384: error: cannot find symbol
[javac] OuyaInputMapper.init(this);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:551: error: cannot find symbol
[javac] { OuyaInputMapper.shutdown(this);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:713: error: cannot find symbol
[javac] if (OuyaInputMapper.shouldHandleInputEvent(keyEvent)==true) {
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:715: error: cannot find symbol
[javac] { return OuyaInputMapper.dispatchKeyEvent(this, keyEvent);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:723: error: cannot find symbol
[javac] if (OuyaInputMapper.shouldHandleInputEvent(motionEvent)==true) {
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:724: error: cannot find symbol
[javac] return OuyaInputMapper.dispatchGenericMotionEvent(this, motionEvent);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\GameControllers.java:307: error: cannot find symbol
[javac] { OuyaController.ButtonData buttonData = OuyaController.getButtonData(Button);
[javac] ^
[javac] symbol: class ButtonData
[javac] location: class OuyaController
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\GameControllers.java:307: error: cannot find symbol
[javac] { OuyaController.ButtonData buttonData = OuyaController.getButtonData(Button);
[javac] ^
[javac] symbol: method getButtonData(int)
[javac] location: class OuyaController
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\GameControllers.java:416: error: cannot find symbol
[javac] try { OuyaController.showCursor(false); } catch(NullPointerException e) { }
[javac] ^
[javac] symbol: method showCursor(boolean)
[javac] location: class OuyaController
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\Shop.java:193: error: cannot find symbol
[javac] String PriceText = p.getFormattedPrice();
[javac] ^
[javac] symbol: method getFormattedPrice()
[javac] location: variable p of type Product
[javac] Note: C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java uses or overrides a deprecated API.
[javac] Note: Recompile with -Xlint:deprecation for details.
[javac] 11 errors
[javac] 3 warnings
BUILD FAILED
R:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:720: The following error occurred while executing this line:
R:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:734: Compile failed; see the compiler error output for details.
Total time: 6 seconds
.
BUILD STAGE 4: Build a release build
[subant] No sub-builds to iterate on
[javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
[javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
[javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:381: error: cannot find symbol
[javac] if (shop.mOuyaFacade.isRunningOnOUYASupportedHardware()==true) // we are on Ouya?
[javac] ^
[javac] symbol: method isRunningOnOUYASupportedHardware()
[javac] location: variable mOuyaFacade of type OuyaFacade
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:384: error: cannot find symbol
[javac] OuyaInputMapper.init(this);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:551: error: cannot find symbol
[javac] { OuyaInputMapper.shutdown(this);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:713: error: cannot find symbol
[javac] if (OuyaInputMapper.shouldHandleInputEvent(keyEvent)==true) {
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:715: error: cannot find symbol
[javac] { return OuyaInputMapper.dispatchKeyEvent(this, keyEvent);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:723: error: cannot find symbol
[javac] if (OuyaInputMapper.shouldHandleInputEvent(motionEvent)==true) {
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java:724: error: cannot find symbol
[javac] return OuyaInputMapper.dispatchGenericMotionEvent(this, motionEvent);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\GameControllers.java:307: error: cannot find symbol
[javac] { OuyaController.ButtonData buttonData = OuyaController.getButtonData(Button);
[javac] ^
[javac] symbol: class ButtonData
[javac] location: class OuyaController
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\GameControllers.java:307: error: cannot find symbol
[javac] { OuyaController.ButtonData buttonData = OuyaController.getButtonData(Button);
[javac] ^
[javac] symbol: method getButtonData(int)
[javac] location: class OuyaController
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\GameControllers.java:416: error: cannot find symbol
[javac] try { OuyaController.showCursor(false); } catch(NullPointerException e) { }
[javac] ^
[javac] symbol: method showCursor(boolean)
[javac] location: class OuyaController
[javac] C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\Shop.java:193: error: cannot find symbol
[javac] String PriceText = p.getFormattedPrice();
[javac] ^
[javac] symbol: method getFormattedPrice()
[javac] location: variable p of type Product
[javac] Note: C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android\src\com\glbasic\test\SDLActivity.java uses or overrides a deprecated API.
[javac] Note: Recompile with -Xlint:deprecation for details.
[javac] 11 errors
[javac] 3 warnings
BUILD FAILED
R:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:720: The following error occurred while executing this line:
R:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:734: Compile failed; see the compiler error output for details.
Total time: 4 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"R:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"R:\Compiler\platform\android\bin\glb_code_sign.bat" "C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android"
.
Android=C:\Program Files (x86)\GLBasic\projects\mario\distribute\Android
erfolgreich
_______________________________________
*** Fertig ***
Dauer: 31.7 sek. Zeit: 09:53
Erstellen: 1 erfolgreich.
Am I right that the cannot find symbol hints are not really important and only about the icons?
Using GLBasic's default target-18, Android 4.3 is not good, right?
Fact it, it doesn't write any new apk file. It seems something with the Java SDK went completely wrong. To ensure it's not something set wrong with AE, I tried to compile a project that doesn't use AE. I got all the same errors and warnings.
I'm so disappointed about myself not to understand the technical backgrounds of all this, with the result not to really know what to do and why.
look like some libs in the android/libs is not have been updated. ouya-sdk.jar seen missing in the app distribute/Android/libs, which is required, that even you not uses ouya. You should delete the whole libs folder and let glbasic recreate the folder again. glbasic might not overwrite the libs folder anymore, unlike previous version.
Also you also need to upgrade your glbasic to the full premium version, since Android Extras uses IMPORT function, which is required.
you should add SUB GLB_ON_PAUSE: and SUB GLB_ON_RESUME: when the user leave the app for some reason. Im was forced to call those manualy to avoid a crash in interstitial.gbas. But if you dont use interstitial.gbas, then there is no worry about that.
PS. Your java installation seen all right. Dont worry about those many Das System kann den angegebenen Pfad nicht finden lines.
PPS. Im could also have updated to even future api. This due im uses a few api calls. One for Android 4.4, but lucky its diddent require a full API upgrade, so hence im uses Android 4.3 api.
Many thanks for your reply! It's very appreciated. Now I did a fresh install of GLB, Java and AE. Finally I got almost everything to work as before. Interestingly the glbasic_debug.apk file is about 1 MB smaller. I guess this is because of the latest Java JDK.
One bad thing remains: My app runs extremely slow on my mobile Android device (Android 4.3). I think I've not more than 10 fps. Before it was stable at 60 fps. Can anyone confirm this? Should I install an older Java JDK again or maybe there's another reason for this? My Java version is now jdk1.8.0_20.
im have no idea. Its run nice on my devices im uses (include that one currectly test on, which is a Android 4.1 device). Im use jdk1.7.0_60 here with Android API 18 with few sdk added).
im do eventuelly need logcat.
Also please note, its can eventuelly due missing IMPORT function (im saw "AndroidExtras.gbas"(23) warning : GPC1003 Demo mode: This command would require "GLBasic SDK premium.
Just now I've found out some really curious thing. Have to make a video to demonstrate that... it could be app itself but I've absolutely no clue what causes this speed issue. Some part of the app is running absolutely fine but I know what it's happing in the background so this is quite odd...
[Edit] Well... will refer to a new topic because it doesn't really fit longer here.
http://www.glbasic.com/forum/index.php?topic=10011.0 (http://www.glbasic.com/forum/index.php?topic=10011.0)
GLB is replacing the Android Icons with the crappy border. Arrggghhhh! Please someone help me get rid of this nightmare. How can we turn it off???????? I appreciate this maybe not an AE issue but I know you use AndroidIcons.exe to du this stuff for us. Can't we just delete the crappy icon png from glb directory?
its works with 12.096, but im needs to checking out 12.308.
Seen its still works fine on that version.
Howover its might create a icon in drawable/icon.png with AndroidIcons.exe does not handle, which im will fix in the next version. Howover its should have picked up drawable-hdpi version instead, which have the same icon size.
So some Android versions and devices can been strange on that one.
Uses the icon_xx_AndroidExtras.png AndroidIcons.exe create (from icon.png).
ps. AndroidIcons.exe might not work if Java SDK have created a new drive letter under compile? This is nothing im can due and you need to move the glbasic installation to a different folder without () in it. Im havent tested into this issue at all.
im will in next update update openiap to 0.9.7.2, which im uses a quite old version, which still uses Google Play v2. That also means its also supports bounce of new Android shops (which im howover have not tested, but have includede sku and keys).
That mean InAppConfig_PublicKeys$() in inapp_config.gbas and few things in inapp_functions.gbas is updated and have been changed a little bit in the next update.
Rest in the glbasic code is unchanged, but many files behind the hood is changed. etc im now using openiab-0.9.7.2.jar instead of the source code version.
So in the next version, you should delete the libs and src dir in your distribute\Android project to make sure all changes take effect, if you see some compile errors.
im will release it in few days. Im need some testing first.
Even im dosent like the physical adress requirement, im will finish off the StoreKit, because the new StoreKit now supports quite many appstores, not just Google Play.
Also for the Android version of iCloud im will look how Amazon Cognito works, which seen do a similar job. Its howover mightbeen required a Kindle Fire or such, but its uses the same idea and can uses the same functions.
Installed GLB 12.308 to a new folder then AE installed....
When building Android Apk I see it uses my older folder and no apk is created....is this an icon issue?
Using api-14 as my target
=========
[aapt] invalid resource directory name: C:\Users\gary\Documents\GL_PROJECTS\GLBasic\Transversion_ZX\distribute\Android\res/drawable-xxxhdpi
BUILD FAILED
C:\Program Files\GLBasic_v12\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:650: The following error occurred while executing this line:
C:\Program Files\GLBasic_v12\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:691: null returned: 1
Total time: 9 seconds
.
BUILD STAGE 4: Build a release build
[subant] No sub-builds to iterate on
BUILD FAILED
C:\Program Files\GLBasic_v12\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:650: The following error occurred while executing this line:
C:\Program Files\GLBasic_v12\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:691: null returned: 1
Total time: 4 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
OKay removed the proguard stuff and edited my glb_build.bat file with new path and api
But now getting lots of other errors relating to SDLActivity.java
sample of errors.............
BUILD STAGE 4: Build a release build
[subant] No sub-builds to iterate on
[javac] C:\Users\gary\Documents\GL_PROJECTS\GLBasic\Transversion_ZX\distribute\Android\src\com\glbasic\test\SDLActivity.java:385: error: cannot find symbol
[javac] if (shop.mOuyaFacade.isRunningOnOUYASupportedHardware()==true) // we are on Ouya?
[javac] ^
[javac] symbol: method isRunningOnOUYASupportedHardware()
[javac] location: variable mOuyaFacade of type OuyaFacade
[javac] C:\Users\gary\Documents\GL_PROJECTS\GLBasic\Transversion_ZX\distribute\Android\src\com\glbasic\test\SDLActivity.java:388: error: cannot find symbol
[javac] OuyaInputMapper.init(this);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Users\gary\Documents\GL_PROJECTS\GLBasic\Transversion_ZX\distribute\Android\src\com\glbasic\test\SDLActivity.java:561: error: cannot find symbol
[javac] { OuyaInputMapper.shutdown(this);
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Users\gary\Documents\GL_PROJECTS\GLBasic\Transversion_ZX\distribute\Android\src\com\glbasic\test\SDLActivity.java:723: error: cannot find symbol
[javac] if (OuyaInputMapper.shouldHandleInputEvent(keyEvent)==true) {
[javac] ^
[javac] symbol: variable OuyaInputMapper
[javac] location: class SDLActivity
[javac] C:\Users\gary\Documents\GL_PROJECTS\GLBasic\Transversion
Created a new project and copied files from other one, and now getting this...
running glb_build.bat
Specified ANDROID_TARGET="android-18". Please verify your AndroidManifext.xml, too.
files\glbasic_v12\Compiler\Platform\android\android-sdk""=="Q:" was unexpected at this time.
Android=C:\Users\gary\Documents\GL_PROJECTS\GLBasic\TransversionNew\distribute\Android
success
How do I revert to my older install and compile with v12.096?
What files and folders does the installer modify - (i hope it only installed to the target I set and didnt overwrite others - :sick:)
Android Extras remove the android-sdk-windowsand templateproj folders completly before installing. Im also update few files in android\bin, but the folders is not deleted by defailt and is not required by the installer. This is to make sure its dosent exist old files from old sdk.
So property there is some confuction about your backup files which missing some files, so you got your files mixed?
So you might need to uninstall glbasic completly and then install, update and then install AE.
the ouya issue is due missing ouya-sdk.jar, which is required (even you not using ouya).
im thinks im will lock this thread, and instead uses the official Android Extras thread. SDK upgrade is sometimes required anyway, so no needs to have two threads about it.
Countinue using this thread:
http://www.glbasic.com/forum/index.php?topic=9166.msg90172#new