Author Topic: Android compile not working  (Read 817 times)

Offline MrPlow

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Android compile not working
« on: 2020-Apr-19 »
Has there been another update on Android?
All of a sudden  my Android Compile is failing.

« Last Edit: 2020-Apr-19 by MrPlow »
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Offline spacefractal

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Re: Android compile not working
« Reply #1 on: 2020-Apr-19 »
no im havent touched its at all since beta 3 (fixed the small bugs you saw).

No idea Gernot have thought (checked, he have not changed it).

You might accidently updated the grandle plugin and/or you might not updated the icons or someyhing like that. Newer versions doesent work, but you can easy set it back in project structure.
« Last Edit: 2020-Apr-19 by spacefractal »
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation and The beagle Jam.

Offline MrPlow

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Re: Android compile not working
« Reply #2 on: 2020-Apr-19 »
Hmm, not gradle afaik - I haven't knowingly updated it.

Started again with a completely new project and getting "processing manifest error"

I fixed the round_icon issue and the double entry for launcher entry...but still not accepting it? Is the manifest below the correct format?

"<category android:name="android.intent.category.LAUNCHER" />"

<?xml version="1.0" encoding="utf-8"?>

<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    package="org.libsdl.app"

    android:installLocation="auto">

    <!-- OpenGL ES 2.0 -->
    <uses-feature android:glEsVersion="0x00020000" />

    <!-- GLBASIC_USER_NOTE app permissions and features -->

    <!-- this game require either protrait & landscape support -->
    <uses-feature android:name="android.hardware.screen.landscape" android:required="true" />
    <uses-feature android:name="android.hardware.screen.portrait" android:required="true" />

    <!-- Touchscreen support -->
    <uses-feature android:name="android.hardware.touchscreen" android:required="true" />

    <!-- Game controller support -->
    <uses-feature android:name="android.hardware.gamepad" android:required="false" />

    <!-- External mouse input events (required for native Chromebook support) -->
    <uses-feature android:name="android.hardware.type.pc" android:required="false" />

    <!-- Has Android TV support (here you need to support a least the tv removte and has landscape mode -->
    <uses-feature android:name="android.software.leanback" android:required="false" />

    <!-- If your app support Android Go? -->
    <uses-feature android:name="android.hardware.ram.low" android:required="false" />
   
   <!-- If your app support require sensors -->
    <uses-feature android:name="android.hardware.sensor" android:required="false"/>


    <!-- Allow access to the vibrator, permission is not required -->
    <!-- <uses-permission android:name="android.permission.VIBRATE" /> -->

    <!-- Checkout the battery status (etc you could lower the framerate in low battery or like that, permission is not required -->
    <!-- <uses-permission android:name="android.permission.BATTERY_STATS" />  -->

    <!-- Allow writing to external storage -->
    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />

    <!-- Allow access to the internet -->
    <uses-permission android:name="android.permission.INTERNET" />

    <supports-screens
        android:smallScreens="true"
        android:normalScreens="true"
        android:largeScreens="true"
        android:xlargeScreens="true"
        android:anyDensity="true" />

    <application
        android:isGame="false"
        android:label="@string/app_name"
        android:icon="@mipmap/ic_launcher"
        android:roundIcon="@mipmap/ic_launcher"
        android:allowBackup="true"
        android:hasFragileUserData="true"
        android:banner="@mipmap/banner"
        android:hardwareAccelerated="true"
        android:resizeableActivity="false"
        >

        <activity android:name="SDLGlbasic"
         android:theme="@style/MyTheme"
            android:label="@string/app_name"
            android:screenOrientation="sensorLandscape"
           android:minAspectRatio="1.2"
            android:maxAspectRatio="2.4"
            android:configChanges="keyboard|keyboardHidden|orientation|screenSize">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
                               <category android:name="android.intent.category.LEANBACK_LAUNCHER" />
            </intent-filter>
        </activity>
    </application>

</manifest>
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Offline spacefractal

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Re: Android compile not working
« Reply #3 on: 2020-Apr-19 »
no idea before what thr android studio output the error.

you should set those to false, not true:

    <uses-feature android:name="android.hardware.screen.landscape" android:required="false" />
    <uses-feature android:name="android.hardware.screen.portrait" android:required="false" />

This tells you actuelly supports both orientations. Otherwise only one of them can been true and you remove the other one.

Also make sure to remove any <uses-feature lines your app does NOT support!

But regaardless the app should run. uses-feature is for the google play filter and has no purpuse run time.

But no error message, then im cabt help.

« Last Edit: 2020-Apr-19 by spacefractal »
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation and The beagle Jam.

Offline MrPlow

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Re: Android compile not working
« Reply #4 on: 2020-Apr-19 »
Thanks - they were defaulted at "true"

Also the icons (drawables) are not creating etc.

Do you have the working beta template files so I can try overwrite and get it back working?
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Offline spacefractal

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Re: Android compile not working
« Reply #5 on: 2020-Apr-19 »
im is now uploading to fix manifest as well the standard sdl icons should been created correctly if not present. edit when published. Its seen the standard sdl icons was not created correctly.

DONE.

Those two issues hopefully fixed. you do still need to create the icons from AS, but glbasic should also copy standard sdl icons by default, if no icons is present. So its does not overwrite any icons of course.

All this is due damn adaptive and round icons im found out after im got the ChromeBook.

Android can actuelly now have 3 different icon format now, not just one.....

But lucky, you can create them easy as AS was much better than glbasic did and no need to reinverte the wheel twice. Due above im depreacted the icon creation from glbasic.

So hence that change in Beta 3 (techincally Beta 4 now, just those two issues hopefully fixed). Rest was just to get mouse and keyboard support for ChromeBooks. Its does not effect on regular devices at all here and added a platforminfo for a detection here.
« Last Edit: 2020-Apr-19 by spacefractal »
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation and The beagle Jam.

Offline spacefractal

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Re: Android compile not working
« Reply #6 on: 2020-Apr-20 »
im updated again, only to get the right AndroidStudioMakeApp version. sorry abot that.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation and The beagle Jam.

Offline MrPlow

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Re: Android compile not working
« Reply #7 on: 2020-Apr-20 »
I restarted my computer and it seems to be back working now. :)

I hope the new Chromebook features do not affect the normal Android app functionality?


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Offline spacefractal

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Re: Android compile not working
« Reply #8 on: 2020-Apr-20 »
If you use  PLATFORMINFO$("DEVICE"), there is a added a "CHROMEBOOK" platform. But you can go for the touch controls, but its might not work very good for some of the games. The brick breaker is one of them at might plays badly.

Generally read in the news when im change somethings.
« Last Edit: 2020-Apr-20 by spacefractal »
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation and The beagle Jam.