Recent Posts

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1
GLBasic - en / Re: Android Build Issues
« Last post by spacefractal on Today at 05:10 PM »
you posted me comply of times, which can been quite annoying. Im have not even Android Studio installed yet, since its some time ago since last time and has recentlyt have focus on some Spectrum Next games.

The main issues me thinks could been you using a too new grandle version. Android Studio sometimes ask you to update it, but you should not do that. This can cause issues. Now im cannot remember which version its should uses at all, as its half year ago a least.

etc you should uses version com.android.tools.build:gradle:3.4.1 set in build.gradle its seen.

Also Android.xcl is used to exclude media files when used by various platforms. Android Studio dont know about it at all.

You can clean a project before rebuild one. if you mixed up, its good idea to clean it first, its often the jni folder.

btw im have not touched Android Studio in quite a while after im reinstalled Windows some time ago.
2
Code Snippets / Re: Load data from memory
« Last post by bigsofty on 2021-Oct-15 »
Interesting, thanks Gernot  :good:
3
GLBasic - en / Re: Android Build Issues
« Last post by MrPlow on 2021-Oct-15 »
SF,

I know your busy but some file issues on android builds i need to fix...

Can you advise where to put Android.xcl file to prevent overrites?

Also is just deleting jni folder required before a rebuild with newer files?
Or do i need to remove another folder too?

Thks
4
Code Snippets / Re: Load data from memory
« Last post by Qedo on 2021-Oct-15 »
Thanks Gernot for this very very interesting secret.  :good:
I will try to apply it to my custom shoebox where I save and reload some files.
5
Code Snippets / Load data from memory
« Last post by Kitty Hello on 2021-Oct-14 »
I tell you a secret. GLBasic can load data from a memory buffer, as if it was a file. With the attached code, you can use the contents of a string to "read" it as a file. This should work for about everything. Sprites, sounds, binary files, ...

Code: (glbasic) [Select]



LOCAL mem$ = "Hello World"
LOCAL memlen = LEN(mem$)

LOCAL file$ = MemMakeFile$(mem$)

LOCAL text$
OPENFILE(1, file$, TRUE)
READSTR 1, text$, 64
CLOSEFILE 1
STDOUT text$ + "\n"
KEYWAIT

FUNCTION foo:
ENDFUNCTION

INLINE
extern "C" {int sprintf(char *str, const char *format, ...); }
ENDINLINE


FUNCTION MemMakeFile$: BYREF data$, nofBytes = -1
IF nofBytes < 0 THEN nofBytes = LEN(data$)
LOCAL url$
LOCAL hx$ = RIGHT$("0000000000000000" + HEX$(nofBytes), 8)
INLINE
void* address = &data_Str[0];
char buffer[64];
sprintf(buffer, "%x", address);

url_Str = CGStr("mem://") + hx_Str + CGStr(".") + CGStr(buffer);
ENDINLINE


RETURN url$
ENDFUNCTION
6
GLBasic - en / Re: Android Build Issues
« Last post by MrPlow on 2021-Oct-06 »
Thanks SF,
In terms of the src file changes that affect the Android builds - are the android templates src files version controlled so that older files or rollbacks can be obtained if required?

Can advance notice be made on the updates so I dont suddenly build any broken versions :)

I do normally test the apps - but things like controller setups etc. wouldnt be tested each time.
7
GLBasic - de / Re: Fehlermeldung bei DIM
« Last post by Worebu on 2021-Oct-01 »
ah, ok.Danke
8
GLBasic - en / Re: Access to Buffer Data ?
« Last post by Schranz0r on 2021-Sep-30 »
I ordered a Strato HiDrive account and will set up a Git repository. So we can use Git to act together. But, I failed to clone it. Maybe my work-configuration messes with the private account... I'll have to see.

Oh nice, hopefully you get it running.
Let us know :)
9
GLBasic - en / Re: Access to Buffer Data ?
« Last post by Kitty Hello on 2021-Sep-30 »
I ordered a Strato HiDrive account and will set up a Git repository. So we can use Git to act together. But, I failed to clone it. Maybe my work-configuration messes with the private account... I'll have to see.
10
GLBasic - en / Re: Access to Buffer Data ?
« Last post by Schranz0r on 2021-Sep-30 »
There is a way to link it static.
No clue how, maybe we can just use the source?
Sure, why not use it as default :)

SoLoud C-API:

Quote
Using the "C" API
The glue file soloud_c.cpp can be found under the "src/c_api" directory.

You can either link to the generated DLL, which exposes the "C" API, or you can include SoLoud C++ sources (or static library) to your project along with the soloud_c.cpp file.

In your C sources, include soloud_c.h header file.
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