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Messages - fivesprites

#46
hehe - thanks :D

#47
Hi Ian,

Don't mean to be a pain, but could you unsticky and move this back to announcements please?  This thread was an announcement for the actual code snippet that already exists in Code Snippets :)

I did the announcement as usually things just kinda get lost in that snippets section!

See: http://www.glbasic.com/forum/index.php?topic=9166.0

//Andy
#48
There's an issue with this build for Android (doesn't affect Windows and I don't know about other platforms yet):

Sound does work, but -

SETCURRENTDIR works for file access but LOADSOUND does not pick the filepaths up correctly.  Doing LOADSOUND "Media/mysound.wav" works fine.

Also, a minor issue is that the log_e.gbas file that normally explains the updates/changes made is out of date - it's missing entries for previous beta's and also this one.

//Andy
#49
Ok, due to the announcement of the new Google Play Services (leaderboards etc), I'm dropping the SwarmConnect stuff and am now implementing the Google API. 

http://googledevelopers.blogspot.co.uk/2013/05/introducing-google-play-game-services.html

It supports all devices from API level 2.2 upwards so should work great without too much worry.

I'll be making a start on this shortly so won't be releasing any new Android Extras for now.  Actually, I may wait until Kitty releases a new GLB beta anyway - so somebody hurry him along please ;)

//Andy
#50
Hi All,

Will be providing a small update to AE soon.  Here's what included:

- Fixes for pause/resume (also some extra calls to allow you to determine if textures need reloading on resume - OpenGL context is trashed on some devices like the Galaxy S1 so you need to reload ALL images!)

- Fixed a bug with GPS - it currently always starts when it should only do that when explicitly called to start! DOH!

- Spacefractal has kindly given me some code to add to the Android Extras for copying assets around as well as Google Licensing

Camera support along with better asset management (accessing files from the APK rather than duplicating them on phone storage as part of the install) are also on the to-do list.

Google is also (apparently) working on a GameCentre type thing but I would imagine that it will only be available in new API's.  So, I'm currently working on support for Swarm (http://swarmconnect.com/introduction).  That should at least provide a stop-gap for people that need a similar solution.

//Andy


#51
You're welcome :)

By the way, I think the international characters in filenames may be a restriction on the operating system (Android in this case) - so not necessarily something that can be fixed in GLBasic.

//Andy
#52
Thanks for the PM. 

Your issue is the non-ascii characters in a filename:

LOADSPRITE "bestätigen.png"   ,308

Change that to:

LOADSPRITE "bestatigen.png"   ,308

and rename the actual file to:

bestatigen.png

and it works perfectly

//Andy
#53
Quite happy to take a look over your project and try out on my system if you like.   Just PM me the details if interested.

Gwooogle twanslated vwersion:

"Ganz glücklich, einen Blick auf Ihr Projekt zu nehmen und ausprobieren auf meinem System, wenn Sie mögen. Gerade PM mir die Details, wenn interessiert."

(Whatever that *really* means) :)

//Andy
#54
Apologies for no German - I can't speak a word of it I'm afraid and have to rely on Google Translate :)

I've had the same problem in the past.  I can't remember what the original cause was but I did try a few things.

- delete the distribution/Android directory of your project (make a backup first if there is anything you need in here).

- Try to build again.

Still no go? Have you made any changes to the platform.ini, AndroidManifest.xml, glb_build.bat or any other file in the GLBasic directories?  Also, have you tried to update the Android SDK?

If yes, then I'd recommend backing up those files somewhere before trying:

- Delete the Android directory again and then un-install GLBasic and perform a clean install.

If you still aren't having any luck, then maybe create a new GLB project and try to build/deploy.  If that doesn't work then it could be some other issue - possibly with environment variables (check PATH/JAVA_HOME/ANDROID_SDK) etc - do they conflict with the glbasic one.

//Andy
#55
Well, I guess if you know the exact position of each cell then just look at the four corners as Ian suggested.  I doubt many fonts would consume all four of those or they'd look crap ;)

//Andy
#56
Actually, I was just thinking that to reduce complexity, why not use a simple text file that describes the original format.

Any unused characters you would mark with a non-ascii element - if you see that in your converter, skip over *unused cell* width pixels.

Probably much easier that programatically looking at the pixels.

//Andy

#57
I was going to suggest the same as Ian, but then I noticed that the unused cell size does *not* match to the size of each character.  For example, the letter M consumes more than one "unused" cell width.  So checking for the four corners wouldn't work in this case - loads of false positives.

//Andy
#58
I think that would be a great idea.

It would also be VERY helpful to have some sort of "callback" function into GLB that can be used by external functions.  This would work in a similar way to GLB_ON_PAUSE/RESUME.

For example, with the Virtual Keyboard, once the data has been entered then the callback could be fired and the user application can then collect the data.  Or, for GPS, the callback would inform that data was available to read.

Maybe something like:

GLB_ON_GEN_CALLBACK: callbackId%, callbackData$

This can be used in a fairly generic manner.  The application would look at the callbackId and then do a simple IF to determine what the callback is used for (keyboard/GPS etc).  The data returned would be in the callbackData$ - the application having to strip the data out as necessary.

//Andy
#59
Thanks spicypixel!

Trying to get the Camera to work at the moment - but don't hold your hopes on that one - no idea how to make the resulting texture available to GLBasic apps!

Possibilities for the future are camera flash, logcat capture and one I really want to get working: updating assets (your music/sound/images) in real-time :)

Unfortunately... work, kids, no time  :S

//Andy
#60
Thanks chaps.  Will try to keep adding more nifty features as/when I get time!

I'm working on the Camera at the moment, but it's, erm, a nightmare!  I have it working beautifully in a Java Android app - the camera streams the preview to a SurfaceTexture that I then render onto the face of a spinning cube - fun :)

Unfortunately, I've no idea how to do this in GLB yet.  I can set everything up to preview to a SurfaceTexture, but I can't see how I can make that texture available to the GLB app!  This functionality also requires Android API 11 or greater to work.  :giveup:

I think I've also fixed the pause/resume Android issue but won't include that here - I'm hoping to get that to Gernot to include in the next beta release.

I have a few other ideas I might try, but welcome any suggestions/improvements.

Spacefractal - I *think* I've put the orientation fix into the code.  I'd appreciate it if you could check.

//Andy