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Main forum => GLBasic - en => Topic started by: MrPlow on 2014-Nov-18

Title: Kindle Fire and AE
Post by: MrPlow on 2014-Nov-18
Hi

Does anyone know if the new AE enablebackbutton causes problems for Kindle Fires when using key(1) detection?

My app has been rejected due to this issue and I do not have a Kindle fire to test with.
Title: Re: Kindle Fire and AE
Post by: MrPlow on 2014-Nov-18
Okay so removed the key(1) as SF mentioned before it was a bit buggy.

Using "menu" option of gamecontrollers and all seems well so far.  ;)
Title: Re: Kindle Fire and AE
Post by: erico on 2014-Nov-19
Yeah, the back button on android is an alien thing. :zzz:
I might have to add to my game android extras if just to deal that.

Would be nice to have those button“s control available into GLB without much of a hush.
Still, that seems to be troublesome.

Here I wonder about the menu button (central button) on on-screen versions instead of phisical ones.
Could a control implementation bump into that?
Title: Re: Kindle Fire and AE
Post by: spacefractal on 2014-Nov-19
Now I'm have the glbasic source code, then I'm implement a new KEY() which uses Java scan code directly without use sdl input.

That means there is comply of well known fixes and fixed in the source code, example like the SETORIENTATION, KEY as well ALLOWESCAPE issues.

That also means DOESFILEEXIST can now been used for replacement as Android.CheckAsset(). One of the two commands is still required before open a file.

More info later. With the above in mind, Android Extras is still requirered. But you might not need to uses the AndroidExtras.gbas at all for the basic fixes.

PS. The c++ code is well write and easy to understand in the main code, where the commands got called. Most im time im just uses the generated c++ code from glbasic and tweek it.
Title: Re: Kindle Fire and AE
Post by: MrPlow on 2014-Nov-19
note: just remember not to deprecate any of the android extras stuff for the guys playing catchup :)

Also, amazon rejected an issue with app failing to hibernate.

Is that the same as HIBERNATE function (which doesn't seem to do anything for me)?

Or is there a hack workaround for this?
Title: Re: Kindle Fire and AE
Post by: spacefractal on 2014-Nov-19
Spot Race still worked, which im have not changed any code from it. So im have not plans to deprecate Check_Asset() and other functions. They are just more integratet throught and then easier to do in a new project, where AndroidExtras.gbas might not been required at all for the basic fixes.

Im do not deprecate any of the commands in AndroidExtras.gbas.

Im are not sure what HIBERNATE does, but your game might fails to pause it correctly and still running. The game should been set to pause, when GLB_ON_PAUSE is invoked (as well all sounds).
Title: Re: Kindle Fire and AE
Post by: MrPlow on 2014-Nov-19
Think I spotted the culprit!
Another app that passed has Autopause TRUE the one that didnt has AUTOPAUSE FALSE
:)
Fingers crossed!
Title: Re: Kindle Fire and AE
Post by: MrPlow on 2014-Nov-19
Uh oh!
When i use the up button (middle) next to the back button and then go back I have a black blank screen

Any ideas?
Title: Re: Kindle Fire and AE
Post by: MrPlow on 2014-Nov-19
Sorted - the blasted hibernate kicked in! ::)
Title: Re: Kindle Fire and AE
Post by: spacefractal on 2014-Nov-19
yes AUTOPAUSE true is required on ANDROID. Im thinks im should set it as standard in glbasic really to prevent this kind of issues.

Also you might resume it correctly as well, etc the game was still thinking its was in pause mode etc, so its got a black screen. a nice way to test it on regular Android is using the house icon and start the game again. That would similate it.
Title: Re: Kindle Fire and AE
Post by: MrPlow on 2014-Nov-19
Thanks SF

Once I took out the HIBERNATE command all was good and I think amazon rejected because of the Autopause false
command...

Need to watch that...
Thks again!