Author Topic: Android - has anyone tried yet?  (Read 6832 times)

Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #30 on: 2019-Aug-18 »
hmmm the 3 of the crashes you sent to me was in SHOWSCREEN command, but im do more think the main issue can believe in the VIEWPORT command?

Im got a crash with a emulator when im set SetOrientation(-1) too early in the GlobalInit in SOME emulators for some reasons. Here its simply just crash on the line __g_pRbow3D->DoShadows(false); in the VIEWPORT command as its seen.

If im remove that line, the app runs again in that emulator include that wrongly placed orientation command in the init.

Im wonder this could been the issue? This is just a shoot.
« Last Edit: 2019-Aug-18 by spacefractal »
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #31 on: 2019-Aug-19 »
The bit with

Code: (glbasic) [Select]
#if !defined(ANDROID))
        for(int i=0; i<5; ++i) {
        SHOWSCREEN();
}
#endif
 

I could not find around lines 20184 or so but around 18478

Code: (glbasic) [Select]
#if defined(WIN32) && !defined(WANT_SDL_MIXER)
pDXsnd->SetWindow(__g_pRbow->m_WND.hwnd);
#endif
for(int i=0; i<5; ++i) {
SHOWSCREEN();
}
#endif

Is it that you want me to try with the #if !defined(ANDROID) instead?
Is that the change?

Thanks
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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #32 on: 2019-Aug-19 »
I'm don't think it's the main issue at all. but more when SHOWSCREEN is called while surface is still destroyed, when can been happens on orientation or such.
« Last Edit: 2019-Aug-19 by spacefractal »
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #33 on: 2019-Aug-19 »
Thanks SF - if it helps - I don't use any 3D commands in my games.
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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #34 on: 2019-Aug-19 »
im know. but last time im could see a possible crash on a 3d command if invoked too early. not sure its could happens with 2d too with some systems?
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #35 on: 2019-Aug-19 »
I am looking at trying to adding Admob myself (carefully), into the code.
Is the best route to adding  to lib_glbasic.cpp and fire with java call?
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #36 on: 2019-Aug-19 »
Also, the Showscreen crash message refers the 64bit version of the app
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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #37 on: 2019-Aug-19 »
all java calls is not directed to SDLGlbasic rather than the activity java and the admob might works a little bit different as you do NOT need the old lib code at all, because that one is depreacted. So im havent has a look nor im will do in near future.

Stability come simply just first.

Im also just seen the app can call a OnResume() in the startup, which might have confused glbasic as well and eventuelly call a SHOWSCREEN before a surface has been created and then its will crash. That is not good. Im have fixed that.
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #38 on: 2019-Aug-19 »
I just tried emulator version of an app using key(1) and the back button on the emulator does not fire it correctly?

Am I doing something wrong does key(1) require another change to get it to work on emulator to bind to the "back button"?

pressing esc works on windows version.


Ignore that - back worked just now in emulator. :)
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #39 on: 2019-Aug-19 »
Hi SF

Does this app install okay for you - its a release version-works on my emulator but not on my phone device.

https://www.dropbox.com/s/a2yc2z2urd8hb2v/app-breaker.apk?dl=0
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #40 on: 2019-Aug-19 »
Not sure how relevant this is ... but this error show in my studio output

  C++ calling SDL_CreateWindow (fs:1)
E/libEGL: validate_display:255 error 3008 (EGL_BAD_DISPLAY)

Emulator still runs but maybe if affects devices differently
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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #41 on: 2019-Aug-19 »
im know, but currectly no idea why and Android Studio is hightly annoying like hell as IDE simply just hang after that.
« Last Edit: 2019-Aug-19 by spacefractal »
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Offline MrPlow

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Re: Android - has anyone tried yet?
« Reply #42 on: 2019-Aug-19 »


From the link about user says this

https://stackoverflow.com/questions/33210443/error-validate-display255-error-3008-egl-bad-display-by-toutorial

"I had the same issue when I tried to load webview on Dialog. If I load webview on activity, it works well."
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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #43 on: 2019-Aug-19 »
we dont use any of that. also im have running into major trouble with Android Studio that just hanging, if you forgot to close the app down before closing emulator (which im first found up after about 20 crashes).

So make sure to close the app in the emulator to avoid Android Studio crash. Not sure why its happens throught.
« Last Edit: 2019-Aug-19 by spacefractal »
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Offline spacefractal

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Re: Android - has anyone tried yet?
« Reply #44 on: 2019-Aug-19 »
im gonna think im should add a "GLB_ON_SHOW" function to make sure SHOWSCREEN can been invoked even when copy files or dir. A App can possible crash on loading if the game loading time is more than 5 secs if no SHOWSCREEN is called.

This feature is done and has send to Gernot. Also if GLB_ON_SHOW is not found, then glbasic will just force calling SHOWSCREEN to noticy the system (with a blank screen) on a assets access and under a recursive copying. This often can take too long time to complete and then might crash and force it to been closed down.
« Last Edit: 2019-Aug-19 by spacefractal »
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