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qnestor

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About qnestor

  1. qnestor

    Android GUI

    Thanks for the clarifications Right now it's a wrapping activity: it's the same gemrb app that starts on this menu. I think that's the way to go; however to make it into a seprate app is not a problem if that's the decision here I'll post when I have a buildable repo on github so it's tested. after that hopefully it can be merged
  2. qnestor

    Android GUI

    Hey, I'm working on it so it can be merged. Leaving aside the graphical design for now. You mean in the config file? like this: iwd[how] ? What does gemrb accept as gametype? And no,sadly android api doesnt offer any file picker; it's not hard to implement but I believe it will eventually be in google api and besides everyone has one file explorer. I'll include the most popular So with opengl support SDL won't be used at all?
  3. qnestor

    Android GUI

    Hello Again, As agreed, a setup GUI would prove helpful and I was looking into it. Here's is the first draft: Main screen: 1) instructions 2) Activate game (setup config file) setup window name, game path and gametype 3) Config setup screen resolution and the rest of config file options 4) bug/errors 5) about 6) Go! button Activate screen: It requires a 3rd party explorer (right now only ES file explorer) to get the game path. The idea behind 'verify' is to check if the folder structure is fine, and stuff like corrupt cache. My feeling is that a couple of crashes when attempting to run the game is making gemrb an instant uninstall, so the more that can be done prior to game execution the better You may have a look in here: If you could please tell me: Worth going forward? What should and what should not be there? Also I noticed that the version I build is totally different from the one I can get in Gplay. For instance, this built version crashes when you quit the loaded game, it's always set to keep 4:3 ratio and most importantly: I don't have the menu "Change device configuration" that I have in Gplay's version. Can I please have its code? I would suggest to have that change device configuration menu in this GUI instead, and I'd be glad to put it in if I get the code. I'll be updating my repository based on what is decided here. Hope it helps
  4. Grim Fandango? seriously? where? can someone explain?
  5. Ok I talked to the guy who changed DSL android lib and it was intended. So the files gemRB build should be fixed, I did that already in github and requested an update. I'll be putting some time in a tool to make the config easier as discussed previously
  6. Checked SDL. I got the project to build using an old SDL_android_main.cpp. I think that file may have been deleted by accident Thanks for your help guys I'll be updating soon
  7. I still think something should be corrected with that SDL_android_main.cpp file. What I tried was simply this: in the script copy SDL_android_main.c to SDL_android_main.cpp. After finished, /build/gemrb/ndk-build gives me an error: /home/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld: ./obj/local/armeabi/objs/main/__/SDL/src/main/android/SDL_android_main.o: in function Java_org_libsdl_app_SDLActivity_nativeInit(_JNIEnv*, _jclass*, _jobject*):jni/src/../SDL/src/main/android/SDL_android_main.cpp:21: error: undefined reference to 'SDL_Android_Init(_JNIEnv*, _jclass*)' Don't know how to fix that though
  8. Modified SDL20Video.cpp to see if all compiles. The missing SDL_android_main.cpp file I mentioned before is also needed at this compilation. Was that an error in the script? I mean has someone built the apk recently?
  9. Lynx, You were right. The problem was that I renamed the commands ndk-build in the script wrong and 'make' wasnt doing anything. It is fixed after adding ndk dir to path. However I ran into another issue, after prep_env finishes successfully, when I run ndk-build in /build/gemrb I get : jni/src/main/gemrb/plugins/SDLVideo/SDL20Video.cpp: In member function 'virtual void GemRB::SDL20VideoDriver::showFrame(unsigned char*, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, int, unsigned char*, GemRB::ieDword)': jni/src/main/gemrb/plugins/SDLVideo/SDL20Video.cpp:250:47: error: 'RectFromReigon' was not declared in this scope It's similar to the error I was getting that first time when I was not compiling github version That doesn't look like a problem in my build specifically, right?
  10. lynx, I don't have that file built, when I bash prep_env throws: cp: cannot stat `[mypath]/gemrb/gemrb/android/libogg-vorbis-android/libs/armeabi/libogg.so': No such file or directory I thought it was because the script gets the repository: 'git clone git://github.com/jcadam/libogg-vorbis-android.git' and after attempts to copy the file; but that file is not in the repository. What was built in "[gemrb]/gemrb/gemrb/android/libogg-vorbis-android" is what's in github.com/jcadam/libogg-vorbis-android.git there's no libs folder. Which I think makes sense right? The ndk thing is not so important. What I meant was that I have to enter the path to where I downloaded the ndk to execute ndk-build but in the prep_env script it assumes otherwise
  11. Hello Again, Sorry for the absence, it's hollidays time around here. Anyways I'm still interested in this, so I am resuming. To be clear: I have no issues with cfg files with the Googgle Play version, I run good IWD2, BG1 and BG2 demo. The problems I was having was with the build made from what's in github. Now, I can't build with the current repo. Executing prep_env I found these: - can't read .../gemrb/android/build/gemrb/jni/SDL/src/main/android/SDL_android_main.cpp (I checked http://hg.libsdl.org/SDL, and the downloaded file. It seems to be SDL_android_main.c) After renaming I found a similar issue with: cp "$ENVROOT/libogg-vorbis-android/libs/armeabi/libogg.so" (similarly to the previous, I don't see a libs folder from the cloned site: https://github.com/jcadam/libogg-vorbis-android) So am I doing something wrong? I'd appreciate any help getting this to build so then I can focus on that wrapper activity. oh also, the ndk-build commands are not always recognized if you just download the ndk like i did. I don't know if I'm bothering with these messages in the forum, should I PM someone? Thanks!
  12. Hello, Sorry I didn't write what I intended, I meant that: Environment.getExternalStorageDirectory() - returns a File , but in the gemRB.java file I had it assumed a string. I think it should just call getAbsolutePath() after and it's good to go. With the build I did, I did supply game data and cfg file (those were the first errors). The last errors I saw were: first some files were missing in files/GUIscript on gemRB data folder, then after adding manually I saw NPE's on GUIScripts/bg1.. weird because I set the cfg file to iwd2. But I didn't want to go into this since I didnt test enough - the tablet broke- but I will, and will see about the GUI config. From what I know a wrapping activity can work like a charm on android going as far as select your game and play, exporting characters, savegames, etc. and even detecting wrong game data prior to the engine. So a demo try may as well be good to illustrate things till you guys decide if in game, crossplatform, etc
  13. Thank you all, Yes I had source from sourceforgenet, so those problems were gone after getting the current version from github. Do you mean a GUI so the users can load their games and then launch them without editing the .cfg file? Are iPhone users also struggling with this? If so maybe the solution shouldn't be android specific but cross platform (mobile) Anyways some details for the willing : I still found a detail in gemRB.java file, it references a library that doesn't exist: android.content.Environment (should it be import android.os.Environment ?) Then line 52 assumes this: Environment.getExternalStorageDirectory() After modifying and compiling i could not get gog iwd2 to work, but i could with google play's version. I wonder what android SDK was used to compile the version that is on google play?. Doing this I 'broke' a cheap android tablet (manta brand that costs like 40 dollars) because when you store over 1.5 gb in it it starts having memory issues, and I'm not allowed to hard reset it :/. Tonight I'll try on emulators and on tablets as soon as I get a new one. If my testing goes well and I am able to contribute something significant I'll write here. I haven't used github yet and I've never participated in any open source project :s
  14. Hello all, I was thrilled when I stumbled upon this project which I found listed as one of the top android open source ones. I am an android developer, and wanted to check the code out of curiosity. I can see that it is done in C plus some scripting, then android ndk. Checking the help welcome section I did not find anything specific for android. My question is, is there anything that android developers can help with? I got the source code but I'm unable to have the whole android project built , when I use ndk-build to compile the libraries I get: Compile++ thumb : main <= SDLVideo.cpp jni/src/main/gemrb/plugins/SDLVideo/SDLVideo.cpp: In member function 'virtual int GemRB::SDLVideoDriver::ProcessEvent(const SDL_Event&)': jni/src/main/gemrb/plugins/SDLVideo/SDLVideo.cpp:191:43: error: 'const SDL_Keysym' has no member named 'unicode' make: *** [obj/local/armeabi/objs-debug/main/main/gemrb/plugins/SDLVideo/SDLVideo.o] Error 1 But maybe I can sort that out later. In any case, I don't know that to look at after it's built since most will be c libraries. BTW, I had to add some lines in prep_env.sh because prior to the line: cp "$GEMRB_GIT_PATH/artwork/gemrb-logo-glow-36px.png" "$ENVROOT/build/gemrb/res/drawable-ldpi/icon.png" the build/gemrb/res folders were not created. Is that an error in the file? Thanks all in advance
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