Matthias Melcher Introduces Quicklook Of Stl-files For Mac
I like the idea of drawing to a bitmap and then just copying that to the screen. Was looking through the driver files to see how that was done. Was surprised to see that most of it was done with routines from nativeactivity.h. I started investigating using EGL and OpenGL ES for copying a buffered bitmap to the screen. Main problem is deciding which version of OpenGL ES to use. Getting the bitmap to the screen wasn't too much effort.
- Matthias Melcher Introduces Quicklook Of Stl-files For Mac 2017
- Matthias Melcher Introduces Quicklook Of Stl-files For Mac Free
- Matthias Melcher Introduces Quicklook Of Stl-files For Mac Os
Also found a couple of TrueType font library alternatives to use with OpenGL ES and bitmaps. Another option is to use Android bitmap class ( ). From what I read, OpenGL ES sounded like it had more functionality with bitmap display. Noticed a few calls to getenv in the Android driver files. Do those work or are they legacy code? I didn't think HOME got set.
On Android, I've seen some environment variables like PATH get set in platformsystemcore-master init code. Also saw TMPDIR environment variable used in various code. SDL uses Java getFileDir and jni call to get something like a HOME directory. Was thinking it might be possible to set some initial environment variables like HOME in a Java wrapper before calling androidmain. That would avoid the time needed for a JNI call. Even if you use NativeActivity, you're not completely avoiding Java, so adding a short Java wrapper at the beginning of an Android program isn't a big deal and it may let developers customize a bit more.
Yes, ES has much more functionality. From the documentation, I can either use ES or a bitmapped screen, but not both at the same time.
The current implementation does everything pixel by pixel and is universal for any platform. Moving to ES would be quite easy. One thing at a time though. As for fonts, I added a mechanism to read fonts that are inside the apk resource directory, so you can add whatever you like. They are rendered into a luminance buffer and can be directly rendered to screen in ES.
Noticed a few calls to getenv in the Android driver files. Do those work or are they legacy code? I didn't think HOME got set. On Android, I've seen some environment variables like PATH get set in platformsystemcore-master init code. Also saw TMPDIR environment variable used in various code.
SDL uses Java getFileDir and jni call to get something like a HOME directory. Was thinking it might be possible to set some initial environment variables like HOME in a Java wrapper before calling androidmain. That would avoid the time needed for a JNI call. Even if you use NativeActivity, you're not completely avoiding Java, so adding a short Java wrapper at the beginning of an Android program isn't a big deal and it may let developers customize a bit more.
We tend to use static linking. FLTK is relatively small. It won't increase the apk size much. A single font may need more space. We avoid a lot of trouble from ways to distribute a dynamicly loaded library with an executable (on any platform) and from keeping libraries and headers in sync and binary compatible. The big advantage of dynamically linked libraries, to be in mamory only once, even if multiple processes use it, is not worth the trouble. The only exception is apps that use plugins which in turn need FLTK access, but those are quite unlikely (but still possible) on Android.
I guess, if you're using Android Studio, you can avoid working with Java directly because it does all that for you behind the scenes. I've been doing everything with the NDK and via command line.
I'm creating the apk myself using aapt. I still need to invoke javac and run dx on the results in order to create a working apk file even when NativeActivity and androidnativeappglue are used and even though the manifest is set to android:hasCode='false'.
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Matthias Melcher Introduces Quicklook Of Stl-files For Mac 2017
As far as I can tell from my research, there really is no way to create an app without having some Java code in it (unless you're creating console applications that run in a terminal emulator like Termux). I wish this was not the case. I'm curious, if you do an unzip -l on your final apk file, do you have any.dex files in it? I have classes.dex in my apk files, even when I build a minimal NativeActivity application. Yes, ES has much more functionality. From the documentation, I can either use ES or a bitmapped screen, but not both at the same time. The current implementation does everything pixel by pixel and is universal for any platform.
Moving to ES would be quite easy. One thing at a time though. As for fonts, I added a mechanism to read fonts that are inside the apk resource directory, so you can add whatever you like. They are rendered into a luminance buffer and can be directly rendered to screen in ES. We tend to use static linking. FLTK is relatively small. It won't increase the apk size much.
A single font may need more space. We avoid a lot of trouble from ways to distribute a dynamicly loaded library with an executable (on any platform) and from keeping libraries and headers in sync and binary compatible. The big advantage of dynamically linked libraries, to be in mamory only once, even if multiple processes use it, is not worth the trouble. The only exception is apps that use plugins which in turn need FLTK access, but those are quite unlikely (but still possible) on Android.
I've ended up using static linking as much as possible as well. However, the final C/C application is actually a shared library. I have not been able to find any way to create an executable unless, as mentioned before, it's a console application which will run with adb or a terminal emulator. I have not found a way to statically link libraries to the final application without pulling in all the code from the libraries that may be relevant for the final application (which required using linker options like -Wl,-whole-archive).
It's a good thing FLTK is relatively small. I have not found a way to only pull in the parts of the library you need when the target is a shared library instead of an executable.
If you run unzip -l on the apk you generate from Anrdoid Studio, are you actually seeing an executable file in it or a static or shared library? My current apks are ending up with a single shared library (created from the application code and static libraries) in the lib/x86 or lib/armeabi-v7a directories.
Matthias Melcher Introduces Quicklook Of Stl-files For Mac Free
I'm planning on splitting my apks by platform (x86 or arm and 32 or 64 bit) to save space. I've checked the Google Play store, Amazon App store and F-Droid and they all support multiple apks divided by platform for distributing apps. Using a prefix is one option for accessing files differently. I was attempting to keep my code as cross-platform as possible and not distinguish between whether something came from a zipped apk file or was accessible on the actual file system. I use bsd-gettext instead of the GNU gettext/libintl library for supporting internationalization. I'm currently working on adding support to the bsd-gettext library to read the mo files if they're under a subdirectory of assets in the apk file.
So, far it's working without requiring any major modifications to the C/C applications that use the gettext library. However, it did require modifications to bsdgettext to make it work transparently. I've also made the assumption that all read only files will be in the apk and read/write files will be in the path returned by android.content.Context.getFilesDir. I believe SDL checks whether a file is in the apk first and if it doesn't find it, it checks the file system.
That way, the same code works on Android and non-Android platforms. On Friday, April 6, 2018 at 3:28:19 AM UTC-4, Matthias Melcher wrote: Moving to ES would be quite easy. One thing at a time though.
Matthias Melcher Introduces Quicklook Of Stl-files For Mac Os
As for fonts, I added a mechanism to read fonts that are inside the apk resource directory, so you can add whatever you like. They are rendered into a luminance buffer and can be directly rendered to screen in ES. Going off at a bit of a tangent, the GL text rendering in 1.4 works basically like that anyway, on all the “main” platforms. Matthias Melcher 10/6/2018, 14:10 น.