As of r5129 in my branch, it should be considerably easier for others to build this. I've updated the Wiki instructions accordingly. Everything is going through cmake as it should, the shell scripts are out entirely.

On Tue, Feb 21, 2012 at 11:52 PM, Brady Brenot <> wrote:
I've noticed that several plugins know a little too much about the UI; the normal way of creating a plugin button seems to be to dynamic_cast the ui to a StelGui, grab its button bar, and add a StelButton to it. It's not going to hurt anything else if I (leave the ability to do this and) add a new function to the abstract base allowing a button to be added with three QPixmap* and a QAction*, is it?

On Sun, Feb 12, 2012 at 12:47 PM, Brady Brenot <> wrote:

On Feb 12, 2012 5:37 AM, "Bogdan Marinov" <> wrote:
> On Sun, Feb 12, 2012 at 12:10 AM, Brady Brenot <> wrote:
> > Most of the issues have been cleared up. It now functions pretty much just
> > like the desktop version.
> >
> > Remaining issues:
> > - translation still doesn't work (again, Android lacks native locale
> > support; I'm trying to see if necessitas supports or will support
> > translation, since going through Java will be a pain)
> Doesn't the locale support affect only auto-detection of the user
> language? Or there isn't an Androind port of gettext?

It's necessary to as much as compile gettext, and from my Googling, this seems to be a common issue. Maybe there's a way around it that I just haven't seen yet.

> > - some of the static plugins don't support OpenGL ES 2, so I have them
> > disabled
> > - a necessitas bug prevents us from using the package's assets directory
> > properly, so files need to be duplicated to /sdcard/stellarium for now
> >
> > Next thing to add, maybe after I fix #2 and see if anything can currently be
> > done about #1, is the mobile GUI plugin. This will probably be from scratch;
> > Stellarium Mobile's GUI doesn't seem to be very tablet-friendly, and I want
> > this to be more flexible.
> Did you look into Stellarium Mobile's source code? It's available on
> its website. It seems to support accelerometers and scene rotation:

Haven't yet. I'll take a look.