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From: Brady B. <br...@br...> - 2012-02-22 07:52:59
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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 <br...@br...> wrote: > > On Feb 12, 2012 5:37 AM, "Bogdan Marinov" <dag...@gm...> wrote: > > > > On Sun, Feb 12, 2012 at 12:10 AM, Brady Brenot <br...@br...> 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: > > http://www.youtube.com/watch?v=EGi1wVUCFqY > > Haven't yet. I'll take a look. > |