|
From: Brady B. <br...@br...> - 2012-02-07 22:58:11
|
So, I'm working on getting Stellarium running in Android; from the looks of the mailing list, I'm not completely alone in the endeavour (are you still working on it, Cao Fei?). I've got it to the point where it gets into the splashscreen, then crashes. I'm going to debug the thing tonight and figure out why that's happening. In any case, the branch is at *lp:~brady.brenot/stellarium/android-port<https://code.launchpad.net/~brady.brenot/stellarium/android-port> * if anyone wants to take a look. I've got some documentation up on the wiki (incomplete and possibly inaccurate, I'll be updating it tonight as well): http://www.stellarium.org/wiki/index.php/Android_port http://www.stellarium.org/wiki/index.php/Building_for_Android I've got several helper scripts to make it smoother, since there seem to be a lot of extra environment variables and things to pass to cmake to get cross-compiling working. I haven't tried it on any OS other than Windows, but it should (probably) work. |
|
From: Bogdan M. <dag...@gm...> - 2012-02-08 09:59:54
|
On Wed, Feb 8, 2012 at 12:28 AM, Brady Brenot <br...@br...> wrote: > So, I'm working on getting Stellarium running in Android; from the looks of > the mailing list, I'm not completely alone in the endeavour (are you still > working on it, Cao Fei?). I've got it to the point where it gets into the > splashscreen, then crashes. I'm going to debug the thing tonight and figure > out why that's happening. > > In any case, the branch is at lp:~brady.brenot/stellarium/android-port if > anyone wants to take a look. I've got some documentation up on the wiki > (incomplete and possibly inaccurate, I'll be updating it tonight as well): > > http://www.stellarium.org/wiki/index.php/Android_port > http://www.stellarium.org/wiki/index.php/Building_for_Android > > I've got several helper scripts to make it smoother, since there seem to be > a lot of extra environment variables and things to pass to cmake to get > cross-compiling working. I haven't tried it on any OS other than Windows, > but it should (probably) work. For a start, you can try disabling all of the plug-ins in the configuration file to make sure that your problem is only in Stellarium. Also, find out where Stellarium puts its configuration file and log file and have a look at the log. Regards, Bogdan Marinov |
|
From: Cao F. <fca...@gm...> - 2012-02-08 10:13:35
|
Hi Bogdan I'm currently not working on the porting now. I think the problem you have met is caused by StelFileMgr.hpp/cpp. you have to change the usrdir in void StelFileMgr::init(). On Android system the folder structure for stellarium should be not the same as on Linux...... BR CaoFei On Wed, Feb 8, 2012 at 5:59 PM, Bogdan Marinov <dag...@gm...> wrote: > On Wed, Feb 8, 2012 at 12:28 AM, Brady Brenot <br...@br...> wrote: > > So, I'm working on getting Stellarium running in Android; from the looks > of > > the mailing list, I'm not completely alone in the endeavour (are you > still > > working on it, Cao Fei?). I've got it to the point where it gets into the > > splashscreen, then crashes. I'm going to debug the thing tonight and > figure > > out why that's happening. > > > > In any case, the branch is at lp:~brady.brenot/stellarium/android-port > if > > anyone wants to take a look. I've got some documentation up on the wiki > > (incomplete and possibly inaccurate, I'll be updating it tonight as > well): > > > > > http://www.stellarium.org/wiki/index.php/Android_port > > > > http://www.stellarium.org/wiki/index.php/Building_for_Android > > > > I've got several helper scripts to make it smoother, since there seem to > be > > a lot of extra environment variables and things to pass to cmake to get > > cross-compiling working. I haven't tried it on any OS other than Windows, > > but it should (probably) work. > > For a start, you can try disabling all of the plug-ins in the > configuration file to make sure that your problem is only in > Stellarium. Also, find out where Stellarium puts its configuration > file and log file and have a look at the log. > > Regards, > Bogdan Marinov > > > ------------------------------------------------------------------------------ > Keep Your Developer Skills Current with LearnDevNow! > The most comprehensive online learning library for Microsoft developers > is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, > Metro Style Apps, more. Free future releases when you subscribe now! > http://p.sf.net/sfu/learndevnow-d2d > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
|
From: Brady B. <br...@br...> - 2012-02-08 19:53:12
|
It was actually crashing after that function completed, so I *assume *QDir:: homePath() gives the right path (or, at least one that works) in Android. It looks like it it's crashing in StelLogger's init. I think I figured out what I was doing wrong with gdb last night, so I should be able to make more progress this evening.* * On Wed, Feb 8, 2012 at 2:13 AM, Cao Fei <fca...@gm...> wrote: > Hi Bogdan > > I'm currently not working on the porting now. I think the problem you have > met is caused > by StelFileMgr.hpp/cpp. you have to change the usrdir in void > StelFileMgr::init(). On Android > system the folder structure for stellarium should be not the same as on > Linux...... > > BR > CaoFei > > On Wed, Feb 8, 2012 at 5:59 PM, Bogdan Marinov <dag...@gm...>wrote: > >> On Wed, Feb 8, 2012 at 12:28 AM, Brady Brenot <br...@br...> wrote: >> > So, I'm working on getting Stellarium running in Android; from the >> looks of >> > the mailing list, I'm not completely alone in the endeavour (are you >> still >> > working on it, Cao Fei?). I've got it to the point where it gets into >> the >> > splashscreen, then crashes. I'm going to debug the thing tonight and >> figure >> > out why that's happening. >> > >> > In any case, the branch is at lp:~brady.brenot/stellarium/android-port >> if >> > anyone wants to take a look. I've got some documentation up on the wiki >> > (incomplete and possibly inaccurate, I'll be updating it tonight as >> well): >> > >> > > >> > http://www.stellarium.org/wiki/index.php/Android_port >> > > >> >> > http://www.stellarium.org/wiki/index.php/Building_for_Android >> > >> > I've got several helper scripts to make it smoother, since there seem >> to be >> > a lot of extra environment variables and things to pass to cmake to get >> > cross-compiling working. I haven't tried it on any OS other than >> Windows, >> > but it should (probably) work. >> >> For a start, you can try disabling all of the plug-ins in the >> configuration file to make sure that your problem is only in >> Stellarium. Also, find out where Stellarium puts its configuration >> file and log file and have a look at the log. >> >> Regards, >> Bogdan Marinov >> >> >> ------------------------------------------------------------------------------ >> Keep Your Developer Skills Current with LearnDevNow! >> The most comprehensive online learning library for Microsoft developers >> is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, >> Metro Style Apps, more. Free future releases when you subscribe now! >> http://p.sf.net/sfu/learndevnow-d2d >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Ste...@li... >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> > > > > ------------------------------------------------------------------------------ > Keep Your Developer Skills Current with LearnDevNow! > The most comprehensive online learning library for Microsoft developers > is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, > Metro Style Apps, more. Free future releases when you subscribe now! > http://p.sf.net/sfu/learndevnow-d2d > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > |
|
From: Jan K. <ja...@ko...> - 2012-02-07 23:22:00
|
Hi, Just a note: Google recently opensourced Google Sky Map. It is written in Java. http://code.google.com/p/stardroid/ Regards, Jan Kotek On Tuesday 07 February 2012 14:28:18 Brady Brenot wrote: > So, I'm working on getting Stellarium running in Android; from the looks of > the mailing list, I'm not completely alone in the endeavour (are you still > working on it, Cao Fei?). I've got it to the point where it gets into the > splashscreen, then crashes. I'm going to debug the thing tonight and figure > out why that's happening. > > In any case, the branch is at > *lp:~brady.brenot/stellarium/android-port<https://code.launchpad.net/~brady. > brenot/stellarium/android-port> * if anyone wants to take a look. I've got > some documentation up on the wiki (incomplete and possibly inaccurate, I'll > be updating it tonight as well): > > http://www.stellarium.org/wiki/index.php/Android_port > http://www.stellarium.org/wiki/index.php/Building_for_Android > > I've got several helper scripts to make it smoother, since there seem to be > a lot of extra environment variables and things to pass to cmake to get > cross-compiling working. I haven't tried it on any OS other than Windows, > but it should (probably) work. |
|
From: Brady B. <br...@br...> - 2012-02-09 06:19:46
|
Never mind, I'm hitting the same snag in Q_ASSERT(StelPainter::glContext==QGLContext::currentContext()); On Tue, Feb 7, 2012 at 3:04 PM, Jan Kotek <ja...@ko...> wrote: > Hi, > > Just a note: > Google recently opensourced Google Sky Map. It is written in Java. > > http://code.google.com/p/stardroid/ > > Regards, > Jan Kotek > > > On Tuesday 07 February 2012 14:28:18 Brady Brenot wrote: > > So, I'm working on getting Stellarium running in Android; from the looks > of > > the mailing list, I'm not completely alone in the endeavour (are you > still > > working on it, Cao Fei?). I've got it to the point where it gets into the > > splashscreen, then crashes. I'm going to debug the thing tonight and > figure > > out why that's happening. > > > > In any case, the branch is at > > *lp:~brady.brenot/stellarium/android-port< > https://code.launchpad.net/~brady. > > brenot/stellarium/android-port> * if anyone wants to take a look. I've > got > > some documentation up on the wiki (incomplete and possibly inaccurate, > I'll > > be updating it tonight as well): > > > > http://www.stellarium.org/wiki/index.php/Android_port > > http://www.stellarium.org/wiki/index.php/Building_for_Android > > > > I've got several helper scripts to make it smoother, since there seem to > be > > a lot of extra environment variables and things to pass to cmake to get > > cross-compiling working. I haven't tried it on any OS other than Windows, > > but it should (probably) work. > > > ------------------------------------------------------------------------------ > Keep Your Developer Skills Current with LearnDevNow! > The most comprehensive online learning library for Microsoft developers > is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, > Metro Style Apps, more. Free future releases when you subscribe now! > http://p.sf.net/sfu/learndevnow-d2d > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > |
|
From: Cao F. <fca...@gm...> - 2012-02-09 08:08:34
|
Yes, me too. I just commented out that line.... On Thu, Feb 9, 2012 at 2:19 PM, Brady Brenot <br...@br...> wrote: > Never mind, I'm hitting the same snag in > > Q_ASSERT(StelPainter::glContext==QGLContext::currentContext()); > > > On Tue, Feb 7, 2012 at 3:04 PM, Jan Kotek <ja...@ko...> wrote: > >> Hi, >> >> Just a note: >> Google recently opensourced Google Sky Map. It is written in Java. >> >> http://code.google.com/p/stardroid/ >> >> Regards, >> Jan Kotek >> >> >> On Tuesday 07 February 2012 14:28:18 Brady Brenot wrote: >> > So, I'm working on getting Stellarium running in Android; from the >> looks of >> > the mailing list, I'm not completely alone in the endeavour (are you >> still >> > working on it, Cao Fei?). I've got it to the point where it gets into >> the >> > splashscreen, then crashes. I'm going to debug the thing tonight and >> figure >> > out why that's happening. >> > >> > In any case, the branch is at >> > *lp:~brady.brenot/stellarium/android-port< >> https://code.launchpad.net/~brady. >> > brenot/stellarium/android-port> * if anyone wants to take a look. I've >> got >> > some documentation up on the wiki (incomplete and possibly inaccurate, >> I'll >> > be updating it tonight as well): >> > >> > http://www.stellarium.org/wiki/index.php/Android_port >> > http://www.stellarium.org/wiki/index.php/Building_for_Android >> > >> > I've got several helper scripts to make it smoother, since there seem >> to be >> > a lot of extra environment variables and things to pass to cmake to get >> > cross-compiling working. I haven't tried it on any OS other than >> Windows, >> > but it should (probably) work. >> >> >> ------------------------------------------------------------------------------ >> Keep Your Developer Skills Current with LearnDevNow! >> The most comprehensive online learning library for Microsoft developers >> is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, >> Metro Style Apps, more. Free future releases when you subscribe now! >> http://p.sf.net/sfu/learndevnow-d2d >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Ste...@li... >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> > > > > ------------------------------------------------------------------------------ > Virtualization & Cloud Management Using Capacity Planning > Cloud computing makes use of virtualization - but cloud computing > also focuses on allowing computing to be delivered as a service. > http://www.accelacomm.com/jaw/sfnl/114/51521223/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > |
|
From: Brady B. <br...@br...> - 2012-02-09 17:42:39
|
I've tracked that one down. Somehow, the current GL Context is changed by loadingBar.draw(); Called in StellApp.cpp:247 After the context is changed, it refuses to change back, and we eventually hit that assert. Commenting the draw() call out gets me all the way to the point where it asserts over the lack of a GUI plugin, which is odd since it's definitely linked in the final .so ... On Feb 9, 2012 12:08 AM, "Cao Fei" <fca...@gm...> wrote: > Yes, me too. I just commented out that line.... > > On Thu, Feb 9, 2012 at 2:19 PM, Brady Brenot <br...@br...> wrote: > >> Never mind, I'm hitting the same snag in >> >> Q_ASSERT(StelPainter::glContext==QGLContext::currentContext()); >> >> >> On Tue, Feb 7, 2012 at 3:04 PM, Jan Kotek <ja...@ko...> wrote: >> >>> Hi, >>> >>> Just a note: >>> Google recently opensourced Google Sky Map. It is written in Java. >>> >>> http://code.google.com/p/stardroid/ >>> >>> Regards, >>> Jan Kotek >>> >>> >>> On Tuesday 07 February 2012 14:28:18 Brady Brenot wrote: >>> > So, I'm working on getting Stellarium running in Android; from the >>> looks of >>> > the mailing list, I'm not completely alone in the endeavour (are you >>> still >>> > working on it, Cao Fei?). I've got it to the point where it gets into >>> the >>> > splashscreen, then crashes. I'm going to debug the thing tonight and >>> figure >>> > out why that's happening. >>> > >>> > In any case, the branch is at >>> > *lp:~brady.brenot/stellarium/android-port< >>> https://code.launchpad.net/~brady. >>> > brenot/stellarium/android-port> * if anyone wants to take a look. >>> I've got >>> > some documentation up on the wiki (incomplete and possibly inaccurate, >>> I'll >>> > be updating it tonight as well): >>> > >>> > http://www.stellarium.org/wiki/index.php/Android_port >>> > http://www.stellarium.org/wiki/index.php/Building_for_Android >>> > >>> > I've got several helper scripts to make it smoother, since there seem >>> to be >>> > a lot of extra environment variables and things to pass to cmake to get >>> > cross-compiling working. I haven't tried it on any OS other than >>> Windows, >>> > but it should (probably) work. >>> >>> >>> ------------------------------------------------------------------------------ >>> Keep Your Developer Skills Current with LearnDevNow! >>> The most comprehensive online learning library for Microsoft developers >>> is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, >>> Metro Style Apps, more. Free future releases when you subscribe now! >>> http://p.sf.net/sfu/learndevnow-d2d >>> _______________________________________________ >>> Stellarium-pubdevel mailing list >>> Ste...@li... >>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>> >> >> >> >> ------------------------------------------------------------------------------ >> Virtualization & Cloud Management Using Capacity Planning >> Cloud computing makes use of virtualization - but cloud computing >> also focuses on allowing computing to be delivered as a service. >> http://www.accelacomm.com/jaw/sfnl/114/51521223/ >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Ste...@li... >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> >> > > > ------------------------------------------------------------------------------ > Virtualization & Cloud Management Using Capacity Planning > Cloud computing makes use of virtualization - but cloud computing > also focuses on allowing computing to be delivered as a service. > http://www.accelacomm.com/jaw/sfnl/114/51521223/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > |
|
From: Brady B. <br...@br...> - 2012-02-10 03:43:14
|
Fixed that by adding -DQT_PLUGIN in addition to -DQT_STATICPLUGIN for the GUI plugin. It runs. Not well; it's slow (10-18 FPS), the fonts gradually corrupt themselves, and the stars don't seem to render. It does eventually hit the context assert again after something else changes the context. I'm still looking into why that's happening. On Thu, Feb 9, 2012 at 9:42 AM, Brady Brenot <br...@br...> wrote: > I've tracked that one down. Somehow, the current GL Context is changed by > > loadingBar.draw(); > > Called in StellApp.cpp:247 > > After the context is changed, it refuses to change back, and we eventually > hit that assert. > > Commenting the draw() call out gets me all the way to the point where it > asserts over the lack of a GUI plugin, which is odd since it's definitely > linked in the final .so ... > On Feb 9, 2012 12:08 AM, "Cao Fei" <fca...@gm...> wrote: > >> Yes, me too. I just commented out that line.... >> >> On Thu, Feb 9, 2012 at 2:19 PM, Brady Brenot <br...@br...> wrote: >> >>> Never mind, I'm hitting the same snag in >>> >>> Q_ASSERT(StelPainter::glContext==QGLContext::currentContext()); >>> >>> >>> On Tue, Feb 7, 2012 at 3:04 PM, Jan Kotek <ja...@ko...> wrote: >>> >>>> Hi, >>>> >>>> Just a note: >>>> Google recently opensourced Google Sky Map. It is written in Java. >>>> >>>> http://code.google.com/p/stardroid/ >>>> >>>> Regards, >>>> Jan Kotek >>>> >>>> >>>> On Tuesday 07 February 2012 14:28:18 Brady Brenot wrote: >>>> > So, I'm working on getting Stellarium running in Android; from the >>>> looks of >>>> > the mailing list, I'm not completely alone in the endeavour (are you >>>> still >>>> > working on it, Cao Fei?). I've got it to the point where it gets into >>>> the >>>> > splashscreen, then crashes. I'm going to debug the thing tonight and >>>> figure >>>> > out why that's happening. >>>> > >>>> > In any case, the branch is at >>>> > *lp:~brady.brenot/stellarium/android-port< >>>> https://code.launchpad.net/~brady. >>>> > brenot/stellarium/android-port> * if anyone wants to take a look. >>>> I've got >>>> > some documentation up on the wiki (incomplete and possibly >>>> inaccurate, I'll >>>> > be updating it tonight as well): >>>> > >>>> > http://www.stellarium.org/wiki/index.php/Android_port >>>> > http://www.stellarium.org/wiki/index.php/Building_for_Android >>>> > >>>> > I've got several helper scripts to make it smoother, since there seem >>>> to be >>>> > a lot of extra environment variables and things to pass to cmake to >>>> get >>>> > cross-compiling working. I haven't tried it on any OS other than >>>> Windows, >>>> > but it should (probably) work. >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Keep Your Developer Skills Current with LearnDevNow! >>>> The most comprehensive online learning library for Microsoft developers >>>> is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, >>>> Metro Style Apps, more. Free future releases when you subscribe now! >>>> http://p.sf.net/sfu/learndevnow-d2d >>>> _______________________________________________ >>>> Stellarium-pubdevel mailing list >>>> Ste...@li... >>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>>> >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Virtualization & Cloud Management Using Capacity Planning >>> Cloud computing makes use of virtualization - but cloud computing >>> also focuses on allowing computing to be delivered as a service. >>> http://www.accelacomm.com/jaw/sfnl/114/51521223/ >>> _______________________________________________ >>> Stellarium-pubdevel mailing list >>> Ste...@li... >>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>> >>> >> >> >> ------------------------------------------------------------------------------ >> Virtualization & Cloud Management Using Capacity Planning >> Cloud computing makes use of virtualization - but cloud computing >> also focuses on allowing computing to be delivered as a service. >> http://www.accelacomm.com/jaw/sfnl/114/51521223/ >> _______________________________________________ >> Stellarium-pubdevel mailing list >> Ste...@li... >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >> >> |
|
From: Brady B. <br...@br...> - 2012-02-11 22:10:10
|
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) - some of the static plugins don't support OpenGL ES 2, so I have them disabled - a necessitas bug <https://sourceforge.net/p/necessitas/tickets/120/>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. When/how should this stuff be pushed upstream? I still have a number of shell scripts handling things, and I don't know how much of that can or should be moved into cmake. On Thu, Feb 9, 2012 at 7:43 PM, Brady Brenot <br...@br...> wrote: > Fixed that by adding -DQT_PLUGIN in addition to -DQT_STATICPLUGIN for the > GUI plugin. > > It runs. Not well; it's slow (10-18 FPS), the fonts gradually corrupt > themselves, and the stars don't seem to render. It does eventually hit the > context assert again after something else changes the context. I'm still > looking into why that's happening. > > > On Thu, Feb 9, 2012 at 9:42 AM, Brady Brenot <br...@br...> wrote: > >> I've tracked that one down. Somehow, the current GL Context is changed by >> >> loadingBar.draw(); >> >> Called in StellApp.cpp:247 >> >> After the context is changed, it refuses to change back, and we >> eventually hit that assert. >> >> Commenting the draw() call out gets me all the way to the point where it >> asserts over the lack of a GUI plugin, which is odd since it's definitely >> linked in the final .so ... >> On Feb 9, 2012 12:08 AM, "Cao Fei" <fca...@gm...> wrote: >> >>> Yes, me too. I just commented out that line.... >>> >>> On Thu, Feb 9, 2012 at 2:19 PM, Brady Brenot <br...@br...> wrote: >>> >>>> Never mind, I'm hitting the same snag in >>>> >>>> Q_ASSERT(StelPainter::glContext==QGLContext::currentContext()); >>>> >>>> >>>> On Tue, Feb 7, 2012 at 3:04 PM, Jan Kotek <ja...@ko...> wrote: >>>> >>>>> Hi, >>>>> >>>>> Just a note: >>>>> Google recently opensourced Google Sky Map. It is written in Java. >>>>> >>>>> http://code.google.com/p/stardroid/ >>>>> >>>>> Regards, >>>>> Jan Kotek >>>>> >>>>> >>>>> On Tuesday 07 February 2012 14:28:18 Brady Brenot wrote: >>>>> > So, I'm working on getting Stellarium running in Android; from the >>>>> looks of >>>>> > the mailing list, I'm not completely alone in the endeavour (are you >>>>> still >>>>> > working on it, Cao Fei?). I've got it to the point where it gets >>>>> into the >>>>> > splashscreen, then crashes. I'm going to debug the thing tonight and >>>>> figure >>>>> > out why that's happening. >>>>> > >>>>> > In any case, the branch is at >>>>> > *lp:~brady.brenot/stellarium/android-port< >>>>> https://code.launchpad.net/~brady. >>>>> > brenot/stellarium/android-port> * if anyone wants to take a look. >>>>> I've got >>>>> > some documentation up on the wiki (incomplete and possibly >>>>> inaccurate, I'll >>>>> > be updating it tonight as well): >>>>> > >>>>> > http://www.stellarium.org/wiki/index.php/Android_port >>>>> > http://www.stellarium.org/wiki/index.php/Building_for_Android >>>>> > >>>>> > I've got several helper scripts to make it smoother, since there >>>>> seem to be >>>>> > a lot of extra environment variables and things to pass to cmake to >>>>> get >>>>> > cross-compiling working. I haven't tried it on any OS other than >>>>> Windows, >>>>> > but it should (probably) work. >>>>> >>>>> >>>>> ------------------------------------------------------------------------------ >>>>> Keep Your Developer Skills Current with LearnDevNow! >>>>> The most comprehensive online learning library for Microsoft developers >>>>> is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, >>>>> MVC3, >>>>> Metro Style Apps, more. Free future releases when you subscribe now! >>>>> http://p.sf.net/sfu/learndevnow-d2d >>>>> _______________________________________________ >>>>> Stellarium-pubdevel mailing list >>>>> Ste...@li... >>>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>>>> >>>> >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Virtualization & Cloud Management Using Capacity Planning >>>> Cloud computing makes use of virtualization - but cloud computing >>>> also focuses on allowing computing to be delivered as a service. >>>> http://www.accelacomm.com/jaw/sfnl/114/51521223/ >>>> _______________________________________________ >>>> Stellarium-pubdevel mailing list >>>> Ste...@li... >>>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>>> >>>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Virtualization & Cloud Management Using Capacity Planning >>> Cloud computing makes use of virtualization - but cloud computing >>> also focuses on allowing computing to be delivered as a service. >>> http://www.accelacomm.com/jaw/sfnl/114/51521223/ >>> _______________________________________________ >>> Stellarium-pubdevel mailing list >>> Ste...@li... >>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel >>> >>> > |
|
From: Bogdan M. <dag...@gm...> - 2012-02-12 13:37:24
|
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? > - 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 > When/how should this stuff be pushed upstream? When it's stable? :) After we release 0.11.2, probably. As for pushing, you will have to just make a Launchpad merge request for your branch: https://help.launchpad.net/Code/Review > I still have a number of > shell scripts handling things, and I don't know how much of that can or > should be moved into cmake. I think that CMake can call shell scripts. But yes, moving as much of that stuff as possible into CMake files will be necessary. Regards, Bogdan Marinov |
|
From: Brady B. <br...@br...> - 2012-02-12 20:47:27
|
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. |
|
From: Brady B. <br...@br...> - 2012-02-22 07:52:59
|
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. > |
|
From: Brady B. <br...@br...> - 2012-02-29 06:33:30
|
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 <br...@br...> 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 <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. >> > > |