Re: [SailfishDevel] Error starting build Engine

2019-08-05 Thread Iosif Hamlatzis
How did you manage to install the SDK?

Under Win10 during installation I get the following error: SSH timeout.

If I press retry I continuously get the same error. If I press ignore I get
the same error for all targets. At some time the installation succeeds, but
cannot start the build engine

On Mon, 5 Aug 2019, 14:22 deloptes,  wrote:

> Thomas Tanghus wrote:
>
> > Regarding "Another instance for VM "Sailfish OS Emulator 3.1.0.12"
> already
> > exists":
> >
> > I had to install/remove several times to get it in a semi-working state.
> > One of those times I manually removed the ~/SailfishOS and
> > ~/.config/SailfishOS- SDK and ~/.config/VirtualBox directories, but
> > apparently that wasn't enough..?
> >
> > Any idea on how to get this thing movin' will be much appreciated.
>
> In .config/VirtualBox/VirtualBox.xml - do you have under MachineRegistry
> entry with "Sailfish OS Emulator 3.1.0.12"?
>
> Does the directory exist?
>
> Perhaps it is better to use the SDKMaintenanceTool and try to repare or
> manually fix entry/directory in the MachineRegistry.
>
> I had similar but not same issue lately.
>
> regards
>
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[SailfishDevel] ssh timeout during installation

2019-08-04 Thread Iosif Hamlatzis
Just downloaded the SDK (SailfishSDK-2.2.4-windows-offline.exe) for Windows
and trying to install it on a Win10 machine.

I get ssh timeout errors both during installation and after. I don't know
if it's because I'm installing on an another drive (not the default c:) or
because I have the latest VirtualBox version, but I had no such problem
with the previous installation

Googled and haven't found any solution.

Any idea?


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Re: [SailfishDevel] Secure storage for login data

2019-06-12 Thread Iosif Hamlatzis
I know of an open source library based in Qt that I've used on other OS,
don't know if it's compatible with SailfishOS or can easily be converted

You can try QtKeychain from
https://github.com/frankosterfeld/qtkeychain/wiki

On Wed, 12 Jun 2019 at 20:19 Dylan Van Assche via Devel <
devel@lists.sailfishos.org> wrote:

> Hi,
>
> Is there already a ready-to-use solution for storing login data (API keys)
> for apps? Ks Sailfish Secrets the way to go here?
> If not, any suggestions? I just don't want to save sensitive data like API
> keys in plain text.
>
> Kind regards,
> Dylan
>
>
> Sent from ProtonMail mobile
>
>
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Re: [SailfishDevel] IAP api

2017-03-28 Thread Iosif Hamlatzis
The code from github (https://github.com/lanurmi/sailfish-minimal-sdl )
says it doesn't use OpenGL and also it uses SDL_CreateRenderer

Does it work in both modes (landscape and portrait)? What if you want to
use OpenGL and do your own rendering, what then regarding both modes?

Under Android the landscape/portrait mode is derived from the manifest
file. Under iOS there is a similar technology were you set the properties
of the window and also you can pass hint to SDL2 (according to
documentation only available for iOS). Similarly you can set the window
rotation for other (now dead) OSs like webOS, BlackBerry (both BB10 and
PlayBook)

What about the SailfishOS?


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Re: [SailfishDevel] IAP api

2017-03-28 Thread Iosif Hamlatzis
thnx

waiting for the latest version of the OS & SDK to come to the rest of us
and not just for early adopters and I will try my code again


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Re: [SailfishDevel] IAP api

2017-03-28 Thread Iosif Hamlatzis
Only in theory you can use SDL2 because there is a bug and they haven't
fixed it. The bug I mention is that you cannot have landscape mode and if
you create a game/app in portrait mode but you render the scene 90 degrees
so that it looks like it's landscape then they will not accept it in the
market.

I've tried sending them several games, all rejected for this reason. I have
informed them of the landscape bug and it was they who suggested the
rotated rendering. I modified my code and submitted my games but again they
rejected the games.

Also using the SDL2 library it consumes more power when in background than
using QML so it was another reason they rejected the games.

Last I think there is difference between the Jolla and Jolla C device. For
some reason rendering on the simulator for either device works using
SDL2/SDL2_image, but on the actual device this combination works on Jolla
but under Jolla C I was told it doesn't render anything just displays black
background.

As I don't have access to Jolla C device I cannot test/debug on the actual
device to find the bug
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Re: [SailfishDevel] Connection error

2016-12-01 Thread Iosif Hamlatzis
Thnx

Just installed previous SDK, tested that everything is ok and updated
instead of clean install. Now everything works ok
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[SailfishDevel] Connection error

2016-12-01 Thread Iosif Hamlatzis
After clean install of SDK 1611 (2.0.5) on a Win10 machine I cannot deploy
to the emulator. I always get the same error message:

Could not connect to the "SailfishOS Emulator" virtual machine. Do you want
to try again?
Connection error: 1 Connection refused


??? and now what?
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Re: [SailfishDevel] problem with libpng

2016-11-08 Thread Iosif Hamlatzis
Good morning Coley and fellow developers

thank you for the feedback. In this version I had removed all problematic
chunks from images. That means there is a difference between the first
Jolla device and JollaC device. Also since I see no problem on the emulator
it's my belief that Jolla should provide 3 emulator images one for each
device (Jolla, JollaC and tablet)

On Wednesday, 9 November 2016, Coley <coley.cur...@gmail.com> wrote:

> Tried on Jolla C, black screen unfortunately. Game is running as you can
> hear sounds when you touch screen.
> -Coley.
>
> On 8 Nov 2016 10:17, "Iosif Hamlatzis" <i.hamlat...@gmail.com
> <javascript:_e(%7B%7D,'cvml','i.hamlat...@gmail.com');>> wrote:
>
>> https://www.dropbox.com/s/y90m4bfgzafnge6/harbour-vintagerou
>> lette-1.0.1-2.armv7hl.rpm?dl=0
>>
>> https://www.dropbox.com/s/ln3jmm0jbtgz9sf/harbour-vintagerou
>> lette-1.0.1-2.i486.rpm?dl=0
>>
>> As I hate to resubmit to market and have my game rejected for the same
>> reasons, can anyone with JollaC device and/or tablet try and tell me if the
>> game plays on their device? or if they just see a blank (or black) screen?
>>
>> I really appreciate it.
>>
>> thnx in advance
>>
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Re: [SailfishDevel] problem with libpng

2016-11-08 Thread Iosif Hamlatzis
https://www.dropbox.com/s/y90m4bfgzafnge6/harbour-vintageroulette-1.0.1-2.armv7hl.rpm?dl=0

https://www.dropbox.com/s/ln3jmm0jbtgz9sf/harbour-vintageroulette-1.0.1-2.i486.rpm?dl=0

As I hate to resubmit to market and have my game rejected for the same
reasons, can anyone with JollaC device and/or tablet try and tell me if the
game plays on their device? or if they just see a blank (or black) screen?

I really appreciate it.

thnx in advance
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Re: [SailfishDevel] problem with libpng

2016-11-07 Thread Iosif Hamlatzis
Thnx all

For rendering I am using OpenGL ES through SDL2 library. My game is pure
c++ no Qt or whatever.

I have created a common framework (graphics & logic) for gambling games.
Since SDL2 library currently has a bug and doesn't support landscape under
Jolla have decided to create a roulette, in portrait.

For the roulette game which is simple (only 37 numbers) I could simplify my
RNG, but have to think what to do with slot games (eg 5 reels with 12
symbols per reel out of 13 different symbols, which is common) and bingo
selecting 5-8 numbers out of 40 and at the same time maintaining game's
"payback" percentage. Have to think about refactoring the code.

Thnx!

On Monday, 7 November 2016, Slava Monich  wrote:

> Regarding power consumption.
>
> I doubt that you need to run you RNG or whatever when the screen is locked
> and the display is switched off. That's one direction in which you can
> optimize your code, i.e. pause the game when the screen is locked and the
> display is off and resume it when the display is turned on.
>
> Another thing is that JollaC has significantly more pixels than Jolla1
> (and tablet has even more). If you are doing some sort of pixel graphics,
> that may have quite an impact on performance. In that case you may consider
> switching to scene graph based rendering (http://doc.qt.io/qt-5/
> qtquick-visualcanvas-scenegraph.html) which can use whatever hardware
> acceleration is available on the device (if you do it right).
>
> Cheers,
> -Slava
>
>
> I can disregard it as long as they don't reject my game. But it's one of
> the reasons they rejected my game.
>
> It seams the new libpng regards this as error and not warning because
> according to what they say, under JollaC device nothing is rendered on the
> screen. So I presume the installed libpng on their JollaC device stops
> loading my pngs
>
> I don't have access to a JollaC device so is there an emulator image
> 2.0.1.14 for for the JollaC device I can use to test my game?
>
> The other reason for rejecting my game is too much power consumption on
> their device. On my device I don't see that much. But I am not sure if I am
> going to do something about it because I need my game to run even when in
> the background. I have created a gambling game and I need my RNG
> (Random Number Generator) to run even on the background, because when I
> tested with pausing the game when going to background it got a
> bit predictably.
>
>
>

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Re: [SailfishDevel] problem with libpng

2016-11-07 Thread Iosif Hamlatzis
I can disregard it as long as they don't reject my game. But it's one of
the reasons they rejected my game.

It seams the new libpng regards this as error and not warning because
according to what they say, under JollaC device nothing is rendered on the
screen. So I presume the installed libpng on their JollaC device stops
loading my pngs

I don't have access to a JollaC device so is there an emulator image
2.0.1.14 for for the JollaC device I can use to test my game?

The other reason for rejecting my game is too much power consumption on
their device. On my device I don't see that much. But I am not sure if I am
going to do something about it because I need my game to run even when in
the background. I have created a gambling game and I need my RNG
(Random Number Generator) to run even on the background, because when I
tested with pausing the game when going to background it got a
bit predictably.
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[SailfishDevel] problem with libpng

2016-11-07 Thread Iosif Hamlatzis
>From the harbour market they send me a new explanation for rejecting the
game. This time due to warning:

"This is the warning message in logs about the issue: Sailfish
lipstick[1201]: libpng warning: iCCP: known incorrect sRGB profile"

In my QtCreator I don't get any such message when validating the .rpm
files.

They told me they use JollaC device with 2.0.4.14 image. So is there an
emulator image I can download of this device so that I can test my game on
this device also? Because on my emulator and on my actual (original) Jolla
device the game runs perfectly.

Also, when Googling the above warning I get that this is from libpng 1.6
and some people say a quick solution is to use software to remove the
problematic "chunk". Any ideas on the matter?
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[SailfishDevel] "dummy" landscape mode accepted yet?

2016-11-05 Thread Iosif Hamlatzis
Does anyone know if there is a change of policy in the market to accept
games that are rendered in landscape mode without actually rotating the
device?

Since they haven't fixed the SDL2 library I am doing the rotation but so
far they have rejected my two games. Should I wait (maybe for ever)?
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Re: [SailfishDevel] Debugging on emulator and/or device

2016-11-03 Thread Iosif Hamlatzis
Yes you're right, the project is make based

On Thursday, 3 November 2016, Martin Kampas  wrote:

> Hi Iosif,
>
> > in my makefile I have defined DEBUG & _DEBUG and I don't use for the
> debug version the linker flag -s (for stripping)
>
> This sounds like your project is not using Qmake - if this is true than I
> am not sure I can help you.
>
> > Does anyone know if there is a setting in the QtCreator IDE or any other
> way so that I am not transferred into assembly but on the actual .cpp file
> so I can check the code?
>
> For Qmake based projects debugging on Sailfish devices works out of box
> including navigation to source code. Just switch to debug build
> configuration in Projects mode, rebuild, and you can start debugging.
> Debugger will transfer you to your source code for sure. Does this work for
> you with basic application created with the "Sailfish OS Qt Quick
> Application" wizard?
>
> BR,
> Martin
>
>

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[SailfishDevel] Debugging on emulator and/or device

2016-11-02 Thread Iosif Hamlatzis
At last I've managed to make the IDE work for debugging both on the
emulator and on my device. All my breakpoints work BUT (there is always a
but) when it stops on a breakpoint it takes me to assembly and not my
actual code.

It's plain c++ code, no QML, in my makefile I have defined DEBUG & _DEBUG
and I don't use for the debug version the linker flag -s (for stripping).
Also again for debug version I have all warnings enabled and NO
optimizations

Does anyone know if there is a setting in the QtCreator IDE or any other
way so that I am not transferred into assembly but on the actual .cpp file
so I can check the code?

thnx
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Re: [SailfishDevel] SDK version 1609 (2.0.4) is released to Early Access

2016-10-06 Thread Iosif Hamlatzis
Does it require virtualbox? I am having Blue Screen of Death under Win10
with the anniversary update

On Thursday, 6 October 2016, Jarkko Lehtoranta 
wrote:

> Hello,
>
> Today (Oct 6th) at 17:00 UTC we have published new installers and
> repositories of the Sailfish OS SDK. This SDK release is called 1609 and it
> matches Jolla Release 2.0.4.
>
> From now on the SDK releases will be in sync with the early access
> releases of Sailfish OS. It means, that developers can now choose between
> the SDK update intervals. By switching to the Early Access SDK developers
> will get SDK updates in sync with the Sailfish OS early access releases.
> Otherwise, as before, they will get the SDK updates in sync with the
> official public Sailfish OS releases.
>
> Please, read the following notes about the Early Access SDK:
> - By using the Early Access SDK developers can test their Sailfish OS apps
> approximately a week before the Sailfish OS release is made public
> - During the early access time the Early Access SDK should not be used for
> submitting apps to the Jolla Harbour
> - The installers for this release of the SDK are available at
> http://sailfishos.org/wiki/Application_SDK_Early_Access#
> Latest_Early_Access_SDK_Release
> - Instructions for adding the early access repository into the SDK can be
> found from http://sailfishos.org/wiki/Application_SDK_Early_Access#
> Receiving_Early_Access_SDK_Updates_Automatically
>
> If you add the early access repository into your SDK and have an older
> beta release of the SDK, you should see an update notification in the
> Sailfish OS IDE. Otherwise, you will see an update notification in the
> Sailfish OS IDE, when the Jolla Release 2.0.4 is publicly available to all
> users.
>
> SDK content matches Jolla Release 2.0.4.13 (Fiskarsinjoki). Please see
> below for detailed information of the changes.
>
> A couple of things you should be aware of:
> - As before, in this update the build engine, emulator and targets are
> reinstalled so you will lose all changes you may have made in those -
> However, if your application packaging is done correctly, rebuilding your
> projects should reinstall the packages you have been using.
> - Any customization done to SDK (adding new package repositories, adding
> custom targets, additional source paths) will be removed during the
> installation process so make your own backup of those before starting the
> update.
> - If you import existing projects made with a previous version of the
> Sailfish OS SDK, make sure to select the correct kit in the project
> configuration step. Both ARM and i486 kits are available.
> - Package repository contents have been updated and consequently using a
> previous SDK version with these package repositories is not supported.
> - For more information, please see the SDK Beta-Qt5 known issues list.
>
>
> Release Content
>
> SDK IDE (Qt Creator)
> - Qt Creator updated to version 4.0.1
> - Official Turing Phone support
> - Updates to Emulator mode switching
> - Refreshed API documentation available in the Help mode (Ctrl+7) in Qt
> Creator to Jolla release 2.0.4.13 level
> SDK Build engine
> - Build targets refreshed to Jolla release 2.0.4.13 level
> - Harbour RPM validator updated
> Emulator
> - Emulator packages refreshed to Jolla release 2.0.4.13 level
> - Fixes to matching Emulator UI assets with the corresponding device UI
> assets
>
> If you have any questions, feel free to either send an email to this
> mailing list: devel at lists.sailfishos.org, write it up in
> http://together.jolla.com and tag your issue with 'sdk' or send an e-mail
> to developer-care at jolla.com.
>
> Happy hacking,
> Jolla SDK Team
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Re: [SailfishDevel] [Minutes] SailfishOS community meeting 17.12 + planning for next one 7.1.2016

2015-12-18 Thread Iosif Hamlatzis
Since I have an interest in the SDL library, after reading everything from
the links below I gother nothing has and will be happening.

So I will not be porting my games from BB10 & iOS (
http://7cecdab4.blogspot.gr/) to SailfishOS any time soon



:-(



On 17 December 2015 at 19:32, Carol Chen 
wrote:

> Hi,
>
> Thanks to everyone who attended today's meeting! We had a long but
> exciting meeting filled with great discussions and positive news. If you
> missed it, or if you want to relive it, here are the minutes/logs:
>
> Minutes:
> http://merproject.org/meetings/mer-meeting/2015/mer-meeting.2015-12-17-14.30.html
> Minutes (text):
> http://merproject.org/meetings/mer-meeting/2015/mer-meeting.2015-12-17-14.30.txt
> Log:
> http://merproject.org/meetings/mer-meeting/2015/mer-meeting.2015-12-17-14.30.log.html
>
> With the approaching holidays, the next meeting will be after the new
> year, on 2016-1-7 @ 14:30 UTC. Meeting Chair for the first meeting of the
> year will be Steph Gosling (stephg). Please propose discussion topics at:
> https://together.jolla.com/question/54157/sailfishos-open-source-collaboration-meeting-planning/
>
> If you propose a topic, it is expected that you show up and present it, or
> have a substitute participate in the meeting. It is important that you're
> present at the meeting to guide the discussions in the direction you want,
> so we do not spend time guessing what kind of info/answers you may be
> looking for.
>
> NOTE: Propose your topic by Tuesday 5.1.2016. Any topics added after that
> will be considered for the following meeting. Steph will send out meeting
> invite with confirmed agenda before the meeting.
>
> Happy Holidays to all, sing some Christmas Carols!
>   Carol
>
> --
> cybette @ Freenode IRC
>
>
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Re: [SailfishDevel] Sailfish 2.0 libcommhistory

2015-11-06 Thread Iosif Hamlatzis
What about a fix for the SDL2 library regarding horizontal/vertical
orientation?

On 6 November 2015 at 13:21, Andrey Kozhevnikov 
wrote:

> what about ssu re mersdk and targets and zypper up them? :)
>
> -- Исходное сообщение --
> От: "Jussi Pakkanen" 
> Кому: devel@lists.sailfishos.org
> Отправлено: 06.11.2015 16:19:11
> Тема: Re: [SailfishDevel] Sailfish 2.0 libcommhistory
>
>
> On 05.11.2015 09:37, Alexander Maliyev wrote:
>>
>> though.  After some digging I found out that there are different
>>> versions of libcommhistory-qt5 installed phone has 1.9.7.1 and sdk uses
>>> 1.8.6. Any suggestions on where to get newer library for sdk?
>>>
>>
>> This will be part of the next SDK release. Unfortunately we don't yet
>> have a firm release date (we are still working through some kinks) but we
>> hope to have it released soon.
>>
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Re: [SailfishDevel] (no subject)

2015-03-18 Thread Iosif Hamlatzis
Regarding the orientation it's not something I can patch and submit, it's a
thing for Jolla since it has to do with the video driver.

Looking at the code of SDL2, I would say the hint for the orientation is
iOS specific:
From the SDL_hints.h

/**
 *  \brief  A variable controlling which orientations are allowed on iOS.
 *
 *  In some circumstances it is necessary to be able to explicitly control
 *  which UI orientations are allowed.
 *
 *  This variable is a space delimited list of the following values:
 *LandscapeLeft, LandscapeRight, Portrait PortraitUpsideDown
 */
#define SDL_HINT_ORIENTATIONS SDL_IOS_ORIENTATIONS



And besides, if the system doesn't understand that I have rotated the
device I cannot do much in my game to modify the behaviour of the go to
background or close swipe.

From previous emails I and others were given as a solution to the rotation
problem that we should do the math in our rendering functions as well as
the rotation and transformation for the touch events. So I did and my games
work perfectly on my device.

I was happy to learn that problems they had in their system regarding the
SDL2 library were fixed and now they could accept games in the market
(previously my games were rejected because they didn't accept the SDL2
library) and now I get my games again rejected not because of my fault, but
because they cannot handle the rotation, even if I am using a solution they
provided.

I believe most games would be in landscape mode and not portrait, at least
mine are. So I would wait either for a solution from them or if they start
accepting games with different swipe gestures for go to background and
close.

And hopefully in the tablet version the default would be landscape mode.
I'll port the rest of the games to SailfishOS and have them ready for when
and if the problem has been fixed.
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Re: [SailfishDevel] Upcoming behavioural change with how graphics resources are handled.

2014-10-02 Thread Iosif Hamlatzis
Reading all these and previous similar changes I was wondering why other
mobile platforms don't have this issue? If I'm not mistaken in no other
mobile platform the developer has to take into account if his/her
application goes into the background.
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Re: [SailfishDevel] Debug issue from inside the QtCreator IDE

2014-07-10 Thread Iosif Hamlatzis
Just to clarify things and close the matter there.

In my day job I work for a small family owned company, so I know what it
means to work with limited resources and tight budget.

The only way I see developers (especially independent or hobbies) having
the latest versions is if they don't buy them and download them illegally
from torrents add to the cost the different devices you want to support the
cost hits the ceiling.

Let's see: Win7 home: 90euro, Win8: 90euro, a new PC running either of
these 500euro. BlackBerry Q10: 330euro, Z10: 215euro, Z30: 450euro,
PlayBook: 240euro (a year a go when I bought it 500euro), iPad2: 383euro,
iPhone4: 320euro, Jolla: 350euro

Besides the new PC and the Windows versions which I don't have, it's how
much I've spend and believe me it's not enough for a game to run on the
simulator. Recently I received an email that one of my games didn't run on
the Z10 even though there was no problem with the tablet and the Q10 or
even on the simulator and another situation that there was a problem under
the Z30. I had to go and buy these two. Similarly with iPad mini,
thankfully I borrowed  from a friend.

No the simulator is not enough.

Finally Microsoft has only ended WinXP support for the masses. At work
because we use dedicated hardware we use WinXP embedded and like banks'
ATMs we have support from Microsoft not only for our systems, but also we
have support for our development machines running plain WinXP.


Anyway as I said I am only porting the company's games to various mobile
platforms and not creating dedicated apps/games for each platform, so they
are fully debugged on the PC and I only have to consider differences for
the various platforms. So far I've managed to keep the games source
compatible with the differences of each platform separated inside
#ifdef/#endif blocks.

Thank you and I won't bother you with this again. Have a good day
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[SailfishDevel] Debug issue from inside the QtCreator IDE

2014-07-09 Thread Iosif Hamlatzis
https://www.dropbox.com/s/t6wsbj6sohyq8wd/debug.png



My system is WindowsXP SP3 and I am using the QtCreator IDE to deploy my
game and hopefully debug it.

As you can see from the screenshot (above link) the build and deploy
process succeeds (both for the emulator and the actual device).

The problem is I cannot debug my code from inside the IDE either inside the
emulator or the actual device. When I select to debug the IDE starts
building the game, then it deploys it and then a pop-up dialogue appears
requesting an executable (executable files for Windows are .exe - .com -
.cmd - .vbs - .bat). BUT the build process doesn't produce any executable
file.

Has anyone managed under Windows (any version) to debug on the emulator or
device his/her app from inside the IDE?

Any advice?

thanks


PS
Please don't say move to Linux or Mac OS X, also don't say use command line
utilities from inside the built engine using ssh into the image. Since
SailfishOS SDK comes with utilities for Windows then every utility
(including the provided IDE) should work in full and not partially.
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Re: [SailfishDevel] Debug issue from inside the QtCreator IDE

2014-07-09 Thread Iosif Hamlatzis
Thank you very much for the reply.

I had seen the supported environments but as I cannot afford to buy a new
PC just to run Windows 7 just to be able to develop for SailfishOS a mobile
environment with no market share I just ignored it. There are no words to
express my disappointment though.

In my current setup I easily develop and debug on both emulator and device
for webOS (native c/c++), BadaOS and TizenOS, BlackBerry (both PlayBook and
BB10). I even managed to install on my HP TouchPad tablet running webOS a
second partition and installed CyanogenMod 9 Android which isn't officially
supported but I can debug on the device with no problem.

For now I'll keep debugging on either the emulator or the device using
files, besides I am just porting my games from the pre-mentioned  platforms
so my games are fully debugged and just have to make them compatible with
SailfishOS. Since the store doesn't accept SDL applications and also there
are no paid applications yet I think I have plenty of time to port them.

iosif

http://7cecdab4.blogspot.gr/
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[SailfishDevel] SDL2_mixer mp3 files?

2014-06-23 Thread Iosif Hamlatzis
I've already asked this but haven't had any comments.

After updating to 1.0.7.16 I am having problems loading .mp3 files with
SDL2_mixer

The code fails to load a shared library libsmpeg2-2.0.so.0 and reports
there is no such shared object.

Using the zypper command utility I couldn't find which library to install
in the engine image and which package to include as prerequisite in my
.spec file. I've found a shared library smpeg but not smpeg2 which is
required by SDL2_mixer


PS
:-(
still waiting for SDL2 games to be allowed on the market
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Re: [SailfishDevel] problem with SDK version 5 June 2014

2014-06-13 Thread Iosif Hamlatzis
My SDK installation folder is C:\SailfishOS\ so I went in
the C:\SailfishOS\vmshare\ssh\private_keys\engine folder and used the root
keys to ssh, I'm sorry don't remember which port I used. Then I used
zypper install sdl2-devel and so on to install all my required libraries.

This morning before coming to work I tried something else on a new project.
By default when creating a new project I noticed that the IDE creates two
steps for compiling. The first step calls qmake.cmd and the second calls
make.cmd both from folder C:\Documents and Settings\Miami\Application
Data\SailfishAlpha4\mer-sdk-tools\MerSDK\SailfishOS-armv7hl

These two scripts do exactly the same thing just calling different
executable (ie qmake and make), BUT a crucial difference is that when
calling qmake.cmd it not only understands the prerequisite libraries but
installs them also, which doesn't happen when calling make.cmd.

As I have more serious issues with qmake.cmd (have emailed to the list in
the past that when calling qmake.cmd there is no distinction between errors
and warnings and I cannot double click the warning/error and the IDE jump
to the problematic line) I deleted that step and call only make.cmd which
just reports the missing prerequisite libraries but doesn't install them.

So my solution is: I created a skeleton/dummy project where I define my
libraries and compile it using only qmake.cmd so they are installed on the
system and then I use make.cmd for all other projects
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[SailfishDevel] problem with SDK version 5 June 2014

2014-06-12 Thread Iosif Hamlatzis
I uninstalled previous SDK and did a clean installation of the latest SDK
(SailfishOSSDK-Alpha-1406-Qt5-windows-offline.exe) under Windows XP SP3

Compilation now fails with error:

error: Failed build dependencies:

pkgconfig(sdl2) is needed by harbour-wanted-1.0.1-1.armv7hl

pkgconfig(glesv1_cm) is needed by harbour-wanted-1.0.1-1.armv7hl

pkgconfig(SDL2_image) is needed by harbour-wanted-1.0.1-1.armv7hl

pkgconfig(SDL2_ttf) is needed by harbour-wanted-1.0.1-1.armv7hl

pkgconfig(SDL2_mixer) is needed by harbour-wanted-1.0.1-1.armv7hl

pkgconfig(audioresource) is needed by harbour-wanted-1.0.1-1.armv7hl

pkgconfig(glib-2.0) is needed by harbour-wanted-1.0.1-1.armv7hl

I have used zypper command line utility to install the normal and
development libraries for SDL2, SDL2_image, SDL2_ttf, SDL2_mixer, glib-2.0,
audioresource, glesv1_cm and glesv2 libraries.

My .spec file is:

Name:   harbour-wanted

Summary:A video slot game with bandits

Version:1.0.1

Release:1

Group:  Games

License:Proprietary

URL:http://7cecdab4.blogspot.gr/2014/04/wanted.html

Source: %{name}-%{version}.tar.bz2


BuildRequires: pkgconfig(sdl2)

BuildRequires: pkgconfig(egl)

BuildRequires: pkgconfig(glesv1_cm)

BuildRequires: pkgconfig(glesv2)

BuildRequires: pkgconfig(SDL2_image)

BuildRequires: pkgconfig(SDL2_ttf)

BuildRequires: pkgconfig(SDL2_mixer)

# for playing sound on DEVICE

BuildRequires: pkgconfig(audioresource)

BuildRequires: pkgconfig(glib-2.0)

# for playing sound on DEVICE


%description

A video slot game themed with sheriff and bandits


%prep

%setup -q -n %{name}-%{version}


%build

# Command used to compile the application

make


%install

rm -rf %{buildroot}

# Command used to install files into %{buildroot}

%make_install


%files

%defattr(-,root,root,-)

%{_bindir}/%{name}

%{_datadir}/%{name}

%{_datadir}/applications/%{name}.desktop

%{_datadir}/icons/hicolor/86x86/apps/%{name}.png
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[SailfishDevel] issue with SDL2_mixer and mp3 files

2014-06-11 Thread Iosif Hamlatzis
Out of the blue (but after updating to 1.0.7.16) I am having problems
loading .mp3 files with SDL2_mixer

The code fails to load a shared library libsmpeg2-2.0.so.0 and reports
there is no such shared object.

Using the zypper command utility I couldn't find which library to install
in the engine image and which package to include as prerequisite in my
.spec file. I've found a shared library smpeg but not smpeg2 which is
required by SDL2_mixer

Another thing regarding the SDL2 libraries: have the source/header files
moved folder or maybe the search pat? Because in my code I had:

#include SDL.h
#include SDL_mixer.h
#include SDL_ttf.h
#include SDL_image.h

and now it doesn't compile and had to change into:

#include *SDL2/*SDL.h
#include *SDL2/*SDL_mixer.h
#include *SDL2/*SDL_ttf.h
#include *SDL2/*SDL_image.h

I have the above problem with a new game I'm writing but in order to verify
this I recompiled a game of mine that previously worked perfectly and have
the same issues.

PS
:-(
still waiting for SDL2 games to be allowed on the market
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Re: [SailfishDevel] Follow up on Warnings shown as errors

2014-05-26 Thread Iosif Hamlatzis
I've managed to isolate the problem. If I use the qmake.cmd which is the
default (proposed) command file for build/clean then warnings and errors
have the same icon and cannot double click on the icon so that the IDE can
take me directly to problematic line.

This happens in all cases and all templates.

On the other hand if I choose to use make.cmd for build/clean then
everything works. The errors have different icon from the warnings and I
can switch displaying all or only errors. Also double clicking on the icon
takes me directly on the problematic line.

I am not using any extra options.

What it doesn't work is debugging on the device, I haven't yet managed to
find which executable the IDE wants.



On 26 May 2014 13:18, Juha Kallioinen juha.kallioi...@jolla.com wrote:

  Hi,

 I can't reproduce this in Windows XP either. I installer Win XP Pro SP3
 (32 bit) and the warnings and errors show up just fine and warnings can be
 filtered away.

 Also I don't get the word warning: in front of the warning messages as
 you can see in the picture I included in the previous message.

 Is it possible that something in the project you are compiling is
 producing these messages since they seem to be slightly different from the
 standard messages? Or have you turned on some extra options in Qt Creator
 that aren't on by default?

 What I was trying to say about the compiler was that the Qt Creator that
 is shipped in the installer is compiled with MSVC 2010. It's not a compiler
 that can be used with the SDK. But also it does not
 seem to matter since it works in my Win XP installation.

 One more thing for you to check: if you create some other project, like
 the default template project and add some code lines that produce warnings
 there, do you see the same behavior?

 Best regards,
  Juha

 On 21.05.2014 19:03, Iosif Hamlatzis wrote:

 As I see you're using a different OS, you use Win7 and I'm on WinXP Pro
 with SP3, it's one difference. Also you mention of MSVC2010 for the
 compiler. I am using the one provided with the SDK, that's a second
 difference.


 https://www.dropbox.com/s/t9djgevjufj5ekx/only_errors.PNG
 https://www.dropbox.com/s/prf0b61pzgwgyw3/warnings_errors.PNG

  From the two screen captures you can see that the same icon is used for
 both warnings and errors. In the first screen capture I have selected to
 display only errors, but you can see warnings as well. In the second screen
 capture I have selected to display both warnings and errors. The result is
 exactly the same, everything is shown.

  And in both cases you'll see that no icon is displayed on the line with
 the error. I know the usage of #error is not exactly the same as having an
 actual compile error, but it was the fastest way to reproduce the problem.



 On 21 May 2014 12:25, Juha Kallioinen juha.kallioi...@jolla.com wrote:

  On 21.05.2014 09:04, Iosif Hamlatzis wrote:

 As I haven't gotten a response I am coming back to the issue:

  After updating to the latest SDK on a Windows XP Pro with SP3 all
 warnings and errors have the same icon a red triangle. Pressing the button
 on the QtCreator IDE to display all or only errors doesn't work. Also
 double clicking on an error or warning it doesn't take me to the
 corresponding file/line.


  Sorry, I think I did respond in the most annoying way: works for me. I
 don't know what else can be done since the same Qt Creator source is used
 to build the Windows version. The Windows version is built in Windows 7
 (32bit) with MSVC2010 compiler.

 I also tested it in Windows 7 and I do get separate indication for
 warnings and errors as you can see [1]. Double clicking on an error/warning
 does take me to the corresponding file and line.

 Is anyone else having the same problem as Iosif?

 [1] http://i.imgur.com/MUjDAuM.png




  I have tried this on two different machines both as an upgrade from
 previous SDK version and as a clean installation. All occasions similar
 conclusion.

  Another thing is that when I try to debug on the actual device the
 application builds correctly and is automatically deployed on the device
 then a pop-up dialogue appears asking me for an executable, but which .exe
 or .cmd file should I use and what parameter should I pass? I presume as a
 parameter I should pass the name of the application I want to debug, but
 what is the executable?


  The debugging from Qt Creator works if Qt Creator knows what the
 executable it needs to run is. The pop-up dialogue is an indication that in
 your project this is not the case.

 Does the simple Sailfish template project application work for you in the
 way that Qt Creator would know which binary to run and consequently debug?

 The template project is very simple and it is of template type app
 (which is the default and not mentioned in the template's .pro file). It
 only builds one binary and it's quite obvious for Qt Creator that that is
 the binary it needs to run.

 I'm not sure how exactly Qt Creator figures

[SailfishDevel] Follow up on Warnings shown as errors

2014-05-21 Thread Iosif Hamlatzis
As I haven't gotten a response I am coming back to the issue:

After updating to the latest SDK on a Windows XP Pro with SP3 all warnings
and errors have the same icon a red triangle. Pressing the button on the
QtCreator IDE to display all or only errors doesn't work. Also double
clicking on an error or warning it doesn't take me to the corresponding
file/line.

I have tried this on two different machines both as an upgrade from
previous SDK version and as a clean installation. All occasions similar
conclusion.

Another thing is that when I try to debug on the actual device the
application builds correctly and is automatically deployed on the device
then a pop-up dialogue appears asking me for an executable, but which .exe
or .cmd file should I use and what parameter should I pass? I presume as a
parameter I should pass the name of the application I want to debug, but
what is the executable?

Under the folder
.\SailfishAlpha4\mer-sdk-tools\MerSDK\SailfishOS-arm7hl are only files
for compiling, packaging and deploying. NO debugging.

eg:
deploy.cmd
gcc.cmd
make.cmd
qmake.cmd
rpm.cmd
rpmbuild.cmd
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Re: [SailfishDevel] Discrimination and abuse from Jolla employee Thomas Perl

2014-05-21 Thread Iosif Hamlatzis
I as an indie developer want to know if something is going on that will
affect the future of the company. Not only because I have invested money,
but more importantly because I am investing time.

Also I do want to know what to expect in the future in case I come to a
similar situation.
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Re: [SailfishDevel] Follow up on Warnings shown as errors

2014-05-21 Thread Iosif Hamlatzis
As I see you're using a different OS, you use Win7 and I'm on WinXP Pro
with SP3, it's one difference. Also you mention of MSVC2010 for the
compiler. I am using the one provided with the SDK, that's a second
difference.


https://www.dropbox.com/s/t9djgevjufj5ekx/only_errors.PNG
https://www.dropbox.com/s/prf0b61pzgwgyw3/warnings_errors.PNG

From the two screen captures you can see that the same icon is used for
both warnings and errors. In the first screen capture I have selected to
display only errors, but you can see warnings as well. In the second screen
capture I have selected to display both warnings and errors. The result is
exactly the same, everything is shown.

And in both cases you'll see that no icon is displayed on the line with the
error. I know the usage of #error is not exactly the same as having an
actual compile error, but it was the fastest way to reproduce the problem.



On 21 May 2014 12:25, Juha Kallioinen juha.kallioi...@jolla.com wrote:

  On 21.05.2014 09:04, Iosif Hamlatzis wrote:

 As I haven't gotten a response I am coming back to the issue:

  After updating to the latest SDK on a Windows XP Pro with SP3 all
 warnings and errors have the same icon a red triangle. Pressing the button
 on the QtCreator IDE to display all or only errors doesn't work. Also
 double clicking on an error or warning it doesn't take me to the
 corresponding file/line.


 Sorry, I think I did respond in the most annoying way: works for me. I
 don't know what else can be done since the same Qt Creator source is used
 to build the Windows version. The Windows version is built in Windows 7
 (32bit) with MSVC2010 compiler.

 I also tested it in Windows 7 and I do get separate indication for
 warnings and errors as you can see [1]. Double clicking on an error/warning
 does take me to the corresponding file and line.

 Is anyone else having the same problem as Iosif?

 [1] http://i.imgur.com/MUjDAuM.png




  I have tried this on two different machines both as an upgrade from
 previous SDK version and as a clean installation. All occasions similar
 conclusion.

  Another thing is that when I try to debug on the actual device the
 application builds correctly and is automatically deployed on the device
 then a pop-up dialogue appears asking me for an executable, but which .exe
 or .cmd file should I use and what parameter should I pass? I presume as a
 parameter I should pass the name of the application I want to debug, but
 what is the executable?


 The debugging from Qt Creator works if Qt Creator knows what the
 executable it needs to run is. The pop-up dialogue is an indication that in
 your project this is not the case.

 Does the simple Sailfish template project application work for you in the
 way that Qt Creator would know which binary to run and consequently debug?

 The template project is very simple and it is of template type app
 (which is the default and not mentioned in the template's .pro file). It
 only builds one binary and it's quite obvious for Qt Creator that that is
 the binary it needs to run.

 I'm not sure how exactly Qt Creator figures out which binary to run in a
 more complex case.


  Under the folder
 .\SailfishAlpha4\mer-sdk-tools\MerSDK\SailfishOS-arm7hl are only files
 for compiling, packaging and deploying. NO debugging.

  eg:
 deploy.cmd
 gcc.cmd
 make.cmd
 qmake.cmd
 rpm.cmd
 rpmbuild.cmd

  These files are internal for Qt Creator and SDK use and there should not
 be need to study them. Debugging is not done via any of those scripts as
 you have already discovered.

 Best regards,
  Juha


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Re: [SailfishDevel] Jolla release plan for high-level features - update 6 / 7

2014-05-15 Thread Iosif Hamlatzis
Since you mention changes/additions in the BT stack what about the profiles
A2DP for listening music through the hands-free headset and SPP for
connecting maybe an external GPS receiver for better performance?
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Re: [SailfishDevel] Jolla release plan for high-level features - update 6 / 7

2014-05-15 Thread Iosif Hamlatzis
hmmm

Then I do or did something wrong with my hands-free headset because I
haven't managed to play music through it. I'll keep digging.

thnks
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Re: [SailfishDevel] Warnings shown as errors

2014-05-07 Thread Iosif Hamlatzis
I am using the 32bit version of Windows XP with SP3 and all patches. I
don't know if it matters since I didn't have this problem with the previous
version of the SDK, but I don't use Qt in my games, just plain c/c++ and
using makefile.
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Re: [SailfishDevel] Upcoming behavioural change with how graphics resources are handled.

2014-05-06 Thread Iosif Hamlatzis
What about developers such as myself who doesn't use Qt at all but c/c++
with OpenGL directly.

Then these calls aren't available:

QQuickWindow::setPersistentSceneGraph(true);
QQuickWindow::setPersistentOpenGL(true);

The same for:

QQuickWindow::sceneGraphInvalidated()
QOpenGLContext::aboutToBeDestroyed()
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[SailfishDevel] Warnings shown as errors

2014-05-06 Thread Iosif Hamlatzis
Just updated to the latest SDK (1404 16 April 2014) and what I've noticed
is that all warnings are shown as errors, at least the icons.

Under the previous version of QtCreator I could select to display only
errors or include warnings as well by pressing the yellow icon on the
issues tab. Under this version pressing this icon doesn't seem to do
anything. All warnings are always visible.
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[SailfishDevel] SDL2 on the market

2014-05-05 Thread Iosif Hamlatzis
Should I resubmit my SDL2 game on the market or should I wait?

Is there going to be an announcement when the SDL2 issue has been resolved?
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Re: [SailfishDevel] Is support for commercial apps a TABOO subject?

2014-04-24 Thread Iosif Hamlatzis
May I request also that the SDL2 family libraries be allowed?

VERY VERY useful for games

pleaseee!
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Re: [SailfishDevel] Is support for commercial apps a TABOO subject?

2014-04-24 Thread Iosif Hamlatzis
:-)


verry happy to hear this

I'll start porting my games, verify they work on my device and try to wait
patiently


:-)








On 24 April 2014 10:47, Thomas Perl th.p...@gmail.com wrote:

 On 2014-04-24 09:38, Iosif Hamlatzis wrote:

 May I request also that the SDL2 family libraries be allowed?

 VERY VERY useful for games

 pleaseee!


 Yes this is coming (as well as Python 3 QML Plugin support):
 https://github.com/sailfish-sdk/sdk-harbour-rpmvalidator/pull/21
 https://github.com/sailfish-sdk/sdk-harbour-rpmvalidator/pull/20

 It only needs some changes on the server side to basically not show
 SDL2-using apps to clients with older OS versions (as those OS versions
 don't contain a good enough version of SDL2 - otherwise your app would
 appear as downloadable there and not work, and users would be unhappy).

 This is being worked on at the moment, but might still take a little time.

 Once the server side changes are done, SDL2 and Python 3 (and some other
 APIs once they are stabilized) will be allowed.


 HTH :)
 Thomas

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[SailfishDevel] SDL2 family library on market?

2014-04-18 Thread Iosif Hamlatzis
I don't get it, can or cannot we use the SDL2 family libraries on our
games? My game was rejected for requiring the shared libraries.

I then according to the FAQ added them to the
/usr/share/HARBOUR_APP_NAME/lib, updated the makefile to find them using
rpath and built my game, also used the macros related to excluding
installed libraries.

Before uploading the changes I tried the rpmvalidation.sh and now I get
that my package cannot require shared libraries such as SDL2* freetype,
glib and others, also that private libraries are shipped with the package.

I don't get it am I missing something?



my harbour-farwest.spec file:



Name:   harbour-farwest

Summary:A video slot game with the wild west theme

Version:1.0.1

Release:2

Group:  Games

License:Proprietary

URL:http://7cecdab4.blogspot.gr/2014/01/farwest.html

Source: %{name}-%{version}.tar.bz2


BuildRequires: pkgconfig(sdl2)

BuildRequires: pkgconfig(egl)

BuildRequires: pkgconfig(glesv1_cm)

BuildRequires: pkgconfig(glesv2)

BuildRequires: pkgconfig(SDL2_image)

BuildRequires: pkgconfig(SDL2_ttf)

BuildRequires: pkgconfig(SDL2_mixer)

# for playing sound

BuildRequires: pkgconfig(audioresource)

BuildRequires: pkgconfig(glib-2.0)

# for playing sound


%description

A video slot game with the wild west theme


%prep

%setup -q -n %{name}-%{version}


#  macros

# list here all the libraries your RPM installs

%define __requires_exclude ^libSDL2*$

#  macros


%build

# Command used to compile the application

make


%install

rm -rf %{buildroot}

# Command used to install files into %{buildroot}

%make_install


%files

%defattr(-,root,root,-)

%{_bindir}/%{name}

%{_datadir}/%{name}

%{_datadir}/applications/%{name}.desktop

%{_datadir}/icons/hicolor/86x86/apps/%{name}.png
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Re: [SailfishDevel] SailfishOS SDK April update available tomorrow.

2014-04-17 Thread Iosif Hamlatzis
Good morning to all

Just updated my SDK with big disaster. Now it doesn't build or clean my
project which used custom build/clean steps.

In my game I don't need nor want to use Qt so I used the sample from
https://github.com/sailfish-sdk/sdk-sdl-project-example

Now I get a general message: *Error while parsing file
C:/SailfishOS-workspace/harbour-farwest/harbour-farwest.pro
http://harbour-farwest.pro. Giving up.*




On 16 April 2014 14:21, Jarko Vihriala jarko.vihri...@jolla.com wrote:

  Hello all,

 We just discovered a serious issue related to using SDK with KDE based
 Linux distros such as Fedora or KUbuntu. Therefore we have removed the
 Linux installers from the SailfishOS website. Please do not try to download
 Linux installers or update your SailfishOS SDK if you are using KDE Linux
 distro.

 We are now working to get the KDE issue solved, please stay tuned. We will
 inform when SDK updates are again available.

 thanks, Jarko



  --
 *From:* Jarko Vihriala
 *Sent:* Tuesday, April 15, 2014 9:36 PM
 *To:* Sailfish OS Developers
 *Subject:* SailfishOS SDK April update available tomorrow.

   Hello again,

 Tomorrow (16 April) at 10:00 UTC we will publish new installers, and
 package repositories for our Sailfish OS SDK version Alpha-1404-Qt5. Please
 note that links in this email are updated at that time as well.

 We apologise for the long delay between the SDK updates. We had to
 completely recreate our SDK production environment before being able to
 release an update. This took longer than expected and is the main reason
 for the delay.

 If you already have an existing Alpha-Qt5 SDK installed you should see the
 Updates Available icon in Qt Creator. If you don't have a previous SDK
 installation you can get the latest installer from
 http://www.sailfishos.org. It is recommended to uninstall the old SDK and
 download a new installer.

 SDK content has been updated to match Jolla Release 1.0.5.16. Please see
 below for detailed information of the changed items.

 A couple of things you should be aware of:
 - Like before, in this update the build engine, emulator and targets are
 re-installed so you will lose all changes you may have made in those -
 however, if your application packaging is done correctly, rebuilding your
 projects should reinstall the packages you have been using.
 - All customization done to SDK (adding new package repositories, adding
 custom targets, additional source paths) will be removed during the
 installation process so make your own backup of those before starting the
 update.
 - If you import existing projects made with a previous version of the
 Sailfish OS SDK, make sure you select the correct kit in the project
 configuration step. Both ARM and i486 kits are available.
 - Windows users need to install VC10 runtime from
 http://www.microsoft.com/en-us/download/confirmation.aspx?id=8328 or the
 Installer will ask for admin rights during installation.
 - Package repository contents have been updated and consequently using a
 previous SDK version with these package repositories is not supported.
 - For more information, please see the SDK Alpha-Qt5 known issues list at:
 https://sailfishos.org/wiki/SDK_Alpha_Qt5_Known_Issues.
 - Oldest Mac OS X supported is now 10.8.5 (Mountain Lion). Other supported
 platforms can be found from:
 https://sailfishos.org/alpha_qt5_sdk_release_notes.html

 Here is a summary of changes:

 SDK IDE (Qt Creator)
  - Crash fixes on OS X
  - Yaml editor removed from Qt Creator and yaml files are presented as
 plain text
  - Alternate projects folder can be changed from Mer settings page
  - Better path handling for shared directories in Windows
  - Updated Sailfish template project
  - Handle errors in project build/deploy phase more gracefully
  - Debugging with GDB from Qt Creator works with the Emulator and the
 Device
  - Tooltips are displayed for Virtual Machine statuses
  - Add changelog to your RPM with a .changes file

 SDK Control Center:
  - Improved Targets management page
  - Clean build targets are available for download via the Targets page
 (pre-configured targets)
  - Easily install/remove multiple packages from a specific target
  - Updates page has a Check for updates now button
  - Added Harbour tools page with RPM validator tool

 Installer:
  - Better VirtualBox version checking. Lowest version supported is v4.0
  - Install virtual machines using correct VirtualBox version specific
 parameters
  - Handle empty alternate projects folder setting
  - Install Sailfish template project as a package making it easier to
 update
  - Display Sailfish logo on Mac installer
  - MerSDK no longer directly uses User's home directory, but mounts it as
 /home/mersdk/share/ inside the virtual machine
  - User's home directory is no longer polluted with a .scratchbox2 folder
  - Shared mounts are mounted with correct access rights
  - Default i486 target renamed to SailfishOS-i486
  - Rework documentation 

Re: [SailfishDevel] SailfishOS SDK April update available tomorrow.

2014-04-17 Thread Iosif Hamlatzis
As I said in previous emails I cannot understand why we should use command
line utilities to make our life difficult when there are so many and
powerful IDEs.

Since the IDE with the SDK is QtCreator I am using it. If on the other hand
you or someone else could provide guidelines on how I can setup eclipse IDE
to use the appropriate compiler/linker and make that IDE work with jolla
developer engine in combination with both emulator and actual device I
would much appreciate.

For example I have one instance of eclipse IDE with different workspaces
and depending on the workspace I open I am building for different mobile
platform such as webOS, BlackBerry (PlayBook and BB10) and badaOS/TizenOS.
That means all my games are source compatible and whenever I need to do
something in a different way in one platform I use a wrapper class with
common interface and different implementation having #if - #elseif - #endif
brackets for each platform, for instance when accessing resources and
reading/writing files since each platform has different privileges and
access writes. I even managed to have my MAC with xCode IDE to use my
sources and now use c/c++ instead of objective-c

It's a lot more easy to do step-by-step debugging from an IDE and display
the contents of pointers, variables and STL containers and modify them at
 will, jump backwards or forwards in code to test it. As I see it an IDE is
a lot more than just a simple editor for writing code, a good IDE with its
utilities takes a way a lot of burden from you so that you can concentrate
on the actual problem the design and development.

Check my blog at http://7cecdab4.blogspot.gr/ to see several games on
different mobile platforms all source compatible all debugged in one
platform for common (major part) of the code and all using a common IDE



On 17 April 2014 09:53, Andrey Kozhevnikov coderusin...@gmail.com wrote:

  Why you using Qt creator then? use mb/mb2 in mer sdk.

 17.04.2014 12:47, Iosif Hamlatzis пишет:

 Good morning to all

  Just updated my SDK with big disaster. Now it doesn't build or clean my
 project which used custom build/clean steps.

  In my game I don't need nor want to use Qt so I used the sample from
 https://github.com/sailfish-sdk/sdk-sdl-project-example

  Now I get a general message: *Error while parsing file
 C:/SailfishOS-workspace/harbour-farwest/harbour-farwest.pro
 http://harbour-farwest.pro. Giving up.*




 On 16 April 2014 14:21, Jarko Vihriala jarko.vihri...@jolla.com wrote:

  Hello all,

 We just discovered a serious issue related to using SDK with KDE based
 Linux distros such as Fedora or KUbuntu. Therefore we have removed the
 Linux installers from the SailfishOS website. Please do not try to download
 Linux installers or update your SailfishOS SDK if you are using KDE Linux
 distro.

 We are now working to get the KDE issue solved, please stay tuned. We
 will inform when SDK updates are again available.

 thanks, Jarko



  --
 *From:* Jarko Vihriala
 *Sent:* Tuesday, April 15, 2014 9:36 PM
 *To:* Sailfish OS Developers
 *Subject:* SailfishOS SDK April update available tomorrow.

   Hello again,

 Tomorrow (16 April) at 10:00 UTC we will publish new installers, and
 package repositories for our Sailfish OS SDK version Alpha-1404-Qt5. Please
 note that links in this email are updated at that time as well.

 We apologise for the long delay between the SDK updates. We had to
 completely recreate our SDK production environment before being able to
 release an update. This took longer than expected and is the main reason
 for the delay.

 If you already have an existing Alpha-Qt5 SDK installed you should see
 the Updates Available icon in Qt Creator. If you don't have a previous SDK
 installation you can get the latest installer from
 http://www.sailfishos.org. It is recommended to uninstall the old SDK
 and download a new installer.

 SDK content has been updated to match Jolla Release 1.0.5.16. Please see
 below for detailed information of the changed items.

 A couple of things you should be aware of:
 - Like before, in this update the build engine, emulator and targets are
 re-installed so you will lose all changes you may have made in those -
 however, if your application packaging is done correctly, rebuilding your
 projects should reinstall the packages you have been using.
 - All customization done to SDK (adding new package repositories, adding
 custom targets, additional source paths) will be removed during the
 installation process so make your own backup of those before starting the
 update.
 - If you import existing projects made with a previous version of the
 Sailfish OS SDK, make sure you select the correct kit in the project
 configuration step. Both ARM and i486 kits are available.
 - Windows users need to install VC10 runtime from
 http://www.microsoft.com/en-us/download/confirmation.aspx?id=8328 or the
 Installer will ask for admin rights during installation.
 - Package

Re: [SailfishDevel] SailfishOS SDK April update available tomorrow. [update:all installers and repositories are online]

2014-04-17 Thread Iosif Hamlatzis
Has anyone noticed that the link (at least for Windows) on the main page of
https://sailfishos.org/ is the old one
http://releases.sailfishos.org/sdk/installers/1312/SailfishOSSDK-Alpha-1312-Qt5-windows-offline.exe(SDK
Release Alpha 1312 is out 13-Dec-2013)

and the latest version is https://sailfishos.org/develop.html (
http://releases.sailfishos.org/sdk/installers/1404/SailfishOSSDK-Alpha-1404-Qt5-windows-offline.exe
)?




On 17 April 2014 10:56, blood9ra...@gmail.com wrote:

 Fresh install, and i just checked md5 of installer and it is different.
 But i don't  have any issues...

 On Wed Apr 16 2014 17:45:34 GMT+0200 (CEST), Jarko Vihriala wrote:
  Did you run fresh installation or updated ?
  If you did fresh install can you check the MD5SUM of that installer
 file? Current MD5 sums are online at:
  https://sailfishos.org/wiki/FileInformation_SDK_1404
 
  thanks, Jarko
 
 
  
  From: devel-boun...@lists.sailfishos.org [
 devel-boun...@lists.sailfishos.org] on behalf of blood9ra...@gmail.com [
 blood9ra...@gmail.com]
  Sent: Wednesday, April 16, 2014 6:37 PM
  To: devel@lists.sailfishos.org
  Subject: Re: [SailfishDevel] SailfishOS SDK April update available
 tomorrow. [update:all installers and repositories are online]
 
  I installed it on KDE Archlinux and i did not found any issues?
  Should i reinstall?
 
  On Wed Apr 16 2014 17:03:48 GMT+0200 (CEST), Jarko Vihriala wrote:
   Update: We fixed the issue and after testing also KDE based Linux
 distros show green light. Go ahead and head to https://www.sailfishos.org/and 
 update or install SailfishOS SDK 1404.
  
   For Linux users who managed to install/update their setup, it's
 recommended to reinstall the 1404 SDK to make sure everything is working ok.
  
   We apologize this inconvenience and thank you for your understanding,
   the Jolla SDK Team
  
   
   From: devel-boun...@lists.sailfishos.org [
 devel-boun...@lists.sailfishos.org] on behalf of Jarko Vihriala [
 jarko.vihri...@jolla.com]
   Sent: Wednesday, April 16, 2014 2:21 PM
   To: Sailfish OS Developers
   Subject: Re: [SailfishDevel] SailfishOS SDK April update available
 tomorrow.
  
   Hello all,
  
   We just discovered a serious issue related to using SDK with KDE based
 Linux distros such as Fedora or KUbuntu. Therefore we have removed the
 Linux installers from the SailfishOS website. Please do not try to download
 Linux installers or update your SailfishOS SDK if you are using KDE Linux
 distro.
  
   We are now working to get the KDE issue solved, please stay tuned. We
 will inform when SDK updates are again available.
  
   thanks, Jarko
  
  
  
   
   From: Jarko Vihriala
   Sent: Tuesday, April 15, 2014 9:36 PM
   To: Sailfish OS Developers
   Subject: SailfishOS SDK April update available tomorrow.
  
   Hello again,
  
   Tomorrow (16 April) at 10:00 UTC we will publish new installers, and
 package repositories for our Sailfish OS SDK version Alpha-1404-Qt5. Please
 note that links in this email are updated at that time as well.
  
   We apologise for the long delay between the SDK updates. We had to
 completely recreate our SDK production environment before being able to
 release an update. This took longer than expected and is the main reason
 for the delay.
  
   If you already have an existing Alpha-Qt5 SDK installed you should see
 the Updates Available icon in Qt Creator. If you don't have a previous SDK
 installation you can get the latest installer from
 http://www.sailfishos.org. It is recommended to uninstall the old SDK and
 download a new installer.
  
   SDK content has been updated to match Jolla Release 1.0.5.16. Please
 see below for detailed information of the changed items.
  
   A couple of things you should be aware of:
   - Like before, in this update the build engine, emulator and targets
 are re-installed so you will lose all changes you may have made in those -
 however, if your application packaging is done correctly, rebuilding your
 projects should reinstall the packages you have been using.
   - All customization done to SDK (adding new package repositories,
 adding custom targets, additional source paths) will be removed during the
 installation process so make your own backup of those before starting the
 update.
   - If you import existing projects made with a previous version of the
 Sailfish OS SDK, make sure you select the correct kit in the project
 configuration step. Both ARM and i486 kits are available.
   - Windows users need to install VC10 runtime from
 http://www.microsoft.com/en-us/download/confirmation.aspx?id=8328 or the
 Installer will ask for admin rights during installation.
   - Package repository contents have been updated and consequently using
 a previous SDK version with these package repositories is not supported.
   - For more information, please see the SDK Alpha-Qt5 known issues list
 at: 

[SailfishDevel] problem with package dependencies

2014-04-17 Thread Iosif Hamlatzis
I have un-installed previous SDK and did a clean installation of the latest
SDK. I then went inside the engine machine and installed (zypper install
) the packages I need for my game such as SDL2, SDL2_image, SDL2_ttf,
SDL2_mixer, GLESv1 GLESv2

I then went to build my game but I get error messages such as:

*error: Failed build dependencies:*

* pkgconfig(sdl2) is needed by harbour-farwest-0.1-1.i586*

* pkgconfig(glesv1_cm) is needed by harbour-farwest-0.1-1.i586*

* pkgconfig(SDL2_image) is needed by harbour-farwest-0.1-1.i586*

* pkgconfig(SDL2_ttf) is needed by harbour-farwest-0.1-1.i586*

* pkgconfig(SDL2_mixer) is needed by harbour-farwest-0.1-1.i586*


I haven't made any changes in my .spec file so why the new SDK doesn't work
when the previous SDK did?


My .spec file is:


Name:   harbour-farwest

Summary:My First SailfishOS game

Version:0.1

Release:1

Group:  Applications

License:LICENSE

URL:http://example.org/

Source0:%{name}-%{version}.tar.bz2



BuildRequires: pkgconfig(sdl2)

BuildRequires: pkgconfig(egl)


BuildRequires: pkgconfig(glesv1_cm)

BuildRequires: pkgconfig(glesv2)


BuildRequires: pkgconfig(SDL2_image)

BuildRequires: pkgconfig(SDL2_ttf)


BuildRequires: pkgconfig(SDL2_mixer)


%description

My First SailfishOS game


%prep


%setup -q -n %{name}-%{version}


%build

# Command used to compile the application

make


%install

rm -rf %{buildroot}

# Command used to install files into %{buildroot}

%make_install


%files


%defattr(-,root,root,-)

%{_bindir}/%{name}

%{_datadir}/%{name}

%{_datadir}/applications/%{name}.desktop

%{_datadir}/icons/hicolor/86x86/apps/%{name}.png
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Re: [SailfishDevel] problem with package dependencies

2014-04-17 Thread Iosif Hamlatzis
Yes I have for all libs (sdl2* and glesv*). And by logging into the engine
either as root or mersdk user and checking of installed packages I see an i
(installed) left of the libraries' names

I also have shutdown the engine and the QtCreator IDE and tried it with
same results, even when I rebooted my system.




On 17 April 2014 14:12, Kalle Vahlman kalle.vahl...@movial.com wrote:

 2014-04-17 14:03 GMT+03:00 Iosif Hamlatzis i.hamlat...@gmail.com:
  I have un-installed previous SDK and did a clean installation of the
 latest
  SDK. I then went inside the engine machine and installed (zypper install
  ) the packages I need for my game such as SDL2, SDL2_image, SDL2_ttf,
  SDL2_mixer, GLESv1 GLESv2

 Did you install the -devel packages too? Though I think the SDK build
 should automatically install the deps if they are in the spec...

 --
 Kalle Vahlman, Movial Creative Technologies Inc.
 Porkkalankatu 20, FI-00180 Helsinki
 Tel +358 9 8567 6400
 Fax +358 9 8567 6401
 www.movial.com
 ___
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___
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Re: [SailfishDevel] SailfishOS SDK April update available tomorrow.

2014-04-16 Thread Iosif Hamlatzis
What about fixes on SDL2 and SDL2_mixer libraries? Are they included with
this update?


On 16 April 2014 11:32, Luca Donaggio donag...@gmail.com wrote:

 What about localization?
 I've seen some work in that area in libsailfishapp git repo, does it make
 the cut and is included in present update?
 Can you give some hints on how we should use it?


 On Tue, Apr 15, 2014 at 8:36 PM, Jarko Vihriala 
 jarko.vihri...@jolla.comwrote:

  Hello again,

 Tomorrow (16 April) at 10:00 UTC we will publish new installers, and
 package repositories for our Sailfish OS SDK version Alpha-1404-Qt5. Please
 note that links in this email are updated at that time as well.

 We apologise for the long delay between the SDK updates. We had to
 completely recreate our SDK production environment before being able to
 release an update. This took longer than expected and is the main reason
 for the delay.

 If you already have an existing Alpha-Qt5 SDK installed you should see
 the Updates Available icon in Qt Creator. If you don't have a previous SDK
 installation you can get the latest installer from
 http://www.sailfishos.org. It is recommended to uninstall the old SDK
 and download a new installer.

 SDK content has been updated to match Jolla Release 1.0.5.16. Please see
 below for detailed information of the changed items.

 A couple of things you should be aware of:
 - Like before, in this update the build engine, emulator and targets are
 re-installed so you will lose all changes you may have made in those -
 however, if your application packaging is done correctly, rebuilding your
 projects should reinstall the packages you have been using.
 - All customization done to SDK (adding new package repositories, adding
 custom targets, additional source paths) will be removed during the
 installation process so make your own backup of those before starting the
 update.
 - If you import existing projects made with a previous version of the
 Sailfish OS SDK, make sure you select the correct kit in the project
 configuration step. Both ARM and i486 kits are available.
 - Windows users need to install VC10 runtime from
 http://www.microsoft.com/en-us/download/confirmation.aspx?id=8328 or the
 Installer will ask for admin rights during installation.
 - Package repository contents have been updated and consequently using a
 previous SDK version with these package repositories is not supported.
 - For more information, please see the SDK Alpha-Qt5 known issues list
 at: https://sailfishos.org/wiki/SDK_Alpha_Qt5_Known_Issues.
 - Oldest Mac OS X supported is now 10.8.5 (Mountain Lion). Other
 supported platforms can be found from:
 https://sailfishos.org/alpha_qt5_sdk_release_notes.html

 Here is a summary of changes:

 SDK IDE (Qt Creator)
  - Crash fixes on OS X
  - Yaml editor removed from Qt Creator and yaml files are presented as
 plain text
  - Alternate projects folder can be changed from Mer settings page
  - Better path handling for shared directories in Windows
  - Updated Sailfish template project
  - Handle errors in project build/deploy phase more gracefully
  - Debugging with GDB from Qt Creator works with the Emulator and the
 Device
  - Tooltips are displayed for Virtual Machine statuses
  - Add changelog to your RPM with a .changes file

 SDK Control Center:
  - Improved Targets management page
  - Clean build targets are available for download via the Targets page
 (pre-configured targets)
  - Easily install/remove multiple packages from a specific target
  - Updates page has a Check for updates now button
  - Added Harbour tools page with RPM validator tool

 Installer:
  - Better VirtualBox version checking. Lowest version supported is v4.0
  - Install virtual machines using correct VirtualBox version specific
 parameters
  - Handle empty alternate projects folder setting
  - Install Sailfish template project as a package making it easier to
 update
  - Display Sailfish logo on Mac installer
  - MerSDK no longer directly uses User's home directory, but mounts it as
 /home/mersdk/share/ inside the virtual machine
  - User's home directory is no longer polluted with a .scratchbox2 folder
  - Shared mounts are mounted with correct access rights
  - Default i486 target renamed to SailfishOS-i486
  - Rework documentation packaging

 Emulator:
  - Applications can be removed from the Emulator's home screen by
 long-clicking on the application icon, just like it is done on the phone.

 If you have any questions, you can either send email to this mailing
 list: devel@lists.sailfishos.org or write it up in
 http://together.jolla.com and tag your issue with 'sdk'.

 Happy hacking,
 Jolla SDK Team.


 ___
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 --
 Luca Donaggio

 ___
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Re: [SailfishDevel] SDL_mixer: different behaviour between emulator and actual device

2014-04-15 Thread Iosif Hamlatzis
Just verified it the sample from
https://github.com/thp/sdl2-opengles-test regarding
the mixer only works on the emulator.

On the emulator every time you touch the screen a sound (.ogg file format)
is played, but on the actual device no sound comes out.

Did something go wrong when SDL2_mixer was ported to SailfishOS?
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[SailfishDevel] SDL_mixer: different behaviour between emulator and actual device

2014-04-14 Thread Iosif Hamlatzis
SDL_mixer seems to work differently on the emulator from the device.

Using the emulator I can play both .wav and .ogg files without a problem
using SDL_mixer, but on my device no sound comes out.

My sound initialisation function:

void InitSound()

{

const int NUM_CHANNELS = 16;


int rate = 44100;

Uint16 format = AUDIO_S16SYS;

int channels = 2;

int bufferSize = 1024;


if ( Mix_OpenAudio(rate, format, channels, bufferSize) == 0 )

Mix_AllocateChannels(NUM_CHANNELS);

else

Debug::DbgOutF( Mix_OpenAudio: %s\n, Mix_GetError() );

}



My call for playing:


Mix_Music* pMusic = Mix_LoadMUS( filename );  -   for
.ogg and other music files

Mix_Chunk* pSound = Mix_LoadWAV( filename ); -   for .wav files


And then I call different SDL_mixer function for playing the above files

bool repeat;-  true or false depending if I want one time play or infinite

Mix_PlayMusic(pMusic, repeat?-1:0);-   for .ogg and
other music files

Mix_PlayChannel(-1, pSound, repeat?-1:0 )  -   for .wav files



For code clarity above I haven't included my checks if pointers and
return value of SDL_mixer calls are valid, but in my actual game I
check that either pMusic or pSound are not NULL depending on my sound
file and that the return value of the Mix_* calls is 0 according to
the documentation.


I haven't tested the sample from
https://github.com/thp/sdl2-opengles-test yet, but don't expect
different results.
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Re: [SailfishDevel] Landscape mode in Sailfish?

2014-04-07 Thread Iosif Hamlatzis
ok I have managed to rotate my display and convert the touch co-ordinates
but I have a lot flashes on the screen. I presume it has to do with the
call to glScissor

At some places in my code I call glScissor and glGetIntegerv modify and
retrieve the scissor box. If I don't call these there is no problem I have
no flashes but obviously my rendering is wrong as I render outside my
rectangle.

Does the rotation matrix (either in projection or model view mode) affect
the glScissor and glGetIntegerv calls or do I have to manually calculate
the rotation for the scissor box?

The code I use for scissoring is:

//-
RECT Presenter::ClippingRegion() const
{
RECT rc;
SetRect( rc, 0, 0, mnScreenWidth, mnScreenHeight);

if ( glIsEnabled(GL_SCISSOR_TEST) )
{
 GLint clip[4];
glGetIntegerv( GL_SCISSOR_BOX, (clip[0]) );

SetRect( rc, clip[0], clip[1], (clip[0]+clip[2]), (clip[1]+clip[3] );
 }

return rc;
}
//-
void Presenter::ClippingRegion(const RECT rc)
{
 glEnable( GL_SCISSOR_TEST );

GLsizei width = rc.right - rc.left;
  GLsizei height = rc.bottom - rc.top;

GLint x = rc.left;
  GLint y = rc.top;
GLint y_modified = mnScreenHeight-(y+height);

glScissor(x, y_modified, width, height);
}

Where in the above code RECT is a struct similar to Microsoft's RECT and
SetRect(left, top, right, bottom) is a function similar to Microsoft's for
setting left, top, right and bottom co-ordinates for a RECT.

So do I have to calculate the rotation for the parameters or is it
automatically done by the rotation matrix?
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[SailfishDevel] Question creating full screen SDL window

2014-04-04 Thread Iosif Hamlatzis
I have different behaviour creating a full screen SDL window between
Sailfish OS and other mobile platforms I have tested.

I am using the same source code below:


SDL_Window* pWindow = SDL_CreateWindow(, 0, 0, 0, 0,
SDL_WINDOW_OPENGL|SDL_WINDOW_FULLSCREEN|SDL_WINDOW_SHOWN);


int ActualScreenWidth_ = -1;

int ActualScreenHeight_ = -1;

SDL_GetWindowSize(pWindow, ActualScreenWidth_, ActualScreenHeight_);




In all cases including Sailfish OS I get the correct width and height
of the device, but (yes there is a but) on Sailfish OS nothing is
drawn on screen when I later try to render an image. I have tested
this on the emulator and on the actual device. Also I have tested this
not only with my code but also with code I've found at
https://github.com/thp/sdl2-opengles-test




If I modify my code to:



SDL_Window* pWindow = SDL_CreateWindow(, 0, 0, 0, 0,
SDL_WINDOW_OPENGL|SDL_WINDOW_FULLSCREEN|SDL_WINDOW_SHOWN);


int ActualScreenWidth_ = -1;

int ActualScreenHeight_ = -1;

SDL_GetWindowSize(pWindow, ActualScreenWidth_, ActualScreenHeight_);


*SDL_DestroyWindow(pWindow);*

pWindow = SDL_CreateWindow(,

   0, 0,

   *ActualScreenWidth_, ActualScreenHeight_*,


SDL_WINDOW_OPENGL|SDL_WINDOW_FULLSCREEN|SDL_WINDOW_SHOWN);



Which I think is strange since in the first place the *pWindow* I get
from the first call is valid and the values I get from querying the
window size correspond to the device's resolution.


Besides the first code snippet works on all platforms I've tested from
plain PC to mobile platforms such as webOS. BlackBerry (PlayBook and
BB10) and iOS
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Re: [SailfishDevel] RPM validator question

2014-03-26 Thread Iosif Hamlatzis
Thanks a lot
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Re: [SailfishDevel] Folder permissions

2014-03-14 Thread Iosif Hamlatzis
I cannot use the %ghost directive as I don't know the names of the data
files that will be created during runtime, can I use the %ghost directive
with wildcards?. Also the folder I store my data files according to this
link https://harbour.jolla.com/faq#2.14.0 is $XDG_DATA_HOME/MyGameName
when I added in my .spec file packaging failed and according to the above
link it states

You must not hardcode */home/nemo/* or *$HOME/.config/*, etc. - use the Qt
5 QStandardPaths, GLib convenience methods or the xdg-helper library to
determine the paths. This will make sure your application keeps working for
sandboxed use cases, multi-user use cases as well as multi-profile
single-user use cases.


So which is the proper way to have the folders
*$XDG_CONFIG_HOME/HARBOUR_APP_NAME*   and
*$XDG_DATA_HOME/HARBOUR_APP_NAME*and
*$XDG_CACHE_HOME/HARBOUR_APP_NAME*  removed automatically when
removing my game?

These three folders aren't automatically created on installation and as I
understand I have to create them at run-time on my first run if I want to
use them.
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Re: [SailfishDevel] Regarding %ghost directive

2014-03-14 Thread Iosif Hamlatzis
I've checked the link and as I understand it doesn't take wildcards, so if
I don't know beforehand the names of the files that will be created at
runtime then I'm in big trouble.

Also the folder I store my data files according to this link
https://harbour.jolla.com/faq#2.14.0 is $XDG_DATA_HOME/MyGameName when I
added in my .spec file with the %ghost directive packaging failed and
according to the above link it states

You must not hardcode */home/nemo/* or *$HOME/.config/*, etc. - use the Qt
5 QStandardPaths, GLib convenience methods or the xdg-helper library to
determine the paths. This will make sure your application keeps working for
sandboxed use cases, multi-user use cases as well as multi-profile
single-user use cases.


So which is the proper way to have the folders
*$XDG_CONFIG_HOME/HARBOUR_APP_NAME*   and
*$XDG_DATA_HOME/HARBOUR_APP_NAME*and
*$XDG_CACHE_HOME/HARBOUR_APP_NAME*  removed automatically when
removing my game?

These three folders aren't automatically created on installation and as I
understand I have to create them at run-time on my first run if I want to
use them.




On 14 March 2014 09:19, Andrey Kozhevnikov coderusin...@gmail.com wrote:


 http://www.rpm.org/max-rpm-snapshot/s1-rpm-inside-files-list-directives.html


 On 14.03.2014 13:16, Iosif Hamlatzis wrote:

 I was told in another thread that if I wanted my configuration and data
 files that my game places in the XDG basedir to be removed during
 uninstallation I should use the %ghost directive in the .spec file.

  I am not a linux developer so I don't know what this means, is there a
 sample somewhere? I couldn't find something in the sailfish site. Also can
 I include a whole folder so that I don't have to add by hand all files?

  I thought we don't modify the .spec file but instead everything is done
 through the GUI that changes the .yaml file


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Re: [SailfishDevel] Folder permissions

2014-03-14 Thread Iosif Hamlatzis
Thank you, a big burden has been lifted.

I can now start debugging the game on the actual device since the emulator
doesn't support landscape mode.


On 14 March 2014 12:53, Thomas Perl th.p...@gmail.com wrote:

 On 14 Mar 2014, at 11:37, Ove Kåven o...@arcticnet.no wrote:
  Den 13. mars 2014 19:22, skrev Iosif Hamlatzis:
  Thank you very much, I've just tested my game using the XDG basedir and
  it worked so I can continue my port of the game by modifying the rest of
  the code.
 
  Just one question, will the folders under .config/.cache/.local be
  removed if I uninstall the game? I've noticed that using the XDG basedir
  to read the environment variables I get something like:
  //MyGameName but no folder is created, so I programmatically
  created the MyGameName folder and placed my config (read/write) files.
 
  Since the GUI from the emulator doesn't uninstall the actual game I ssh
  into the emulator and called zypper remove MyGameName and it was
  uninstalled but the folders with all their contents I had created
  weren't erased. If this happens in the actual device then at some point
  there isn't going to be any space available on the device.
 
  I think you shouldn't worry about it, just leave the files in $HOME
 alone. I believe one of the reasons Jolla Harbour is trying to enforce that
 Harbour apps only write app-specific stuff into $HOME/.config/appname
 (instead of anywhere it likes under $HOME) is so that it will be easy for
 the Jolla Store to remove that directory when uninstalling. I don't think
 it does it yet, but it appears to be what they want it to do eventually. In
 any case, the rpm itself shouldn't worry about it.

 Exactly right :) Your RPM doesn't need to worry about it (in fact, can't -
 there's no way at package build time to determine what XDG will resolve to
 at runtime), and following the directory rules means the system can show
 per-app disk usage, allow users to clear the cache directory (even while
 the app is still installed, that's why it's called cache - no data in
 cache should be something that can't be deleted between invocations without
 losing user data), allow users to reset the app configuration (again, while
 the app is still installed - resetting the configuration without affecting
 the user data; that's why you should only put configuration settings in the
 config dir, and put user data into the data dir) can have per-app backup
 and restore and can clear app data on app uninstall, have per-TOH
 profiles for certain apps (example: TODO list with work TOH shows
 different contents than TODO list with party TOH), etc...

 And as Ove pointed out, this is not done yet, but will be done at some
 point in the future (having apps put their data into the right subfolder
 [named like the app name] of XDG basedir is a prerequisite for that) - in
 any case, something that app developers shouldn't need to worry about
 implementing themselves, just follow the XDG basedir spec with the addition
 of using the app name as subdirectory (as described in the Harbour FAQ) and
 expect that the system will handle clearing and backing up of cache, config
 and data (eventually).


 HTH :)
 Thomas
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Re: [SailfishDevel] Folder permissions

2014-03-09 Thread Iosif Hamlatzis
ok and the next logical question is: How to get the $HOME folder of the
emulator or later the actual device in my .pro file? I think it shouldn't
be hard-coded.

I tried to use: /$$(HOME)/.local/share/$${TARGET} but it seams this
translates into /home/*mersdk*/.local/share/FarWest/Home/ which is wrong
and the deployment fails.

Is this another feature of the QtCreator IDE? And when I say feature I
mean a bug, another thing that doesn't work like debugging on the emulator
or the device from inside the IDE and I would have to resolve to command
line again?




On 9 March 2014 19:35, Andrey Kozhevnikov coderusin...@gmail.com wrote:

  /usr/share/appname is read only for applications

 $HOME/.local/share/appname is read and write


 On 09.03.2014 23:33, Iosif Hamlatzis wrote:

  When deploying a game/application where should its resources
 (images/sounds/settings files) be stored so that the game/application can
 have both read and write permissions?

  I tried to use the /usr/share/$$(TARGET) folder where $$(TARGET) is the
 name of my game but it seams the game doesn't have permissions on this
 folder. Not even read permissions.

  I use:

  FILE* pFile = fopen(/usr/share/MyGame/Home/settings.bin, r+b);
 and pFile is NULL, I know the file exists because I ssh into the emulator
 and my resources are all there under the folder, so the deployment
 succeeded but I notice the owner and the group is root although I would
 have expected something like nemo.


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[SailfishDevel] Problem uninstalling app from emulator

2014-02-28 Thread Iosif Hamlatzis
I am trying to uninstall my game from the emulator, I hold the mouse
pressed over the game's icon for several seconds and the X button appears.
I select it and see the count down for removing the game, but even when it
goes to 0 the game still remains in the emulator.

Nothing happens. Is this another thing that has to be done by command line
from ssh and not from the GUI?
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[SailfishDevel] HowTo debug from inside the IDE an application?

2014-02-27 Thread Iosif Hamlatzis
I've just managed to port one of my BB10 games to SailfishOS, but now the
problem is how to debug it on the emulator and later on the actual device.

I am using *windows* and want to be able to debug (step by step) from *inside
the IDE*.

When the compilation finished I've noticed a message on the compile
output window:

===

Welcome to scratchbox2 enabled gdb!


Before starting target program you should run command

'sb2-prepare' that sets breakpoint which is used

to stop target before its main() gets called. After

the breakpoint is hit, you are able to set furtherbreakpoints and do normal
debugging actions.


If you are attaching to already running process or

examining a core dump, this step is not necessary.

===


How do I call this sb2-prepare command from inside the *IDE?*
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[SailfishDevel] HowTo package my resources (images/sounds/etc)

2014-02-27 Thread Iosif Hamlatzis
I cannot find a way to include my resources for my game. I have a hierarchy
of folders for my fonts, images, sounds and settings files, how can I
package them so they keep the hierarchy?
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Re: [SailfishDevel] HowTo package my resources (images/sounds/etc)

2014-02-27 Thread Iosif Hamlatzis
ok thanks

and if I am not making a Qt application but just a plain c/c++ application?
Is there a way to define just the root of my assets folder?

Let's say my tree is:

c:\workspace\mygame\Home
c:\workspace\mygame\Home\media
c:\workspace\mygame\Home\media\bmps
c:\workspace\mygame\Home\media\bmps\.
c:\workspace\mygame\Home\media\bmps\.\.
c:\workspace\mygame\Home\media\sounds
c:\workspace\mygame\Home\other\
etc

is it possible to say I want everything under the c:\workspace\mygame\Home
folder?

If I have lots and lots of sounds, images, fonts etc it's getting . (I
cannot find a polite word to use) to manually add each and every file,
something is going to get lost
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Re: [SailfishDevel] HowTo package my resources (images/sounds/etc)

2014-02-27 Thread Iosif Hamlatzis
thanks a lot, it worked like a charm.
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Re: [SailfishDevel] Question regarding porting SDL OpenGL game to Sailfish

2014-02-12 Thread Iosif Hamlatzis
Are there many SDKs? The one I've installed is from
https://sailfishos.org/index.html and specifically the Windows version (
http://releases.sailfishos.org/sdk/installers/1312/SailfishOSSDK-Alpha-1312-Qt5-windows-offline.exe
)

I'm using the IDE that is installed so I don't know how it communicates
with the emulator (or the device as I received it yesterday).

I had already downloaded from github the sdl2-opengles-test but when I try
to compile the project it cannot find the SDL.h I have a similar problem
with my own code, I failed to make the IDE see my various folders.

The way I have organised my source code is to create different static
libraries doing different things (logic, visual effects, utilities) and so
far has worked for all my mobile platforms. Actually my games are source
compatible for the different mobile platforms and only use a few
#ifdef/#endif blocks to distinguish between them. So by compiling and
linking with different solutions/projects/IDE I can create the same game
for different platforms using the same source files eg I use Visual Studio
for the PC version, Samsung's eclipse version for badaOS, generic eclipse
for webOS, BlackBerry's eclipse version for PlayBook and BB10 and under OS
X I use xCode. I hopped I could do the same with jolla
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[SailfishDevel] Question regarding porting SDL OpenGL game to Sailfish

2014-02-10 Thread Iosif Hamlatzis
While waiting to receive my device I thought I should start porting my
games from BB10  iOS to SailfishOS

I have a couple of questions using the IDE, I would like to inform that I'm
developing on Windows and my games use extensively SDL with OpenGL ES.

As I don't use Qt I tried to create a plain c++ project and I tried both
options using either qmake or cmake but I cannot make my code see the SDL
libraries (SDL, SLD_ttf, SDL_mixer, SDL_image)

Are there any related samples?
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