Hello guys and girls
I've now merged all pending pull requests built and now testing the new build with awesome features like:
New player resolutions
Auto player scaling
Fullscreen player
Scaling images in preview to fit them
It also should work with Retina display
And of course fat binaries for ios
Also tested and it works for me on Yosemite.
Release available here: https://github.com/gideros/gideros/releases/tag/2015.02Please try it out and leave feedback
P.S I know there are many pending requests to my managed plugins as Ads and Multimedia, etc, but I'm firstly concentrating on main Gideros building now and well, you only have as much free time as you have
Comments
I have synced my repo with the master gideros repo, and of course my computer assumes that those two directories are the same, and hence will be in contradiction with the repo as long as two directories with the same name will be present in upstream...
@ar2rsawseen, could this be fixed ?
If repo, then while syncing, it should have been updated to the repo state, as in removing old ones and adding new ones.
So for now I don't understand the issue you have, sorry
But if I ever want to commit changes, git will see that one the directory is missing from my local repo and will try to delete that missing directory in the upstream too!
It would be less problematic for windows users if those two directories would be merged into a unique one.
Am I clearer ?
and I see commit which did that, will fix sources
https://github.com/gideros/gideros/tree/master/player
when cloned on my Windows machine, they are all in uppercased directories, no lower cased ones. Of course same happens on Linux and OSX, so I don't really know how to fix it, since they are in single directories on all OSes I try
i'm referring to this problem of mine:
http://giderosmobile.com/forum/discussion/comment/40568#Comment_40568
thanks
Fragmenter - animated loop machine and IKONOMIKON - the memory game
The Gideros Player crashes, though. Immediately after it's launched it shuts down with the standard Mac crash dialogue. I tested the game on the old player which worked fine.
Likes: MobAmuse
Likes: SinisterSoft
would not be logical to have two kind of resize modes for the player, similarly to an app, one mode that resizes the player in a way that the app itself does not notice that (i.e. when i set the player to full-screen the app should cover the whole are (modulo letterbox) and one mode that resizes the player in the way it happens now, and also fires an event that the windows was resized, so the app can handle the change.
let me know if i miss something.
also, if i resize the windows what event is fired now (is there one?)?
EDIT: i tried an app with letterbox etc scale modes and it works as expected in those cases, so i understand that one does not want all these same modes for the player itself, thus only two questions remain:
1) if my app is in no-resize mode then is there any event that i can catch which tells me that the window was resized?
2) in letterbox scale mode when i resize then e.g. in the bird gideros demo the birds are flying off-screen which looks weird, these off-screen happenings should be cropped by the player.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MobAmuse
About scaling, then yes, no scale top left is what it says, no scale top left, so no scaling there, only scalable modes are scaling on auto scale
Likes: SinisterSoft
1) if my app is in no-resize mode then is there any event that i can catch which tells me that the window was resized?
2) in letterbox scale mode when i resize then e.g. in the bird gideros demo the birds are flying off-screen which looks weird, these off-screen happenings should be cropped by the player.
?
(i suppose @marcelojunior could implement 2, and perhaps 1 too if there is no such event yet)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
About second, I think it works exactly how it would supposed to, while releasing your game, you would work for specific resolutions or device ratios, but this kind of effect helps to see what is going on offscreen while developing app, at least for me it helps this way
Likes: SinisterSoft
https://deluxepixel.com
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Process: Gideros Player [604]
Path: /Applications/Gideros Studio/Gideros Player.app/Contents/MacOS/Gideros Player
Identifier: com.appcodingeasy.Gideros Player
Version: ???
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: Gideros Player [604]
User ID: 501
Date/Time: 2015-02-28 23:15:28.783 +0100
OS Version: Mac OS X 10.10.1 (14B25)
Report Version: 11
Anonymous UUID: C1B9C023-A50D-F44A-A511-7C273EB76D0A
Time Awake Since Boot: 4400 seconds
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_INSTRUCTION (SIGILL)
Exception Codes: 0x0000000000000001, 0x0000000000000000
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libpng16.16.dylib 0x000000010fb2cf10 png_sig_cmp + 932
1 libpng16.16.dylib 0x000000010fb34860 png_create_read_struct_2 + 19
2 libpng16.16.dylib 0x000000010fb34847 png_create_read_struct + 27
3 libgid.1.dylib 0x000000010e53b802 gimage_parsePng + 178
4 com.appcodingeasy.Gideros Player 0x000000010e4194fc Dib::Dib(Application*, char const*, bool, bool, bool, unsigned int) + 396
5 com.appcodingeasy.Gideros Player 0x000000010e436323 TextureManager::createTextureFromFile(char const*, TextureParameters const&) + 627
6 com.appcodingeasy.Gideros Player 0x000000010e435eb2 TextureBase::TextureBase(Application*, char const*, Filter, Wrap, Format, bool, unsigned int) + 114
7 com.appcodingeasy.Gideros Player 0x000000010e435d54 Texture::Texture(Application*, char const*, Filter, Wrap, Format, bool, unsigned int) + 36
8 com.appcodingeasy.Gideros Player 0x000000010e40607e TextureBinder::create(lua_State*) + 766
9 liblua.1.dylib 0x000000010e5f3e3f luaD_precall + 623
The problem with Gideros Player since 201410 and Yosemite is still there.
And it seems to be the same error with png, right.
1) Are you guys sure you copied files over correctly. Can you try deleting existing installation, before dragging over to Applications?
2) Can you try installing libpng. The easiest way is to install homebrew:
http://brew.sh/
And then running
brew rm libpng
brew install libpng
brew link --overwrite libpng
So now xcode exporting should be seamless (exporting without changes, well except project name, version, and other similar stuff )
But want to find the fixes for current problems:
1) Retina bug division by zero
2) Png crash on some OSX
before making another build
Likes: MobAmuse
https://github.com/gideros/gideros/issues
when setting view/zoom/fit to window (alt w) in giderosplayer, it hangs up (already when no app is running).
Fragmenter - animated loop machine and IKONOMIKON - the memory game
EDIT: the problem is that now the player starts up slower and zbs times out, changing the timeout values in the zbs gideros.lua file solved the problem, although it's annoying that the player starts so slowly. and also the 'fit to window' bug is present.
Fragmenter - animated loop machine and IKONOMIKON - the memory game