Changes between Version 240 and Version 241 of AndroidPort
- Timestamp:
- Nov 12, 2013, 7:24:04 PM (10 years ago)
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AndroidPort
v240 v241 16 16 17 17 == Target devices == 18 === Samsung Galaxy Nexus === 19 * 720×1280 px at 316 ppi 20 * 16:9 aspect-ratio 21 * 16M colors 18 === Nexus 7 (2013) === 19 * 1920x1200 px at 323 ppi 20 * 16:10 aspect-ratio 22 21 * Multi-touch, capacitive touchscreen 23 * 1.2 GHz TI OMAP 4460 ARM Cortex-A9 dual-core CPU 24 * 307 MHz PowerVR SGX540 GPU 25 * 1 GB RAM 26 27 === Samsung Galaxy S II === 28 * 800×480 px at 218 ppi 29 * Multi-touch, capacitive touchscreen 30 * 1.2 GHz Samsung Exynos ARM Cortex-A9 dual-core CPU 31 * ARM Mali-400 MP GPU 32 * 1 GB RAM 22 * 1.51 GHz quad-core Krait 300 ARM CPU 23 * 400 MHz quad-core Adreno 320 GPU (OpenGL ES 3.0) 24 * 2 GB DDR3L RAM 33 25 34 26 == Design == … … 101 93 Check out !HandleEvent in ''source\gui\CGUI.cpp''. See also EGUIMessageType in GUIbase.h. In fact you should be familiar with most of ''source\gui''. For the XML parsing you'd want the CGUI::Xeromyces_* methods at the bottom of CGUI.cpp. For camera movement, see the CGameView class in ''source\graphics\!GameView.cpp''. 102 94 103 === Graphics ===95 === Graphics (mostly outdated) === 104 96 Android includes support for high performance 2D and 3D graphics with the Open Graphics Library (OpenGL), specifically, the OpenGL ES API. Since the game utilizes features of the full, standard OpenGL API, these portions of the code will have to be migrated to OpenGL ES. 105 97 … … 113 105 * ''GCC'' - The Android NDK provides its own toolchain for compiling. 114 106 * ''Subversion'' - Assuming this is just for obtaining the source, this can be done on a PC workstation. 115 * ''SDL'' - This is already [http://www.libsdl.org/tmp/SDL/README.android ported to Android].107 * ''SDL'' - This is already in SDL2. 116 108 * ''Boost'' - There is [https://github.com/MysticTreeGames/Boost-for-Android an unofficial port]. 117 109 * ''zlib'' - libz is part of the native NDK.