Hollywood Player 5.1 for Android: release notes

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Re: Hollywood Player 5.1 for Android: release notes

Postby TheMartian » Tue Jul 24, 2012 9:41 pm

Hi

I can run applets on my android device, but I am a bit confused when it comes to the use of plugins. In this case I have only attempted to run the vectorgraphics.hwp plugin from either an Amiga 4.0 or Windows platform with an applet compiled on the matching platform.

The plugins for the different platforms have different size, and I presume it does matter which one you put into the Hollywood/_plugins subdirectory on the android device. Is there a specific android version of the plugins that I have missed? The GUI on Amiga has a dimmed option for android. Is that a 'future feature''?

When I run programs that need the vectorgraphics.hwp I am told that it is not available. My test program looks as follows:

id=StartPath(nil)
AddBoxToPath(id,50,50,150,250)
DrawPath(id,0,0,#RED)

Wait(200)
End

It works on the Amiga and in Windows.

Please tell me.... what am I missing?
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Re: Hollywood Player 5.1 for Android: release notes

Postby airsoftsoftwair » Wed Jul 25, 2012 12:07 am

Of course the plugins need to compiled for ARM first. There ain't no 68000 in these devices so it doesn't really make sense to copy the Amiga binary to your smart phone. :-) But I'll soon provide Android builds of all plugins for download. Stay tuned.
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Re: Hollywood Player 5.1 for Android: release notes

Postby p-OS » Sun Sep 02, 2012 2:54 am

I got some questions:

1.The Hollywood Player does not run on top of Dalvik but natively ? So it will not work on Devices based on MIPS or x86 ?

2.Would it be possible to add file type recogniton to Android for .hwa files ? So one could start Applets by directly clocking on them without starting the Hollywood Player and Applet manually.

3. Could you offer the HollywoodPlayer.apk on the Download page here or at least on some more market places like e.g. AndroidPit? Android Devices from less famous producers often do not have access to Google Market.

4. Release Notes say, there is no support for mouse functions cos there is no mouse pointer on Android? Before my tablet broke I regularly had an usb mouse connected and there was a mouse pointer i coukd move...
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Re: Hollywood Player 5.1 for Android: release notes

Postby airsoftsoftwair » Sun Sep 02, 2012 11:20 am

p-OS wrote:1.The Hollywood Player does not run on top of Dalvik but natively ? So it will not work on Devices based on MIPS or x86 ?


Yes, it needs an ARM CPU.

2.Would it be possible to add file type recogniton to Android for .hwa files ? So one could start Applets by directly clocking on them without starting the Hollywood Player and Applet manually.


This is planned.

3. Could you offer the HollywoodPlayer.apk on the Download page here or at least on some more market places like e.g. AndroidPit? Android Devices from less famous producers often do not have access to Google Market.


I won't put it up for download here because I'd like to streamline all downloads through Google. But if your device is not supported by the Market, you can drop me an email and I'll send you the *.apk.

4. Release Notes say, there is no support for mouse functions cos there is no mouse pointer on Android? Before my tablet broke I regularly had an usb mouse connected and there was a mouse pointer i coukd move...


The mouse functions in the Android version are mapped to the touchscreen, so you can use MouseX() and MouseY() to get the touchscreen finger coordinates. What is not supported are the functions that allow you to install a custom mouse pointer image. Implementing these functions really isn't worth the hassle because hardly anyone use a mouse with these devices.
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Re: Hollywood Player 5.1 for Android: release notes

Postby stefff285 » Sat Nov 23, 2013 7:04 pm

hello andreas hello all

i know the subject is already being answered but when could you give us, sell us
a native android compiler ? it would be fantastic ! due to differents or types or arm
or else, perhaps it isn't so simple but it would be so great !

this doesn't mean i canno't continue soon to try to script under hollywood 5.3 on
amikit and morphos 3.3, this software is a must have and the work of artblink
about the ide for morphos and more is great too

regards
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Re: Hollywood Player 5.1 for Android: release notes

Postby airsoftsoftwair » Tue Nov 26, 2013 11:01 pm

It's technically not easily possible to create an Android compiler because all *.apk packages have to be codesigned using personal keys. The only way would be to provide a Hollywood link library to use with the Android NDK but this requires some technical knowledge.
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Re: Hollywood Player 5.1 for Android: release notes

Postby Tuxedo » Fri Dec 05, 2014 7:24 pm

Littel qiestion related to Android HW player...

Why gfx draw was so SLOW?
I made a little script that opens a 800x600 screen and plot single points and made about 400 lines(so 800 x 400 points), on mìy Pegasos2 it gets about 5 seconds to do that, I tryed on my phone (XperaSP dualcore@1700) and I turned off it since it gets so much that I cant wait...I dunno but maybe it can took something like an hour or so to do taht task...
Its normal or something I made worng? But seems related only to non acclerated gfx...
Simone"Tuxedo"Monsignori, Perugia, ITALY.
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Re: Hollywood Player 5.1 for Android: release notes

Postby airsoftsoftwair » Fri Dec 05, 2014 9:24 pm

You need to encapsulate your drawing calls in a BeginRefresh() / EndRefresh() section for every frame. Otherwise every single call to Plot() or Line() will cause a complete refresh because the Android backend is nothing else than an OpenGL double buffer and flipping buffers for every pixel is a little bit insane :) Thus, use BeginRefresh() and EndRefresh().

See: http://www.hollywood-mal.com/docs/html/ ... fresh.html
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Re: Hollywood Player 5.1 for Android: release notes

Postby Bugala » Fri Dec 05, 2014 9:48 pm

Does BeginDoubleBuffer() and FLip() do this same thing, or is one or other more efficient than other in Androids case?
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Re: Hollywood Player 5.1 for Android: release notes

Postby airsoftsoftwair » Sat Dec 06, 2014 12:27 am

If you're using a double buffer, you must not use BeginRefresh() and EndRefresh() of course. Double buffers handle all this automatically.
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