CEGUI for IOS and Android

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sabotage3d
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CEGUI for IOS and Android

Postby sabotage3d » Tue Sep 23, 2014 19:50

Hello ,

Is is currently possible to use CEGUI with Ogre for IOS and Android. I couldn't find anything up to date if it is fully working.
I am interested in using it but would rather hear first hand for any issues or problems on the way. I would really appreciate any help like a sample project running with CEGUI and Ogre 1.9 for IOS or Android.

Thanks in advance,

Alex

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Re: CEGUI for IOS and Android

Postby lucebac » Tue Sep 23, 2014 22:11


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Re: CEGUI for IOS and Android

Postby Ident » Wed Sep 24, 2014 18:25

Since you mentioned Ogre. As far as I know, one regular contributor of CEGUI is working on an Ogre Android support with via OpenGL-ES-Renderer in our default branch.

I am not sure what the current state is but I remember he fixed the big issue mentioned in his Pull Request recently:
https://bitbucket.org/cegui/cegui/pull- ... id-support

Remember that default branch undergoes frequent changes so some things might end up buggy. In general it should be working though, at least last time I checked all renderers were functional except for minor issues and SVG support.
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sabotage3d
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Re: CEGUI for IOS and Android

Postby sabotage3d » Wed Sep 24, 2014 19:38

I saw this link a few days ago but I am new to CEGUI and I couldn't find any samples on how to use it. As my current configuration is Ogre 1.9.0 using GLES2 for rendering and SDL2.0.3 for window and event management.
I still need to use Ogre for rendering as it currently handles the GLES 2.0 context. If anyone can help with a sample for CEGUI with Ogre 1.9.0 and GLES2 I would really appriciate it.
This is the repo I am looking into: https://bitbucket.org/david_reepmeyer/cegui_android3_def/overview

Thanks in advance,

Alex

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Re: CEGUI for IOS and Android

Postby Ident » Thu Sep 25, 2014 13:31

The linked repo should work. Just start the samplebrowser there, that is your sample. Other than that you can run this like any other OpenGL application using CEGUI. See the API docu for more info or make a thread if you have concrete issues.
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Re: CEGUI for IOS and Android

Postby sabotage3d » Thu Sep 25, 2014 15:35

Thanks a lot I will try it out for IOS and I will post my findings .

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Re: CEGUI for IOS and Android

Postby sabotage3d » Sat Sep 27, 2014 21:00

I have successfully initialized CEGUI under IOS 7.1 using Ogre 1.9.0 as renderer and SDL2 for input. Everything is a bit laggy but it was the same with Ogre under the simulator.
Image


I am having some problems when I try to deploy to the device I am getting libiconv linking errors I can see that the library has the symbols for arm7, armv7s and arm64 but for some reason it is not linking properly. I had the same before for the simulator but I fixed it simply by adding the library for i386 arch. Any ideas ?

Code: Select all

Undefined symbols for architecture armv7s:
  "_libiconv_open", referenced from:
      CEGUI::IconvHelper::IconvHelper(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) in libCEGUIBase-9999_Static.a(IconvStringTranscoder.o)
  "_libiconv", referenced from:
      CEGUI::IconvStringTranscoder::stringToUTF16(CEGUI::String const&) const in libCEGUIBase-9999_Static.a(IconvStringTranscoder.o)
      CEGUI::IconvStringTranscoder::stringToStdWString(CEGUI::String const&) const in libCEGUIBase-9999_Static.a(IconvStringTranscoder.o)
      CEGUI::String CEGUI::iconvTranscode<CEGUI::String, unsigned char>(CEGUI::IconvHelper&, char const*, unsigned long) in libCEGUIBase-9999_Static.a(IconvStringTranscoder.o)
  "_libiconv_close", referenced from:
      CEGUI::IconvStringTranscoder::stringToUTF16(CEGUI::String const&) const in libCEGUIBase-9999_Static.a(IconvStringTranscoder.o)
      CEGUI::IconvStringTranscoder::stringToStdWString(CEGUI::String const&) const in libCEGUIBase-9999_Static.a(IconvStringTranscoder.o)
      CEGUI::IconvStringTranscoder::stringFromUTF16(unsigned short const*) const in libCEGUIBase-9999_Static.a(IconvStringTranscoder.o)
      CEGUI::IconvStringTranscoder::stringFromStdWString(std::__1::basic_string<wchar_t, std::__1::char_traits<wchar_t>, std::__1::allocator<wchar_t> > const&) const in libCEGUIBase-9999_Static.a(IconvStringTranscoder.o)
ld: symbol(s) not found for architecture armv7s
clang: error: linker command failed with exit code 1 (use -v to see invocation)

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Re: CEGUI for IOS and Android

Postby Ident » Sun Sep 28, 2014 18:59

In case someone reads this in the future: This question/issue has already been resolved by David in the comments for the Pull Request. See here: https://bitbucket.org/cegui/cegui/pull- ... pport/diff
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sabotage3d
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Re: CEGUI for IOS and Android

Postby sabotage3d » Mon Sep 29, 2014 11:01

Thanks everything is solved but it is big hassle on IOS to compile iconv library you have one already provided as dynamic library but the symbols names were different I had to rename them in a small wrapper.
Although I am still testing everything on the device as Ogre is giving me some problems.


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