How to get Java Drawables from a Plugin in Unity - java

I'm trying to make a launcher for cardboard apps in Unity.
My problem is that Unity doesn't provide a way to get all the VR apps installed in the phone (at least I don't know any), so I tried to make a plugin in Java to do that. Everything works fine, I can get the list of ApplicationInfo in Java and that way I can send information to Unity such as the number of these and their names.
My problem is that i can't send the image of the Icon of the apps, as Java uses a Drawable to get it from PackageManager.getApplicationIcon(), I can't access to it from Unity.
I've tried this:
private List<ApplicationInfo> cbApps; //list of ApplicationInfo already initialized
public int[] getIcon(int i) {
BitmapDrawable icon= (BitmapDrawable)getPackageManager().getApplicationIcon(cbApps.get(i));
int[] result= new int[icon.getIntrinsicWidth()*icon.getIntrinsicHeight()];
int p = 0;
for(int j=0;j<icon.getIntrinsicWidth();j++)
for(int k=0;k<icon.getIntrinsicHeight();k++){
result[p]=icon.getBitmap().getPixel(j,k);
}
return result;
}
But it only returns an array full of zeros (and sometimes a very bi positive or negative number) so it's not working as expected.
Any ideas on how to solve this?

Just for if someone comes to this queston I already found a solution and posted it in this other ask

Related

LibGDX App Hanging on initializGlfw()

I noticed that recently when I run my LibGDX game it takes a good 20 seconds to boot up which is strange because I'm only loading a few resources. I put breakpoints in my main method to pinpoint where the app was getting stuck, and it turns out it's getting stuck when I call this line:
new Lwjgl3Application(new GdxGame(), config);
In the Lwjgl3Application constructor, it is hanging on this method call:
initializeGlfw();
Which looks like this:
static void initializeGlfw() {
if (errorCallback == null) {
Lwjgl3NativesLoader.load();
errorCallback = GLFWErrorCallback.createPrint(System.err);
GLFW.glfwSetErrorCallback(errorCallback);
if (!GLFW.glfwInit()) {
throw new GdxRuntimeException("Unable to initialize GLFW");
}
}
}
In this method it gets stuck on createPrint and GLFW.glfwInit(). The print method looks like this:
public static GLFWErrorCallback createPrint(PrintStream stream) {
return new GLFWErrorCallback() {
private Map<Integer, String> ERROR_CODES = APIUtil.apiClassTokens((field, value) -> 0x10000 < value && value < 0x20000, null, GLFW.class);
#Override
public void invoke(int error, long description) {
String msg = getDescription(description);
stream.printf("[LWJGL] %s error\n", ERROR_CODES.get(error));
stream.println("\tDescription : " + msg);
stream.println("\tStacktrace :");
StackTraceElement[] stack = Thread.currentThread().getStackTrace();
for ( int i = 4; i < stack.length; i++ ) {
stream.print("\t\t");
stream.println(stack[i].toString());
}
}
};
}
All of these methods come from the Lwjgl library. Does anybody know why my app might be getting stuck on these method calls?
I've had the same issue and it seams to be tied to the machine you are on. I made a clean VS15 solution with GLFW and ran it on several different PCs to find that only my desktop had this issue. I also tested the LWJGL binding of GLFW and had the same results.
[EDIT] the wait happens in the glfwInit() call
/* Initialize the library */
if (!glfwInit()) // stuck here
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(1920, 1080, "Hello World", NULL, NULL);
There is one post that I came across an archived post on the openGL forums that mentions an issue similar to this but it's fairly old and might be referring to a slightly different issue.
I can recommend to check that you are excluding your build folder from any antivirus, sometimes they see the generated executables as potential threats and thus might be slow however i dont believe that's your issue.
Sadly the only option that has worked for me was a clean install of windows, though the bug mysteriously stopped manifesting itself when I connected a VR headset and reappeared a couple days later. Hope you have better luck than me and dont have to clean install your OS and if you find a less cumbersome solution be sure to spread the word.

Eclipse Java Memory Error: Heap. Developing in Android with Phonegap.

I have a Android App I have developed, It has been created from a successful ios App that was released and works fine. On one device it works correctly, no errors and does not crash. However on another device (newer, newer version of Android, faster processor) it crashes. Here are the memory errors when it crashes.
The app is designed to take a picture and to then use that picture as the background for a canvas, then a screen shot is taken. I can go through this process once, but then if I repeat the process and take another picture, the application crashes on exit of the camera API for the second time. And displays these errors. The application is Developed in Eclipse using Phonegap and Jquery mobile. I am unsure which parts of my code I should post to help this problem, but please feel free to ask if you feel some may be relevant.
Any help is really appreciated.
Okay, if you review my post on why we run out of memory on PhoneGap Android apps:
http://simonmacdonald.blogspot.ca/2012/07/change-to-camera-code-in-phonegap-190.html
You may find some tips when you use the camera.getPicture() command. Other than that I'm currently working on fixing some of these Camera issues by bringing everything in house instead of firing a camera intent.
You can make such trick.... To set picture as background use...
public void setbg(){
String pathName = Environment.getExternalStorageState() + "scm_pic.jpg";
Resources res = getResources();
Bitmap bitmap = BitmapFactory.decodeFile(pathName);
BitmapDrawable bd = new BitmapDrawable(res, bitmap);
View view = findViewById(R.id.container);
view.setBackgroundDrawable(bd);
}
And then when you don't need this picture or want to #Override onPause methods or to switch another activity use...
private void unbindDrawables(View view) {
if (view.getBackground() != null) {
view.getBackground().setCallback(null);
}
if (view instanceof ViewGroup) {
for (int i = 0; i < ((ViewGroup) view).getChildCount(); i++) {
unbindDrawables(((ViewGroup) view).getChildAt(i));
}
((ViewGroup) view).removeAllViews();
}
}
To use it in #Override use for examole...
unbindDrawables(findViewById(R.id.container));
System.gc();
if you use camera means Destination type must in FILE_URL in android. because DATA_URI gives base64 string so it gives out of memory error sometime. First u get URL from camera then Convert base64 format using filesystem concepts...

"setImageDrawable(Drawable.createFromPath)" get image from web server Android

I am using the the gridView example from the developer.android.com site. But they are using images saved in the res/drawable folder. I want to try and set the images to come from my web server.
private Integer[] mThumbIds={
for(int i=0;i<myJSONArray.lenght();i++){
Object[] myJSONArray;
setImageDrawable(Drawable.createFromPath(String "www.mywebsite.com: + myJSONArray[i]).thumb);
};
};
Am I on the correct path to accomplish this? I am looking for advice or documentations/tutorials on this process. Thanks in advance.
I modified the GreenDroid library to do it for me - it has a nice set of imageloading classes. It takes some slight modification if you don't want to use their actionbar (I didn't see an easy way to do it without modification). Everything is also async : D !
this way you cant create Drawable from internet, for that you have first download content & make it Drawable refer this

How to get supported video camera resolutions in android?

I am writing an app where I am allowing the user to capture video using the phones camera. I am using my own code to record the video as opposed to Androids built in camera app.
Everything is working OK except I need to be able to access the list of supported camera resolutions so I can choose at runtime which one to use. I am looking for something like getSupportedPictureSizes() but for video. Android 3.0 has this functionality but I am looking for something for 2.2.
As of right now I am using CamcorderProfile.QUALITY_HIGH / QUALITY_LOW, but this only gives me two options and on the phones I have been testing on, the file sizes are at each extreme.(QUALITY_LOW is 216 kb/s and QUALITY_HIGH is > 3 MB/s)
Any help would be greatly appreciated,
Thank You!
Did you try to use the getSupportedVideoSizes() method from Camera.Parameters class?
public List<Camera.Size> getSupportedVideoSizes()
This method returns a list of Size objects. It will return null if the camera does not have separate preview and video output. The answer here indicates that when this returns null you may use the getSupportedPreviewSizes() list.
Ok I think I figured it out. It seems to work correctly on the phones I have been testing on.
List<Size> tmpList = camera.getParameters().getSupportedPreviewSizes();
final List<Size> sizeList = new Vector<Size>();
//compair the apsect ratio of the candidate sizes against the real ratio
Double aspectRatio = (Double.valueOf(getWindowManager().getDefaultDisplay().getHeight()) / getWindowManager().getDefaultDisplay().getWidth());
for(int i=0; i<tmpList.size(); i++){
Double tmpRatio = Double.valueOf(tmpList.get(i).height) / tmpList.get(i).width;
if(Math.abs(aspectRatio - tmpRatio) < .15){
sizeList.add(tmpList.get(i));
}
}

Playing sound on BlackBerry gives an error

I'm having trouble getting a short MP3 file to play in a very small app I'm writing to learn how to develop for the BlackBerry.
Because I'm a newbie at BlackBerry development, I've uploaded my Eclipse project for the app to http://stroke.sampablokuper.com/stroke.zip because I don't know if the problem's with my Java programming, or the way I've laid out the resources in my project, or something else.
It's a very small project - only one Java file & three media files - so please help me by seeing if you can run it without errors in the Curve 8520 simulator on your computer. (It's designed for the 8520, because that's the phone a friend of mine has; I don't have a BB myself - yet!)
The idea is that when the user presses/scrolls "down" on the trackball/pad, a sound will be played, but currently instead of the sound, I just get an error message: javax.microedition.media.MediaException .
I've tried to debug this, but as I say, I'm a total newbie to BB development, so I don't really know how to make sense of the information I get from the breakpoints I've set.
Please can you tell me where I've gone wrong?
I really want to finish this before Christmas; please help!
Thanks in advance :)
EDIT: here's the relevant portion of the code, stripped down as much as possible:
public boolean navigationMovement(int dx, int dy, int status, int time) {
if (dx == 0 && dy == 1)// DOWN
{
makeNoise("growl");
}
return true;
}
private void makeNoise(String action) {
if (action == "growl") {
Dialog.alert("GROWL");
try
{
Player p = javax.microedition.media.Manager.createPlayer("growl.mp3");
p.realize();
VolumeControl volume = (VolumeControl)p.getControl("VolumeControl");
volume.setLevel(30);
p.prefetch();
p.start();
}
catch(MediaException me)
{
Dialog.alert(me.toString());
}
catch(IOException ioe)
{
Dialog.alert(ioe.toString());
}
}
invalidate();
}
Further edit I've removed the link to download the project, since the problem did indeed appear to be with the code, and is now solved anyway.
if you have mp3 file on SDCard your URI should be file:///SDCard/<file>.mp3 but if you are playing it from application then getResourceAsStream is the answer
The problem turned out to be that the string passed to the .createPlayer method needs to be a URI.
I tried many variations along the lines file:///growl.mp3 before eventually giving up (if anyone knows the correct URI syntax for pointing to a file within a BlackBerry App, please comment!) and settling on this:
InputStream is = getClass().getResourceAsStream("growl.mp3");
Player p = javax.microedition.media.Manager.createPlayer(is,"audio/mp3");
It's a bit crufty by comparison, but at least it works!

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