on 22-04-2012 06:39 AM
Thanks for the static class. When using the DeviceName on the actual PS Vita, I've got IP address instead.
Did I use it wrongly?
label.Text = Information.DeviceName.ToString ();
on 22-04-2012 06:50 AM
Previously, I've posted this. It works quite well.
You can try this simple snippet to know what device your program is running at:
...
//declare string array of deviceType
private static string[] deviceType = new string[]{
"Others",
"Sony Ericsson Xperia Play or Acro",
"Sony Xperia S or Acro HD",
"Sony Tablet S",
"Sony Tablet P",
"Playstation Vita"};
//Simple method to return what device this program running on
public static string CheckScreenSize(int width, int height)
// call from your initialize portion of your program,
// you can return value to Console.Writeline or any label...etc
label.Text = CheckScreenSize(graphics.Screen.Width, graphics.Screen.Height);
...
on 22-04-2012 04:25 PM
on 23-04-2012 12:37 AM
Sure, no problem. ![]()
on 30-04-2012 09:56 PM
Here's a list of some of the upcoming features that will/may (some may be coming in future releases) be available in SuitePack 0.2:
Profile System
This feature is pretty much explanatory. This makes it easier for developers to keep a person's data completely seperate from another person's data. When the developer calls Profile.ShowSelector(), a dialog will show up that allows the player to do the following:
The developer can then access the profile by using Profile.SignedInProfiles[int index].
If you have any suggestions or questions, leave 'em here.
on 05-05-2012 04:51 PM
Hello, This is a very interesting library project. Do you think it is possible to open source it and let development and forks happen in the open on Github?
Thank you for your work, very useful class!
05-05-2012 05:54 PM - edited 05-05-2012 06:14 PM
There is something which is puzzling me. You say to replace all calls related to GraphicsContext, but how would you interact with the Graphics API (SetShaderProgram, SetUniformValue, SetColorMask) without a valid context returned by GraphicsContext?
Edit: ok, I have seen you provide the context as static field. Thanks
.
05-05-2012 06:13 PM - edited 05-05-2012 06:38 PM
It does not seem to play along well with code completion.
I add the files to the project, edit the references (modifying a built-in project) by adding the SuitePack.dll, add a "using SuitePack" statement in the source code. Yet, I cannot use code completion for that, if I do not add the "using" statement I can use code completion with your library, but it does not compile... if I do add the proper "using" statement I can compile the program, but not use code completion for your custom classes.
Edit:
"Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object
at SuitePack.GraphicsDevice.get_Width () [0x00000] in <filename unknown>:0
at SuitePack.Information.get_Device () [0x00000] in <filename unknown>:0
at Sample.ShaderCatalog.Init () [0x00000] in <filename unknown>:0
at Sample.ShaderCatalog.Main (System.String[] args) [0x00000] in <filename unknown>:0
"
The app does not seem to be able to run...
Further Edit:
"GraphicsDevice.Initialize(Information.Device)" --> causes crash.
"GraphicsDevice.Initialize(DeviceType.Other)" --> does not cause crash.
Also, code completion seems to work again now... bah... sorry for the not so useful details
.
on 05-05-2012 06:54 PM
It would be useful to be able to initialize SuitePack's GraphicsDevice knowing already what device you are running on, but it does not seem that Information.Device is fully setup before you have initialized GraphicsDevice... at least I could not use it this way.
on 05-05-2012 07:25 PM
//MotionHelper
try {
MotionHelper.SetMotionData(Motion.GetData(0));
} catch (Exception e) {
Debug.WriteLine("Motion Data check error... " + e);
}The above code will help your app not to crash when you are testing it on the Simulator (which causes a crash when setting the motion data source).
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