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AppGameKit Classic Chat / AppGameKit V2017.4.24 Released! Plug ins for Mac & Linux now supported

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RickV
TGC Development Director
23
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 24th Apr 2017 16:57
Hi,

We've added Mac & Linux Plugin support.

Read the full details HERE.

Rick
Development Director
TGC Team
Markus
Valued Member
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Location: Germany
Posted: 24th Apr 2017 18:14
overall great news thanks
AGK (Steam) V2017.03.31 : Windows 10 Pro 64 Bit : AMD (17.2.1) Radeon R7 265 : Mac mini OS Sierra (10.12.2)
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21
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Location: 3 boats down from the candy
Posted: 24th Apr 2017 19:19
Any information on the required parameters for the PluginError function?
Paul Johnston
TGC Developer
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Posted: 24th Apr 2017 19:43
Quote: "Any information on the required parameters for the PluginError function?"

It takes a single const char* for the error message. If the user has used SetErrorMode(2) then the error message will be displayed in a message box, otherwise it will only be placed in the error log. The app will continue in either case.
empty
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Posted: 24th Apr 2017 19:56
Thank you, Paul!
CJB
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Location: Essex, UK
Posted: 24th Apr 2017 20:34
Quote: "Broadcasting can now send plugins to Windows, Mac, and Linux players"
Does this functionality open the door to potential Android / iOS plugins in the future?
=PRoF=
21
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Location: Milton Keynes, UK
Posted: 25th Apr 2017 01:05
I'm getting more intrigued by the idea of plugins, especially now they are multi format.

Is it possible that we could write a UI plugin which would support all 3 desktop formats? (Mac, Windows and Linux). Assuming there is a compatible library available to all 3.
JohnnyMeek
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Location: Slovenia
Posted: 25th Apr 2017 07:50
Quote: "Is it possible that we could write a UI plugin which would support all 3 desktop formats? (Mac, Windows and Linux). Assuming there is a compatible library available to all 3."


I hope so, writing any kind of utility app in AppGameKit is so painful when it comes to File operations.
MadBit
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Posted: 25th Apr 2017 07:52
Quote: "Is it possible that we could write a UI plugin which would support all 3 desktop formats? (Mac, Windows and Linux). Assuming there is a compatible library available to all 3."


I already had this idea. It should also be possible. I have already looked for possible libs. In my closer selection are - GTK +, FLTK and IUP. These exist for Windows, Linux and Mac.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine
Kevin Cross
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Joined: 15th Nov 2003
Location: London, UK
Posted: 25th Apr 2017 14:03
Is it possible to create a plugin which gives us greater functionality with text boxes like select all/part of the text, copy and paste with desktop apps? I remember seeing a post where someone did this using a command line call to the Windows copy program/function with the AppGameKit RunApp function but that obviously only worked on Windows and was before plugins were introduced.
Zwarteziel
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Joined: 22nd Jan 2011
Location: Netherlands
Posted: 25th Apr 2017 16:43
Quote: "Is it possible that we could write a UI plugin which would support all 3 desktop formats? (Mac, Windows and Linux). Assuming there is a compatible library available to all 3."


I would pay dearly for this! I have been having a lot of UI troubles, preventing me from finishing my product. (Or so I tel myself )
Ranietz
AGK Gold Backer
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Location: Norway
Posted: 25th Apr 2017 21:04
I tried the PluginTest project on Linux Mint 18.1 and it compiles fine but when I run it the window close immediately.
If I remove the line "f = EP.AddFloat( 5, 7 )" then it works fine.
MikeHart
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Posted: 25th Apr 2017 21:25 Edited at: 25th Apr 2017 21:26
Tried the PluginTest project on OSX 10.11.6.

The player crashed immediately. If I comment all calls to the plugin out, it runs.

This is the crash report:

Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
MikeHart
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Posted: 25th Apr 2017 21:36
The help file for plugins talk about a command.txt file which should be located somewhere. I can't find it.
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
Paul Johnston
TGC Developer
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Posted: 26th Apr 2017 01:44
Quote: "I tried the PluginTest project on Linux Mint 18.1 and it compiles fine but when I run it the window close immediately. If I remove the line "f = EP.AddFloat( 5, 7 )" then it works fine."

Quote: "Tried the PluginTest project on OSX 10.11.6. The player crashed immediately. If I comment all calls to the plugin out, it runs."

What processor are you using? I assumed my x64 assembly was valid on all processors but it's possible I used an instruction that was only available on mine. Also does it only happen with plugin functions that return a float or all plugin functions?
Ranietz
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Posted: 26th Apr 2017 02:48
I'm using a x64 processor. I'm not at my computer right now so I don't have any more details at the moment.
And for me it was only the AddFloat function that failed. The other functions worked just fine.
Ranietz
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Posted: 26th Apr 2017 14:24
If by processor you mean CPU then I have an Intel Core2 Quad Q9550.
Paul Johnston
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Posted: 26th Apr 2017 16:24
Thanks, it looks like I was using an instruction that required AVX instructions, I've changed it for the next version.
Ranietz
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Posted: 26th Apr 2017 16:43
Thanks Paul.
MikeHart
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Posted: 27th Apr 2017 08:26
@Paul, I still didn't had the chance to fire up my Imac but it was only the AddFloat function that let the app crash. My Imac is from 2009 so I think it has an Intel Core 2 Duo as a CPU.
Again, I don't see a Commands.txt file in the plugins folder. Does it work without now?
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
MadBit
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Posted: 27th Apr 2017 09:39
MikeHart wrote: "Again, I don't see a Commands.txt file in the plugins folder. Does it work without now?"


Which plugin folder? The folder in your project does not have a 'Commands.txt' file. Only the dll is copied. The directory in '...\App Game Kit 2\Tier 1\Compiler\Plugins\ExamplePlugin\' there should be such a file.
I do not know how the directories are sorted with the mac.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine
MikeHart
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Posted: 29th Apr 2017 07:55
MadBit wrote: "I do not know how the directories are sorted with the mac. "


Found it. It is located inside the content of the AppGameKit application under

Contents/Resources/share/applications/Plugins/ExamplePlugin
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
MikeHart
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Posted: 29th Apr 2017 07:58
@Paul: When I click inside the editor on Edit/Plug Preferences I hear just a system ping sound and nothing happens. Is that normal? Is that menu entry related to GEANY Plugins or to AGK2 plugins? And if later, can you explain how it can be used?

Another question: Can plugins directly interface with sprites or do they have to do it via Tier2 calls?
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
MikeHart
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Posted: 1st May 2017 11:40
@Paul: Can you post the source of the example plugin? Also include an example how to access AppGameKit arrays/types inside a plugin. In general it is important to know how to deal with AppGameKit variable types, create/access/delete them inside a plugin.
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
MadBit
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Posted: 1st May 2017 12:05
Quote: "Also include an example how to access AppGameKit arrays/types inside a plugin. In general it is important to know how to deal with AppGameKit variable types, create/access/delete them inside a plugin."


I do not think that is possible. As far as I know it is only with integer, strings and floats. But would be very useful if udt's and arrays were also supported.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine

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