Make Widelands mobile compatible (Android, iPhone(?), FirefoxOS (?),...)

Bug #1225740 reported by Nasenbaer
12
This bug affects 2 people
Affects Status Importance Assigned to Milestone
widelands
Won't Fix
High
Unassigned

Bug Description

Widelands is currently crossplatform compatible and runs on many different operating systems and architectures (I even got it to run on an arm-pocessor with linux operating system).
However there are some major problems that keep Widelands from being 100% compatible to mobile devices:
* The control with touch displays has to be programmed and should be activated via compile arguments (even better cmake should find out, which control types are valid for the target platform)
    - The readme should be different to explain the control (this can be handled by exchanging the readme file or by a code switch that simply loads a different text file).
* Some parts of the OpenGL code might be incompatible (I have read some post on the bug tracker and the widelands chat about OpenGL-ES, but seriously I do not know what has to be done and how much has to be done).
* We have to check that all used libraries are working on the target plattforms (e.g. SDL 2.0 has an official android port, for SDL 1.2 there is http://libsdl-android.sourceforge.net/)

Revision history for this message
SirVer (sirver) wrote :

I agree that this is very important. The future of gaming seems to be on mobile, i.e. android (for us right now). iOs would be nice, but there are a bunch of legal issues to be determined, i.e. who gets the money from selling the app and who pays for the app fees that apple asks.

Android is a first target imho.

Revision history for this message
Jens Beyer (qcumber-some) wrote :

Apple mobile devices could probably be impossible to target.
GPL is probably not compatible to Apple's conditions regarding the App Store.

More can be found at the 'web, for a start you may look here: https://www.fsf.org/news/2010-05-app-store-compliance

Revision history for this message
SirVer (sirver) wrote :

It has been done before, I am not too concerned about this licensing issue: https://itunes.apple.com/us/app/battle-for-wesnoth-hd/id575852062?mt=8

Revision history for this message
Shevonar (shevonar) wrote :

However, it was not easy for Wesnoth and caused a lot of discussion: http://lwn.net/Articles/396535/

Revision history for this message
SirVer (sirver) wrote :

That link makes for an interesting read indeed. However, I say we cross this bridge when we get there. Let's start with google play which is easier to target anyways as it is better supported by sdl2 (as far as I understand). And if this works we can turn to ios and figure out the legal implications.

Revision history for this message
SirVer (sirver) wrote :

Setting to incomplete for bug sweeping.

Changed in widelands:
status: Confirmed → Incomplete
Revision history for this message
SirVer (sirver) wrote :

The original post mentions three issues. The second one (porting to OpenGL ES) is tracked

The third one (have compatible libraries) is tracked in https://bugs.launchpad.net/widelands/+bug/1380048 - porting to SDL2. SDL2 runs on everything that I care to target in the near future, so that should be good enough.

Changed in widelands:
status: Incomplete → Confirmed
Revision history for this message
SirVer (sirver) wrote :

Copy & pasto: the OpenGL ES bug is https://bugs.launchpad.net/widelands/+bug/984372.

Revision history for this message
GunChleoc (gunchleoc) wrote :
Changed in widelands:
status: Confirmed → Won't Fix
To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.