Blackberry Tablet OSThis documentation explains how to build for Blackberry OS target with the ShiVa Authoring Tool.PrerequisitesThere is a few things to do before being able to build an application for Blackberry target :
Please refer to ShiVa Authoring Tool Installation, Blackberry part for more details. Step 1 : Content
Application packA game in ShiVa Editor is made of various files : 2d media, 3d media, audio and scripts. You must export all these files into a unique .stk file. For that, in the Game Editor Module in ShiVa Editor, select option to export the game as a run-time package. ShiVa Editor will produce a single .stk file. Select this file in the Application Pack field. IconThis icon will appear in the Home screen and application screen as a direct link to your game.Format : the icon must be a png file 86x86px. Guidelines : you may want to follow the Blackberry UI design guidelines described here : http://docs.blackberry.com/en/developers/ Startup splash-screenThe splashscreen is the first image displayed on the device, before the 3d content.Format : the image must be a png file 1024x600px. PreviewThe preview area for the icon and the splashscreen.Native CodeShiVa Editor 1.9 allows you to code some parts of your application in C++ or convert all your lua code into readable C++.To use this feature, when exporting the game in Shiva Editor, check option “Runtime package ( stk and cpp source )” as shown in picture below. ![]() Shiva Editor will generate a .stk package (that does not contain any lua code) and a folder containing your lua code converted into C++. You must add these C++ files manually in the Content panel so that the Authoring Tool builds them as part of your application. Using native code feature gives you a chance to modify the generated C++ files before adding them in the panel. This has two main purposes:
Note: every time you export the game from Shiva Editor, the C++ files are generated again. That may overwrite the changes you made to these files. Additional filesAdditional application data files (for instance a xml data file, or a movie file).Use the application.getPackDirectory function to get the absolute path of the files and load them while application is running. Step 2 : AuthoringWarning: as step 2 and step 3 are optional, Authoring tool does not display the 'Next' button to reach them. Instead, to reach 'Step 2' and 'Step 3' panels please click the panel name on top of Authoring Tool window. Authoring typeAuthoring type is the type of the generated application as follows:
SigningBundle identifierUnique identifier used to generate the project, usually com.yourname.app.yourapplicationame, must be lowercase. Signing identity Application vendor, for instance, your company name. VersioningVersionApplication version : of the form x.x.x, used as follows. This is the version the end user will see. Step 3 : Build
Use OpenGLES 1.1Force the engine to be in OpenGLES 1.1 that ensure good performance but less quality as it disable all the “nextgen” effects like normal maps, bloom...Use Location ServiceIf your application needs to use the GPS.Use NetworkIf the application need to use the network, multiplayer use for instance.Use Device InfoIf you need to use the unique identifier device in your application.Use CameraIf the application needs to use the device's camera.Use MicrophoneIf the application needs to use the device's microphone.Install on connected devicePush the generated app directly on all connected devices.Device IPThe IP of the device on which you want to push your application.Device PasswordThe password of your device.Device Debug TokenThe path to the token you have generated for your device.Output folderFolder where to save generated application.Custom post build scriptTo execute some commands right after the build, create a .bat file with the commands and copy it int the script folder “Stonetrip\ShiVa Authoring Tool\Data\YourOS\Blackberry\Scripts”. This file will be available in the dropdown list once Authoring Tool has been restarted. |