I don’t know what else can I do to solve the sailjail permission problem.
It seems that I made a mistake with the desktop file on boxclip, I uploaded again and now it should have the sailjail permissions correct… hopefully…
The Name keys are duplicate, and the second one, Name=boxclip.desktop will lead to the name on the destop/launcher to be “boxclip.desktop”. So, remove that line.
You can place the Icon at /usr/share/games/love/, as long as you use the corresponding absolute path in the Icon key, but the more common localtion is /usr/share/icons/hicolor/NxN/apps with N being the resolution.
If the icon file is there, you can just use Icon=boxclip (no path, no extension, but case-sensitive) and the correct icon should be chosen.
Update: not writing the full path of the icon on the .desktop files causes in my phone that the app has no visible icon, therefore I won’t do that for now.
I built boxclip and submited it again, feel free to provide further feedback.
I did not release all the games and apps I ported to mobile to openrepos because I want to see the feedback and how they work on modern versions of sailfish once we are done with all the changes, but also because I did some quality filters and tried to upload the best. There are much more in my repository (packaged as rpm and ready to install), feel free to test them and if you think any other is worth uploading or you have any feedback on how to improve them / guidelines to make them run just let me know.
A shared document with the list of games ported so far can be found here: CryptPad (password: “love2dtouch”)
So, a quick question. The glitchapp repos don’t seem to contain your sailfish rpm / build data. You’re building on a pc and uploading to openrepos, or? Be nice to have the rpms (and rpm applied patches) in the repos. Then I could start building them on chum.
I’m not sure what you want me to do poetaster, the last rpm builds are on openrepos and on codeberg, do you need all the spec and source files? I can send them to you. If you want me to apply some specific spec so that it builds upon your new maintained love builds just let me know what I need to do.
I was hoping the rpm files land in the root of the repository directories. Then, we can automate the build of the games directly from the codeberg repos. Otherwise, for chum, we need to setup further repos which contain the rpm directories.
I’ll do some testing in the coming days and then suggest a concrete solution. Best case, one automates the builds on the git platform & chum.
I’ve never done automatic builds through a repository, I always build myself from pc, but feel free to contact me directly if you want me to do it and explain me what I need to do (I don’t know how to prepare the files for automatic build).
In short, create a directory called rpm in the root of each repository containing the required (usually just .spec file) … I can then test if the spec can be executed on obs. If you want to learn how that works we can go on from there. I have to take a look if codeberg supports actions that spin up virtual machines. If so, you can have builds done on, for instance, git tag or push to a certain branch.