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Home » Developing U++ » Mac OS » Porting (Mac OS X) and "reference application" idea
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Re: Porting (Mac OS X) and "reference application" idea [message #28285 is a reply to message #23793] |
Thu, 26 August 2010 11:03   |
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kohait00
Messages: 939 Registered: July 2009 Location: Germany
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Experienced Contributor |
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there is a core layer, called 'quartz' which could be used, without the need to have objective c++, trying to find out what we need for..but we wouldnt need cocoa..
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Introduction
Quartz 2D is an advanced, two-dimensional drawing engine available for iOS application development and to all Mac OS X application environments outside of the kernel. Quartz 2D provides low-level, lightweight 2D rendering with unmatched output fidelity regardless of display or printing device. Quartz 2D is resolution- and device-independent; you don’t need to think about the final destination when you use the Quartz 2D application programming interface (API) for drawing.
The Quartz 2D API is easy to use and provides access to powerful features such as transparency layers, path-based drawing, offscreen rendering, advanced color management, anti-aliased rendering, and PDF document creation, display, and parsing.
The Quartz 2D API is part of the Core Graphics framework, so you may see Quartz referred to as Core Graphics or, simply, CG.
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http://developer.apple.com/mac/library/documentation/Graphic sImaging/Conceptual/drawingwithquartz2d/Introduction/Introdu ction.html
and: it's not to be mixed with QuickDraw API, which *is* deprecated, but quartz is a replacement for it.. cocoa partly uses it as far as i know, but mainly it uses opengl directly..
i have a test program here drawing stuff on screen with quartz, my chief bought a mac shortly, we are experimenting and really considering porting.
anyone with infos on it please post..
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Re: Porting (Mac OS X) and "reference application" idea [message #28288 is a reply to message #28287] |
Thu, 26 August 2010 11:48   |
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kohait00
Messages: 939 Registered: July 2009 Location: Germany
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Experienced Contributor |
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and some more
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The Quartz 2D C API
Quartz 2D is one part of a larger graphics environment known as Core Graphics. In addition to Quartz 2D, Core Graphics interacts with the window system and hardware to integrate graphics created by the many different graphics libraries on the system. It is responsible for managing the display environment and working with the window server and Quartz compositor to create the image presented on the screens. While Core Graphics encompasses more than Quartz 2D, it's not unusual for people to use the two terms interchangeably when discussing Quartz 2D in context.
The Core Graphics API is an object oriented API. To allow developers to use that API in as many environments as possible, however, the system implements it as a set of C routines. The API itself draws upon the object-oriented concepts of encapsulation, inheritance, and polymorphism. Because C doesn't directly support these concepts, Core Graphics uses opaque data types, in the place of classes, to support encapsulation and inheritance. To provide polymorphism, Core Graphics applies a naming convention to its routines.
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http://flylib.com/books.php?ln=en&n=3&p=310&c=9& amp;p1=1&c1=1&c2=100&view=1
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Re: Porting (Mac OS X) and "reference application" idea [message #33069 is a reply to message #33068] |
Tue, 05 July 2011 22:17   |
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kohait00
Messages: 939 Registered: July 2009 Location: Germany
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Experienced Contributor |
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Who,s willing to start the experiment? Imagine the kind of boost for ultimate beeing able to run natively on win32/posix/macos/sdl/framebuffer...
This can be a key feature especially for embedded systems, it,s quite hard to start with qt, fltk is outdated and pretty ugly, picogui has ceased devolpment, xserver or fbcon are complicated to implement in ES, and here comes upp, one tool for all the needs..even adaptable to a custom backend..
EDIT: this one is a central source..
http://developer.apple.com/library/mac/#documentation/Graphi csImaging/Conceptual/drawingwithquartz2d/Introduction/Introd uction.html
[Updated on: Wed, 06 July 2011 11:40] Report message to a moderator
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Re: Porting (Mac OS X) and "reference application" idea [message #33140 is a reply to message #33086] |
Mon, 11 July 2011 06:52   |
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daveremba
Messages: 32 Registered: June 2011 Location: Los Angeles, CA, USA
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Member |
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Hi, I'm new to UPP, so I'll pose some
basic questions for discussion below.
I have some time and knowledge of the MacOS,
C++, etc. and would consider helping with
a more complete port of UPP to Mac.
It would help to get some direction/discussion
from the UPP community.
Also, are there any other developers on
MacOSX who would work on this??
What is the interest level in a MacOS port
of UPP?
I got a port working of TheIDE on MacOSX,
and the example apps run, but under an X11
emulator, and do not have the Apple look and feel.
This of course is expected.
There is some remaining work to fix a couple of
problems with buttons and menus. But in any
case this is a quick and crude port, and its main
value is that TheIDE itself does run and could
be used as an alternative to Xcode.
Xcode is the Apple equivalent of MS Visual Studio,
or KDevelop, etc. It generates code for MacOS,
iPhone, and iPad. It has a simulator for
the mobile devices (like Android).
One works mainly in Objective-C.
Xcode generates a .nib file, similar to the UPP
.layfile, form another tool called "Interface
Builder".
Attached are snapshots of the "widgets" available
in Xcode IB for iPhone and MacOSX.
Some questions to consider:
What kind of port would be reasonable and useful
to the UPP community?
Probably reinventing
the entire Apple tool chain is not desirable.
is there a 1:1 correspondence of widgets to UPP?
(probably not)
The UPP community would want an app that runs
on Linux and Windows to look similar, but also
conform to Apple look and feel, right?
(without much or any re-coding effort, like
Qt etc, but a better result than Qt)
There are several technical paths to chose from;
and picking the best one depends on what
the community expects from a porting effort
of UPP to Mac.
So a useful first step, I would ask readers to please
look at the attached widgets, and provide some
comments as to which ought to be connected to UPP,
and which are "out of scope" (at least for a first
port). (widgets are in messages that follow)
There is at least a basic correspondence of
menus, buttons, tabs, etc. There are quite a
few button styles on MacOS however.
You can also
see some specialized containers that Apple provides
for OpenGL, Quicktime, PDF, and choosers for
time, date, options, etc. (particularly for
iPhone they look quite different from UPP).
I saw that another developer, Aris (fudadmin), did a port
of the vector and image drawing tools in UPP.
I downloaded that Xcode project also.
off-topic:
A universal mobile UI framework that claims 1 million
developers for mobile devices and that I'm working
with is Sencha, which runs in Javascript.
The libarary is called ExtJS. Here is the
link:
http://www.sencha.com/products/extjs/
Sencha currently lacks a good data-object
connection to server (Direct-EXT is incomplete).
I recommend UPP developers take a look at it,
how might it relate to the Rainbow (or future UPP)
projects?
For another project, I am considering using UPP for the
server backend (since it is so fast compared to PHP, and
a much better language (C++ & good design)
compared to PHP). I'd need JSON/REST in UPP
to get my project working however.
Any comments on this would be appreciated
(maybe in another thread).
Thanks,
Dave
Xcode Interface builder widgets (Cocoa library)
are attached as 4 replies to this post.
[Updated on: Mon, 11 July 2011 07:37] Report message to a moderator
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