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Re: best way to draw text/fonts on MacOS from C/C++ [message #33312 is a reply to message #33310] |
Sun, 24 July 2011 10:06   |
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mirek
Messages: 14256 Registered: November 2005
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Ultimate Member |
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Quote: |
Modern x86_64 apps apparently need to use Cocoa
only for non-drawing functions, and to create the
graphics context and associate it with a window
(and this must be done in Objective-C/C++).
The .mm file and -framework Cocoa
needs to be passed into gcc, maybe as a post build
step in UPP. I will try this out.
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Actually, I believe we should rather teach theide to recognize .m/.mm files (should be simple) and put -framework options to linker step (can be done in Package oraganizer now).
We should bind adding -framework and the whole conditional compilation for MACOSX as "MACOSX" flag. Later, it will be "host flag" added automatically (just like WIN32 or LINUX are now).
So I see this as next step:
- investigate how minimal Cocoa application looks like - it is enough to display "Hello world" in otherwise emtpy window (view?), preferably without the presence of .nib files
- this can be developed and tested in XCode
- then make theide compile this app
Quote: |
fl_cocoa.mm window, event, kybd, mouse, dnd code
Objective-C++ (3500 lines)
mac.H header mapping FLTK to mac functions
fl_font_mac.cxx font/text info & drawing code in C++
FLTK does not use any high-level widgets on any platform;
it works a lot more like UPP, and draws itself whatever
is needed from basic 2D elements: polylines/polygons,
images/pixmaps, and text/fonts. So, for these
reasons I recommend taking a look at it.
Dave
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This is a good find. Looking at FLTK might be a good kickstart... 
Mirek
[Updated on: Sun, 24 July 2011 10:41] Report message to a moderator
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