It's quite hard to learn as the debugger in xcode is not helpful. But after a couple of days I think I have the basics (enough to add the Curvy menu bar!) The best bit was realising I could mix and match C++ and Objective-C in the same source files - so most of the time I just use C++.
I'm beginning to realise that there are lots of little Mac-Specific features that a Mac user will expect from an application - but that I might not know are missing, so I'll need to spend some time on that once the main functionality is working.
In any case I hope to have an early Alpha build ready in the next couple of days (Lots of graphics + functionality bugs but a good first test). Moderators only until the bigger bugs are fixed.
Curvy 3D on Mac Dev Log
If this can help, Appkit has a tons of features that let you do the usual mac things with 2 lines of code
If i would be you i would not fight objective c and just go with the flow....i discovered that doing c++ in objective c is usually fine but is a pain to debug (unless you encapsulate your c++ in a class and just call it when needed).
I am sure that you are enjoying the experience
If i would be you i would not fight objective c and just go with the flow....i discovered that doing c++ in objective c is usually fine but is a pain to debug (unless you encapsulate your c++ in a class and just call it when needed).
I am sure that you are enjoying the experience
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Apple is doing my head in. It is like a secret society with all its different closed languages and APIs - at least Windows is organised and well documented.
I've got the basics working with an OpenGL editor, but integrating the dialogs into Cocoa/Carbon is beyond me so far. And bizzarely the Windows OpenGL version has stopped working under Wine compared to the slower DirectX under Wine version.
wxWidgets is another option - but that doesn't seem to play well with OpenGL AFAIK.
I will probably have to find a dev who has done the same kind of transition and ask them how they did it.
I've got the basics working with an OpenGL editor, but integrating the dialogs into Cocoa/Carbon is beyond me so far. And bizzarely the Windows OpenGL version has stopped working under Wine compared to the slower DirectX under Wine version.
wxWidgets is another option - but that doesn't seem to play well with OpenGL AFAIK.
I will probably have to find a dev who has done the same kind of transition and ask them how they did it.
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- C.E.O.
- Posts: 2576
- Joined: Wed Dec 01, 2004 8:13 am
- Location: Kingston Upon Thames, U.K.
- Contact:
I've got dialog boxes working in Curvy OSX now - by ignoring Cocoa/Carbon trickiness and just drawing them myself in OpenGL!
Also fixed the view borders so objects don't overlap into each other's viewports.
Just want to get load/save file chooser dialogs working and will be ready for a new beta drop.
Also fixed the view borders so objects don't overlap into each other's viewports.
Just want to get load/save file chooser dialogs working and will be ready for a new beta drop.