[coco-devel] Re: Copter Commander and the Mac
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From: David M. <sv...@ya...> - 2002-02-06 18:14:50
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[coc...@li... added] Joshua C Priluck wrote: > Are your friends interested in working on a port? Nah, they're not programmers. > How much of the code do > you think is reusable I'm guessing a lot since linux is similar to the > unix core of OS X. Yes. The main things would be * create the main window and get events to it * rewrite the three dialog boxes to use the Apple GUI, instead of gnome * create an installer They could be worked on independantly, so it might work well for a group project. Right now the code has an internal division, called the "window api", that has to be implemented for the game to work. There are already two implementations of the api, glx-window.c and gnome-window.c. These guys define functions like coco_make_window(), coco_get_key_state(), and coco_handle_ui_events(). /Theoretically/ all you need to do to port is to write implementations of these functions. Of course in the real world it always turns out that the API designer didn't perfectly anticipate every eventuality, and the API itself has to be adapted. But that's the joy of porting, something I'm interested in doing right. Also, you might be able to get coco running without any actual coding by installing an X server and gnome libraries on your system, then running a kind of x-in-aqua emulated thingy. Its kinda cheating, though, since "customers" usually don't want to install 100 MB of software just for a game. |