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From: Roger H. <rog...@mi...> - 2005-10-14 15:07:50
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I wish to rewrite the user interfaces of my products (which use Quesa) in a more up to date way than the PowerPlant & Dialog manager code they currently use. I am seriously considering using Cocoa for the front end, whilst retaining C++ for the engine. After unsuccessfully attempting to use Quesa's Cocoa example I scanned through the old Quesa e-mails and found Jose' comments below. This was a bit of a blow. As a novice XCode and Cocoa user it would be rather difficult for me to fix this, but maybe with some steering in the right direction I might be able to do it. For Cocoa, Quesa should be compiled with QUESA_OS_COCOA defined. It seems that where CodeWarrior could use a different pre-compiled header for each target, XCode does not allow this. XCode does have a facility to define macros in the project, but this again does not seem to be on a per target basis. I think we need a different project for the Cocoa framework, or a separate "Build Configuration". Which? Alternatively, if all that is needed is the Cocoa draw context, could I compile it with the same Cocoa application code and link with the standard Quesa Framework? Roger Holmes. Microspot Ltd. On 16 Jul, 2005, at 11:51, Jose' Cruanyes wrote: > the problem is that in the current state QuesaCocoa is broken beyond > repair, it has to go back to the design table > > as suggested by me the 8th of july, we should derived quesa cocoa from > Carbon adding the drawcontext that is the only Cocoa part, > > so QuesaCocoa.framework links with Quesa.framework, > > remains to solve the initialization process to register the > CocoaDrawContext in the system and free it at the end > |