[wx-dev] #define for iPhone SDK

Stefan Csomor csomor at advancedconcepts.ch
Sat Mar 8 11:11:20 PST 2008


Hi Dave

> Of course the one thing I did not do was really nail down the drawing
> but if I'm understanding this correctly, the iPhone does do CG and you
> just happen to have written a CG-based renderer so you're in luck.

yes, things compile properly, I've already had the third option for font
handling in mind, since Core Text does not exist under Aspen, so CGText is
used.

btw I've the graphics sample running under cocoa using wxGCDC with no
problems, the only thing missing is wxBitmap / wxMemoryDC support, then I
have to clean up things a little bit. Printing shouldn't be a lot different
from Carbon, as with Leopard the CorePrinting APIs are the same.

The mechanism for iPhone is the same, you just get the current CGContextRef
using UIGraphicsGetCurrentContext()
  
> And that might turn out to be a good thing for the library.  Why
> should we force users to use the entire thing? Mac apps work fairly
> differently from Windows/Linux apps and iPhone apps work even more
> drastically differently.  Maybe the right direction to take the
> library is as an aid to porting your app to the native toolkit.  We're
> in a rather unique position here since unlike other cross-platform
> toolkits we actually use the native toolkit extensively.  Why not make
> that our biggest strength?

I also thought about having a split in the core libraries having a media
layer with no interactions below, and the current GUI core above, and beside
the GUI perhaps a separate block with the standard dialogs for the platform.

Best,

Stefan 







More information about the wx-dev mailing list