It's a tool for Gideros, something for IOS specific. How about some batch scripts to generate something automatically (submit app to Testflight, for example)? Just a wild guess.
Just hope it won't be: "oh nevermind, false alarm, I misinterpreted something "
@bowerandy - I'm sure your aware of the implications of what you've done, BUT the power and flexibility that this offers small time indies looking to be able to compete with large iOS code shops is awesome.
You sir are a STAR! - I'd thought about Wax before (having mentioned it with reference to native UI a while back), but I hadn't looked deep enough (or understood IOS or Objective C well enough) to make use of it.
Damm - this really opens things up. I'm really excited by the opportunities that accessing Core Graphics and the low level OpenGL layers will allow.
Like you I'm finding it really hard to sit still at the moment!!!!
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Thanks @techdojo but really much of the credit has to go to Corey Johnson for doing such a good job with the original Wax source.
One thing to note is that Wax only gives you direct access to Objective-C classes and methods and not to raw C or C++ functions. While most of the iOS library is indeed written this way there are still a few anomalies scattered around. This is because some iOS libraries are still just straight C calls and Wax can't handle these directly. In order to make use of these calls I've had to wrap them in helper methods as part of an ObjectiveC class. For example, when writing the IosImagePicker.lua module you'll notice in the source that I've had to add a helper protocol (UIImage+Save.m) as an additional file to the Gideros player so that the UIImage class gets extended with new functionality. It's annoying but at least such wrappers are a doddle to create.
I think you'll find that OpenGL because it exposes a C interface will also be one of these cases but maybe some of the work has already been done.
@Alex, the Apple Documentation is the best option for reference and xCode is the editor that can autocomplete (but would require a bit of tweaking from the Obj-C format to Lua)
Comments
Either way, don't keep us waiting
Nearly there...
Best regards
How about some batch scripts to generate something automatically (submit app to Testflight, for example)? Just a wild guess.
Just hope it won't be: "oh nevermind, false alarm, I misinterpreted something "
Best regards
You sir are a STAR! - I'd thought about Wax before (having mentioned it with reference to native UI a while back), but I hadn't looked deep enough (or understood IOS or Objective C well enough) to make use of it.
Damm - this really opens things up. I'm really excited by the opportunities that accessing Core Graphics and the low level OpenGL layers will allow.
Like you I'm finding it really hard to sit still at the moment!!!!
Likes: atilim
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
One thing to note is that Wax only gives you direct access to Objective-C classes and methods and not to raw C or C++ functions. While most of the iOS library is indeed written this way there are still a few anomalies scattered around. This is because some iOS libraries are still just straight C calls and Wax can't handle these directly. In order to make use of these calls I've had to wrap them in helper methods as part of an ObjectiveC class. For example, when writing the IosImagePicker.lua module you'll notice in the source that I've had to add a helper protocol (UIImage+Save.m) as an additional file to the Gideros player so that the UIImage class gets extended with new functionality. It's annoying but at least such wrappers are a doddle to create.
I think you'll find that OpenGL because it exposes a C interface will also be one of these cases but maybe some of the work has already been done.
Best regards
Likes: techdojo
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