On 26/Oct/2012, at 12:34 PM, Alfred Van Hoek wrote:
> setNeedsDisplay should not be called in the Redraw callback, but elsewhere.
I have moved it to the constructor callback and the open callback.
> Because you provide a single dylib, REALstudio will load this as a carbon
> plugin, and won't allow you to compile it for cocoa. So essentially, you are
> carbon, and an NSView needs to be put into a HIViewRef.
In the Xcode plugin project I have duplicated my Cocoa target and modified the
prefix header path to be compiled for Carbon.
For the Carbon target, I have added drawing code (borrowed from the Eye Control
sample) to draw an oval shape filling the bounds.
> As I said, my comments only relate to a cocoa compile. TO accomplish this,
> you should create a cocoa and carbon dylib, and pack them up in an rbx to
> tell REALstudio what is what.
I compiled the two Xcode targets and loaded both products into the Plugin
Creator, placing them respectively in the Cocoa and Carbon "slots"
I then launched Real Studio with my test application.
Now the IDE draws the oval as expected in the layout window.
Then I ran the test application from within the Real Studio IDE, but nothing
gets drawn in the application.
Then I built my test application and I associated it to the Xcode project as
the executable for debugging. I could verify that the object myView gets
instantiated with initWithFrame, but still, drawRect is never called.
I have updated the files for downloading
https://dl.dropbox.com/u/46800854/simple2.zip
It looks like Real Studio uses the Carbon version at design time, and the Cocoa
version at run time. Is this behaviour documented anywhere ? Are there any
manuals for this stuff ? The only sample I could see in the SDK covers just the
Carbon case.
So, what am I missing now ?
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives:
<http://support.realsoftware.com/listarchives/lists.html>