On Wed, Sep 28, 2011 at 16:48, David Chisnall <[email protected]> wrote:
> > It's something that we've discussed a few times. There are two > requirements for porting iOS apps to Android with GNUstep: > > - An implementation of UIKit (GNUstep has the AppKit framework from OS X, > not the UIKit framework from iOS) > Regarding UIKit, I thought of starting the design around painting UIKit in generic OpenGL context, primarily because of heavy reliance on Core Animation. However, that's probably not a good idea because any Quartz implementation that GNUstep has would go unused in this scenario (and I'm not very good with maths that deal with painting curves et al). I haven't dealt with Cairo yet; would Cairo be a good thing to paint UIKit with, instead of OpenGL? > - An Android back end (the part that handles drawing, window management, > and event handling) > > I am currently playing with the WebOS device that HP sent me. GNUstep-base > seems to be working nicely on it, but it only provides two ways of > communicating with user are via HTML5 or SDL. I will probably go the HTML5 > route for now. I wanted the device to play with my Objective-C to > JavaScript converter. The Canvas API is basically a JavaScript binding to > CoreGraphics, so implementing CoreGraphics on top of it should be relatively > trivial, and that would make porting iOS apps relatively painless. The same > approach might work for Android, since it also has a WebKit / V8 browser... > Porting with Canvas API might be interesting, too. However, that would also be a limitation: what about embedded devices with no WebKit? WebKit is a larger thing to port than Cairo or software implementation of OpenGL/OpenGL ES Targeting SDL and GL or SDL and Cairo might make things more universally portable. Any thoughts? -- Ivan Vučica - [email protected]
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