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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