Joshua Granick
2011-02-10 06:35:55 UTC
Hi everyone!
I have some news, for anyone who is interested.
I created a "Multi-Platform C++ Project" template for FlashDevelop. It
currently supports webOS, Android and Flash, but I'll probably add more
targets in the future. You can check it out here:
http://www.eclecticdesignstudio.com/code/flashdevelop/Multi-Platform%20C++%20Project.fdz
As a part of this process, I'm working on improving the Android target --
specifically, right now, the file handling. On webOS (and many other
targets), supporting assets are extracted and are readily available to the
application. Unfortunately, Android keeps applications inside of an APK
package ... forever. This means that haXe has worked on Android up till
now (thanks, of course, to Hugh Sanderson), but you couldn't access any
supporting files unless they were downloaded or they were accessed from
external storage using absolute paths.
The current release of the template also includes an initial system for
fixing this problem. Supporting assets from your project are copied to an
internal storage directory on the phone the first time you run the
application. From that point on, haXe will redirect paths which don't have
a starting slash to look in this directory for files. That means that if
you reference "MyImage.png", it will work in Flash, webOS, and now
Android, thanks to some "magic" behind the scenes. It doesn't support
directories yet (as the internal storage directory Android provides does
not allow directories as far as I can tell), but I'm going to try and work
out a convention soon so that you can "directories" will still work.
My updates to NME and HXCPP are available from
http://code.google.com/p/hxcpp-webos, which is what I'm building against
with this template. To compile for webOS you will need to install the Palm
SDK and CodeSourcery GNU toolchain for ARM. To compile for Android, you
will need to extract the Android SDK, Android NDK r5, Apache Ant and
install the Java JDK, set up a bunch of environment variables and place
your project in a directory without spaces, as Ant is very finicky and is
required to build the application. To compile for Flash, of course, you
just need FlashDevelop.
I can go into greater detail if anyone is interested. You'll also need a
webOS or Android phone, as the applications need to be run on a device to
work.
I have some news, for anyone who is interested.
I created a "Multi-Platform C++ Project" template for FlashDevelop. It
currently supports webOS, Android and Flash, but I'll probably add more
targets in the future. You can check it out here:
http://www.eclecticdesignstudio.com/code/flashdevelop/Multi-Platform%20C++%20Project.fdz
As a part of this process, I'm working on improving the Android target --
specifically, right now, the file handling. On webOS (and many other
targets), supporting assets are extracted and are readily available to the
application. Unfortunately, Android keeps applications inside of an APK
package ... forever. This means that haXe has worked on Android up till
now (thanks, of course, to Hugh Sanderson), but you couldn't access any
supporting files unless they were downloaded or they were accessed from
external storage using absolute paths.
The current release of the template also includes an initial system for
fixing this problem. Supporting assets from your project are copied to an
internal storage directory on the phone the first time you run the
application. From that point on, haXe will redirect paths which don't have
a starting slash to look in this directory for files. That means that if
you reference "MyImage.png", it will work in Flash, webOS, and now
Android, thanks to some "magic" behind the scenes. It doesn't support
directories yet (as the internal storage directory Android provides does
not allow directories as far as I can tell), but I'm going to try and work
out a convention soon so that you can "directories" will still work.
My updates to NME and HXCPP are available from
http://code.google.com/p/hxcpp-webos, which is what I'm building against
with this template. To compile for webOS you will need to install the Palm
SDK and CodeSourcery GNU toolchain for ARM. To compile for Android, you
will need to extract the Android SDK, Android NDK r5, Apache Ant and
install the Java JDK, set up a bunch of environment variables and place
your project in a directory without spaces, as Ant is very finicky and is
required to build the application. To compile for Flash, of course, you
just need FlashDevelop.
I can go into greater detail if anyone is interested. You'll also need a
webOS or Android phone, as the applications need to be run on a device to
work.
--
haXe - an open source web programming language
http://haxe.org
haXe - an open source web programming language
http://haxe.org