I don’t believe so, controls will still be emulated.

Read this.

http://forums.runrev.com/viewtopic.php?f=66&t=18504

Here is a reply to some questions I raised. The reply is from runrevmark.

All the best

Terry


"Hopefully I can answer your questions...

The 'port to Cocoa' is the transition of the engine from the old Carbon/Classic 
APIs to the Cocoa API. Graphics will still be done using our cross-platform 
graphics library and abstractions, and controls will still be emulated - the 
code we are replacing is the interface between the high-level control set the 
engine already has, and the platform-specific aspects such as window management 
and event handling.

The main goal of the Cocoa port is three-fold:
[list=]
[*]To enable embedding of NSView's in LiveCode's windows (this is something you 
cannot do in the Carbon version - which is why revBrowser is an 'ugly hack' on 
Mac at the moment).
[*]To enable submission of LiveCode apps to the Mac AppStore (there are certain 
elements of sandboxing which do not work if you try and use Carbon due to bugs 
in the OS - in particular file dialogs and menus).
[*]To enable a 64-bit version of the engine (most Carbon APIs are unavailable 
in 64-bit).
[/list]

The first goal will be to get to (1) - i.e. we have an engine that works 
exactly as before, but uses Cocoa versions of windows, file dialogs, menus and 
event handling. At this point, it will be easy enough for externals to do what 
revBrowser now does in this version - embed an NSView inside a LiveCode window 
and have things work as expected. i.e. In the first instance, it should be more 
than feasible for externals to leverage native Cocoa controls.

There is a little more work to do to get to (2) although the majority is 
covered by (1). As Apple now seem to be rejecting any apps using the QuickTime 
or QTKit frameworks in the Mac AppStore we need to add a version of the player 
which uses AVKit on 10.7+ and above. The internals of the player have already 
been abstracted as part of (1), this shouldn't be too hard to do. It should be 
noted that the QuickTime usage will be factored out in such a way that Mac 
AppStore submission should work fine at point (1) - as long as you don't use 
QuickTime related features (player, sound recording, QT effects).

Finally, getting to (3) will require rewriting some other parts of the Mac 
specific part of the engine to fully eliminate Carbon/Classic calls. There are 
still a couple of areas which work fine in a mixed Carbon/Cocoa app - in 
particular, AppleScript and AppleEvent related code - so they remain untouched 
at present.

In terms of timescale - phase (1) is the priority as this is the majority of 
the work needed. We're hoping to have a DP of a version with this work 
completed coming out quite soon. I'm hoping we'll also get a port to AVKit in 
that DP cycle too - although it depends on how many issues crop up with the 
change from Carbon to Cocoa in people's app. Getting to (3) will probably take 
a while beyond an initial Cocoa release depending on resources and how long it 
takes to get the initial version of the Cocoa port to stability."



On 1 May 2014, at 19:55, Bob Sneidar <bobsnei...@iotecdigital.com> wrote:

> Isn’t Native Controls what version 7 is going to give us?
> 
> Bob
> 
> On Apr 29, 2014, at 16:02 , Mark Wieder 
> <mwie...@ahsoftware.net<mailto:mwie...@ahsoftware.net>> wrote:
> 
> ...and I'll third it. I'd love to have native controls for whatever
> platform, but I'm not holding my breath for that. I just usually end
> up using images for buttons. No, they don't scale, but they look a
> whole lot better than those flat rounded things.
> 
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