ios – 如何创建一个本机显示浮动窗口的ANE

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如何在 Xcode中创建本机窗口并将其与Mobile Flex应用程序集成.本机窗口应该与StageWebView组件类似,其中本机内容浮动在Flex应用程序的其余部分的矩形区域中.

解决方法

作为一名灵活的程序员,这是一个繁琐的过程,花了我几个星期才弄明白.希望这将有助于其他一些Xcode新手.

首先,您必须对Objective-C和Xcode有基本的了解.您应该能够创建一个简单的Hello World Xcode程序.一旦你知道如何做到这一点,你会发现对于每个可视窗口,你通常会有一个xib文件,一个头文件和一个实现文件.我发现开始编写一个普通的Xcode应用程序更容易,然后一旦它正常工作并且看起来应该如此,你就可以手动将这3个文件(当然还有辅助文件)拉到你的Xcode静态库项目中.所以,继续前进,我将假设你已经过了这一步.以下是有关如何使用ANE集成Xcode和Flex移动设备的一步一步说明:

>打开XCode.创建新项目. iOS – >可可触摸静态库.我打电话给我的项目FWAne
>删除FWAne.h文件.用以下内容替换FWAne.m文件内容


'#import "FloatingWindow.h"
'#import "FlashRuntimeExtensions.h"

FREObject openFloatingWindow(FREContext ctx,void* funcData,uint32_t argc,FREObject argv[] )
{
    uint32_t parm0Length,parm1Length,parm2Length,parm3Length,parm4Length,parm5Length,parm6Length,parm7Length,parm8Length,parm9Length,parm10Length,parm11Length,parm12Length,parm13Length;
    const uint8_t *uparm0,*uparm1,*uparm2,*uparm3,*uparm4,*uparm5,*uparm6,*uparm7,*uparm8,*uparm9,*uparm10,*uparm11,*uparm12,*uparm13;
    FREGetObjectAsUTF8(argv[0],&parm0Length,&uparm0);
    NSString* parm0 = [NSString stringWithUTF8String:(char*)uparm0];
    //    FREGetObjectAsUTF8(argv[1],&parm1Length,&uparm1);
    //    NSString* parm1 = [NSString stringWithUTF8String:(char*)uparm1];
    //    FREGetObjectAsUTF8(argv[2],&parm2Length,&uparm2);
    //    NSString* parm2 = [NSString stringWithUTF8String:(char*)uparm2];
    //    FREGetObjectAsUTF8(argv[3],&parm3Length,&uparm3);
    //    NSString* parm3 = [NSString stringWithUTF8String:(char*)uparm3];
    //    FREGetObjectAsUTF8(argv[4],&parm4Length,&uparm4);
    //    NSString* parm4 = [NSString stringWithUTF8String:(char*)uparm4];
    //    FREGetObjectAsUTF8(argv[5],&parm5Length,&uparm5);
    //    NSString* parm5 = [NSString stringWithUTF8String:(char*)uparm5];
    //    FREGetObjectAsUTF8(argv[6],&parm6Length,&uparm6);
    //    NSString* parm6 = [NSString stringWithUTF8String:(char*)uparm6];
    //    FREGetObjectAsUTF8(argv[7],&parm7Length,&uparm7);
    //    NSString* parm7 = [NSString stringWithUTF8String:(char*)uparm7];
    //    FREGetObjectAsUTF8(argv[8],&parm8Length,&uparm8);
    //    NSString* parm8 = [NSString stringWithUTF8String:(char*)uparm8];
    //    FREGetObjectAsUTF8(argv[9],&parm9Length,&uparm9);
    //    NSString* parm9 = [NSString stringWithUTF8String:(char*)uparm9];
    //    FREGetObjectAsUTF8(argv[10],&parm10Length,&uparm10);
    //    NSString* parm10 = [NSString stringWithUTF8String:(char*)uparm10];
    //    FREGetObjectAsUTF8(argv[11],&parm11Length,&uparm11);
    //    NSString* parm11 = [NSString stringWithUTF8String:(char*)uparm11];
    //    FREGetObjectAsUTF8(argv[12],&parm12Length,&uparm12);
    //    NSString* parm12 = [NSString stringWithUTF8String:(char*)uparm12];
    //    FREGetObjectAsUTF8(argv[13],&parm13Length,&uparm13);
    //    NSString* parm13 = [NSString stringWithUTF8String:(char*)uparm13];


}

// ContextFinalizer().
void ContextFinalizer(FREContext ctx)
{
的NSLog(@ “ContextFinalizer”);
//清理这里
返回;
}

// ContextInitializer()
void ContextInitializer(void * extData,const uint8_t * ctxType,FREContext ctx,
uint32_t * numFunctionsToTest,const FRENamedFunction ** functionsToSet)
{
的NSLog(@ “ContextInitializer”);
* numFunctionsToTest = 1;


}

// ExtInitializer()
void ExtInitializer(void ** extDataToSet,FREContextInitializer * ctxInitializerToSet,
FREContextFinalizer * ctxFinalizerToSet)
{
的NSLog(@ “ExtInitializer”);
* extDataToSet = NULL;
* ctxInitializerToSet =& ContextInitializer;
* ctxFinalizerToSet =& ContextFinalizer;
}

// ExtFinalizer()
void ExtFinalizer(void * extData){
的NSLog(@ “ExtFinalizer”);
//在这里清理
返回;
}

>将FlashRuntimeExtensions.h添加到Xcode项目中.该文件存在于/ Applications / Adob​​e Flash Builder 4.6 / sdks / 4.6.0 / include文件夹下
>将FloatingWindow.h和FloatingWindow.m(或任何与xib所有者关联的文件)添加到Xcode项目中.
>您可能还需要将UIKit框架添加到xcode项目中(/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.0.sdk/System/Library/Frameworks/UIKit.framework)
>转到项目构建设置并修改以下标志(如果不这样做会导致分段错误.请花一点时间来解决这个问题.希望这是我更改的所有标志):

>目标设备系列= iPhone / iPad
> Mach-O Type =静态库
>其他链接器标志= -OjbC -v
>展开Info.plist文件中的构建设置=否
>启用与共享库的链接=否

>构建Xcode静态库
>现在,转到FlashBuilder并创建一个Flex库项目.请务必包含Adobe Air库
>创建将使用ExtensionContext将Flex代码连接到Xcode代码的类,如下所示:

package fwane
{
    import flash.events.EventDispatcher;
    import flash.events.StatusEvent;
    import flash.external.ExtensionContext;


}

>构建FWAne swc
>接下来,您将需要一个构建脚本来编译您的ANE.这是我的build.sh脚本:


export XLIB="/Users/christo.smal/Library/Developer/Xcode/DerivedData/wherever-lib.a"
export CERT="/wherever/if/you/want/to/sign/ane.p12"
export FLEXLIBPATH="../Path/of/flex/library/project"
export XIBPATH="/Path/of/where/xib/files/are"
export SWCFNAME="FWAne.swc"
export ANEFNAME="FWAne.ane"

ls -la $XLIB

echo Copying files ...
 rm -rf debug/*
cp $FLEXLIBPATH/src/extension.xml .
cp $FLEXLIBPATH/bin/$SWCFNAME .
 cp $XLIB ./debug

'# copy resource files such as images to debug folder
cp /path/to/my/images/referenced/from/xcode/*.png ./debug

echo Compiling xib''s

cp $XIBPATH/*.xib ./debug
cp /wherever/FloatingWindow.xib ./debug

/Developer/usr/bin/ibtool --errors --warnings --notices --output-format human-readable-text --compile debug/FloatingWindow.nib debug/FloatingWindow.xib --sdk /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.0.sdk

rm -rf debug/*.xib


echo Extracting library.swc ...
cp $SWCFNAME kak
cd kak
unzip -xo $SWCFNAME
cp -X library.swf ../debug
cd ..

echo Copying some more files ...
rm -rf debug/*.ane
cp extension.xml debug

echo Building ANE ... 
'#  -package -target ane / extension.xml -swc  -platform  -C  .
/Applications/Adobe\ Flash\ Builder\ 4.6/sdks/4.6.0/bin/adt -package -target ane debug/unsigned.ane extension.xml -swc $SWCFNAME -platform iPhone-ARM -platformoptions ios-platformoptions.xml -C debug .

echo Signing ANE ...
'#/Applications/Adobe\ Flash\ Builder\ 4.6/sdks/4.6.0/bin/adt -sign -storetype pkcs12 -keystore $CERT -storepass password -target ane debug/unsigned.ane $ANEFNAME
cp debug/unsigned.ane $ANEFNAME

echo done

>重要的是要注意我的构建脚本:将xib编译为nib,然后将这些nib与其他资源文件(例如图像)一起包含在ANE中.请记住,静态库不能包含资源文件.
>您还需要一个ios-platformoptions.xml文件.这包括您需要的所有框架.您还可以在此处添加任何其他第三方库及其搜索路径:

<platform xmlns="http://ns.adobe.com/air/extension/3.1">
    <sdkVersion>5.0</sdkVersion>
    <linkerOptions>
        <option>-framework Foundation</option>
        <option>-framework UIKit</option>
        <option>-framework QuartzCore</option>
        <option>-framework CoreGraphics</option>
        <!--option>-lthirdparty</option>
        <option>-L/searhPath/for/thirdlibrary</option-->
    </linkerOptions>
</platform>

>现在,在FlashBuilder中,创建一个示例测试应用程序项目.转到项目属性.在Flex构建路径中,确保添加了ane.也在Flex Build Packaging下 - > Apple iOS - >在此处添加ANE的本机扩展并检查包.还要在原生扩展名下添加Apple iOS SDK文件夹.最后,检查扩展是否已添加到-app.xml文件中.
>在FlashBuilder中,使用适当的打包设置在设备上创建调试配置.仔细检查是否包含和打包了本机扩展.清理项目并进行调试.如果一切顺利,将弹出“等待调试连接”窗口.在iPad上安装并启动应用程序.

希望这可以帮助

C

NSLog(@"Initializing delegate and window"); id delegate = [[UIApplication sharedApplication] delegate]; UIWindow *window = [delegate window]; NSLog(@"Creating FloatingWindow"); FloatingWindow* fw = [[FloatingWindow alloc] initWithNibName:@"FloatingWindow" bundle:nil]; NSLog(@"Adding FloatingWindow"); [window addSubview:fw.view]; NSLog(@"Setting frame size"); fw.view.frame = CGRectMake(100,100,200,200); NSLog(@"Done openFloatingWindow"); return NULL;FRENamedFunction* func = (FRENamedFunction*) malloc(sizeof(FRENamedFunction) * 1); func[0].name = (const uint8_t*) "openFloatingWindow"; func[0].functionData = NULL; func[0].function = &openFloatingWindow; *functionsToSet = func;public class FWAne { private static const EXTENSION_ID : String = "fwane.FWAne"; private var context : ExtensionContext; public function FWAne() { context = ExtensionContext.createExtensionContext( EXTENSION_ID,null ); if (context == null) { trace("WARNING: ExtensionContext cannot initialize"); } } public function openFloatingWeendow(fileName : String) : void { trace("Calling openFloatingWeendow"); context.addEventListener( StatusEvent.STATUS,onAneWinHander ); trace("Invoking native call"); context.call( "openFloatingWindow",fileName); trace("Returning from openFloatingWeendow"); } private function onAneWinHander( event : StatusEvent ) : void { trace(event.level); } }

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