如何创建本机显示浮动窗口的 ANE
如何在 Xcode 中创建本机窗口并将其与 Mobile Flex 应用程序集成。本机窗口的行为应与 StageWebView 组件类似,其中本机内容浮动在 Flex 应用程序其余部分上方的矩形区域中。
How to create a native window in Xcode and integrate it with a Mobile Flex application. The native window should act similar as the StageWebView component whereby the native content floats in a rectangular area over the rest of the Flex app.
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作为一名 Flex 程序员,这是一个乏味的过程,我花了几周的时间才弄清楚。希望这会对其他 Xcode 新手有所帮助。
首先,你必须对 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。一旦您知道如何执行此操作,您就会发现对于每个可视窗口,您通常都会有一个 xib 文件、一个头文件和一个实现文件。我发现开始编写普通的 Xcode 应用程序更容易,然后一旦它开始工作并且看起来像应该的那样,您可以手动将这 3 个文件(当然还有帮助程序文件)拉到您的 Xcode 静态库项目中。所以,继续,我假设您已经完成了这一步。以下是有关如何使用 ANE:
删除 FWAne.h 文件。将 FWAne.m 文件的内容替换为以下内容:
<前>
'#import“浮动窗口.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)
{
NSLog(@"ContextFinalizer");
//这里清理。
返回;
}
// 上下文初始化器()
void ContextInitializer(void* extData, const uint8_t* ctxType, FREContext ctx,
uint32_t* numFunctionsToTest, const FRENamedFunction** 函数集)
{
NSLog(@"ContextInitializer");
*要测试的函数数 = 1;
}
// 外部初始化器()
void ExtInitializer(void** extDataToSet, FREContextInitializer* ctxInitializerToSet,
FREContextFinalizer* ctxFinalizerToSet)
{
NSLog(@"ExtInitializer");
*extDataToSet = NULL;
*ctxInitializerToSet = &ContextInitializer;
*ctxFinalizerToSet = &ContextFinalizer;
}
// ExtFinalizer()
无效 ExtFinalizer(无效* extData) {
NSLog(@"ExtFinalizer");
// 在这里进行清理。
返回;
}
将 FlashRuntimeExtensions.h 添加到您的 Xcode 项目。该文件位于 /Applications/Adobe Flash Builder 4.6/sdks/4.6.0/include 文件夹下
创建将使用 ExtensionContext 将 Flex 代码连接到 Xcode 代码的类,如下所示:
构建 FWAne swc
接下来,您将需要构建编译 ANE 的脚本。这是我的 build.sh 脚本:
<前>
导出XLIB =“/Users/christo.smal/Library/Developer/Xcode/DerivedData/wherever-lib.a”
导出 CERT="/wherever/if/you/want/to/sign/ane.p12"
导出 FLEXLIBPATH="../路径/of/flex/library/project"
导出 XIBPATH="/路径/of/where/xib/files/are"
导出 SWCFNAME="FWAne.swc"
导出 ANEFNAME="FWAne.ane"
ls -la $XLIB
echo 正在复制文件...
rm -rf 调试/*
cp $FLEXLIBPATH/src/extension.xml 。
cp $FLEXLIBPATH/bin/$SWCFNAME 。
cp $XLIB ./debug
'# 将图片等资源文件复制到debug文件夹
cp /path/to/my/images/referenced/from/xcode/*.png ./debug
echo 编译 xib's
cp $XIBPATH/*.xib ./debug
cp /wherever/FloatingWindow.xib ./debug
/Developer/usr/bin/ibtool --errors --warnings --notices --output-format 人类可读文本 --compile debug/FloatingWindow.nib debug/FloatingWindow.xib --sdk /Developer/Platforms/iPhoneOS。平台/开发者/SDKs/iPhoneOS5.0.sdk
rm -rf 调试/*.xib
echo 正在提取library.swc ...
cp $SWCFNAME kak
CD卡克
解压缩 -xo $SWCFNAME
cp -X 库.swf ../调试
光盘 ..
echo 正在复制更多文件...
rm -rf 调试/*.ane
cp 扩展名.xml 调试
回声大厦 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 调试 .
echo 签名 ANE ...
'#/Applications/Adobe\ Flash\ Builder\ 4.6/sdks/4.6.0/bin/adt -sign -storetype pkcs12 -keystore $CERT -storepass 密码 -target ane debug/unsigned.ane $ANEFNAME
cp debug/unsigned.ane $ANEFNAME
回声完成
关于我的构建脚本的重要注意事项:xib 被编译为 nib,然后这些 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。您还可以在此处包含任何其他第 3 方库及其搜索路径:
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 ->苹果 iOS ->本地扩展 ANE 被添加到那里并检查包。还要在本机扩展下添加 Apple iOS SDK 文件夹。最后,检查扩展是否已添加到 -app.xml 文件中。
希望这对
C有帮助
Being a flex programmer, this was a tedious process that took me weeks to figure out. Hope this will helps some other Xcode newbies.
First of all, you must have a basic understanding of Objective-C and Xcode. You should be able to create a simple Hello World Xcode program. Once you know how to do this, you'll see that for each visual window you'll typically have a xib file, a header file and an implementation file. I found that it is easier to start of writing a normal Xcode application, and then once it is working and looking like it should, you manually pull these 3 files (and of course the helper files) over to your Xcode static library project. So, moving on, I'm going to assume that you're past this step. Here are some step by step instructions on how to integrate Xcode and Flex mobile, using ANE:
Delete FWAne.h file. Replace contents of FWAne.m file with the following:
Add the FlashRuntimeExtensions.h to your Xcode project. This file exists under the /Applications/Adobe Flash Builder 4.6/sdks/4.6.0/include folder
Create your class that will use ExtensionContext to wire the Flex code to your Xcode code like so:
Build the FWAne swc
Next, you are going to require a build script to compile your ANE. Here's my build.sh script:
Important to note about my build script: The xibs are compiled to nibs, and then these nibs together with other resource files (such as images) are then included in the ANE. Remember that static libs cannot contain resource files.
You would also require an ios-platformoptions.xml file. This is to include all frameworks you require. You can also include any additional 3rd party libs with their search paths here:
Now, in FlashBuilder, create a sample test application project. Go to project properties. In Flex build path, make sure the ane is added. Also under Flex Build Packaging -> Apple iOS -> Native extensions the ANE is added there and package is checked. Also add the Apple iOS SDK folder under native extensions. Finally, check that the extension is added in the -app.xml file.
Hope this helps
C