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How should we post the source code to this? I noticed there is a MapsForge account on GitHub, I suppose another repo for mapsforge-ios next to the main mapsforge repo could be created there.
If you won't Java on iOS, so you can use RoboVm => http://www.robovm.com
You can run Java from eclipse to a iOS simmulator or real device.
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SvgBitmap - 0% (faked with PNGs for now)
Maybe the best way of doing this would be to not import the Java code into the project, but somehow record the build step in the repository including checking out a specific version of mapsforge.Then the result of the original transformation could be recorded in git with any manual changes on top. That way the manual changes could be replayed later.
How about trying to translate also AndroidSVG library?
(We use version 1.2.2 beta 1 which has performance improvements)
Also we use kxml2 2.3.0 library for parsing the xml, what's the situation there?
Been awhile since I've had a status update, just been busy with normal work.I have been working to create what I have into a lib and get it on Github soon. I tried to create it into a Framework, but had some issues with how the header directory structure is for the transpiled code. I have a bash script that can take the Java code, transpile it, compile it into all the iOS architectures (i386, x64, armv7, armv7s, arm64), then create one big static library to be used. My next goal is to have an XCode project that can also take the CoreGraphics code and put that in a library as well. If you all are good with it, I can branch MapsForge into my account to include the J2ObjC needed things and just pay close attention to pull updates in. The code changes are very minor and just involve creating the autorelease pools in about 6 locations.
[...] I'll bring up my Mac tonight and at least start writing some documentation to help out getting it set up.