Cauê--
To post to this group haxe...@googlegroups.com
http://groups.google.com/group/haxelang?hl=en
So if I understand correctly, this is basically phonegap for haxe?
I assume this doesnt work on the flash target?
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Would you be interested in helping integrate camera and geolocation into NME directly?
Can it be used for overlaying an occasional online content like a login or sharing form and still allowing regular NME display?
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Caue, that's perfectly ok if it's simple to switch from NME to the webview (and back) :)
Wow Cauê, looks promising! I was starting to play with Cordova and Haxe (by compiling Haxe to JS) but looks like I'll have to put it aside :)Ótimo trabalho!Saudações,- Marcelo
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Ha, rendering the scene as an image could be a nice trick to keep a static view of the NME window in the background maybe - is it possible to freely capture the stage like that?
var bdata = new BitmapData(stageWidth,stageHeight);bdata.draw(Lib.current.stage);File.saveBytes(myTemporaryPath, bdata.encode("png"));
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I'm a little lost on what you guys are talking about. What is that use-case about? :)
Cauê,Is is pretty much how the "NaCl"/pepper code is going to end up.
Looks very promising! Bravo!Lemme add another crazy idea - support for webgl.
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Does the webview use JS compiled from Haxe?
As someone working on a large-scale client-server mobile and flash game, this ability would be awesome to have, and currently is only implemented in Spaceport.io. This also allows you to push and reload the game without having to go through a recompilation process, greatly speeding up dev time.
Ideally, you should be able to add an "include.nmml" file that specifies your dependencies or other flags you need when building a project, then we should have what you need exposed so it is uncomplicated to integrate :)
If we can display a WebView over your NME content, with both active, would be the ideal, but if we need to freeze the NME render and display a fullscreen WebView over the top, I am sure it will work for a lot of use cases
Does the webview use JS compiled from Haxe?
If not, would you consider this as a possibility? Javascript run in a webview allows you to update the game or app legally 'over-the-wire', without having to go through the resubmission process. As someone working on a large-scale client-server mobile and flash game, this ability would be awesome to have, and currently is only implemented in Spaceport.io. This also allows you to push and reload the game without having to go through a recompilation process, greatly speeding up dev time.
It's the model used by https://trigger.io/. I didn't know about Spaceport, but it looks like it's geared towards games while trigger is for business apps. I might be totally wrong here, and it might be only the difference in the way they market their respective products.
Anyway, we at least know croxit is agnostic is this sense, being good for both mobile business apps (something that was lacking in the Haxe eco-system) and games as well (taking advantage of the NME stack?).
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2012/9/1 Dion Whitehead Amago <dio...@gmail.com>
Does the webview use JS compiled from Haxe?What do you mean? You can communicate both from js to cpp and from cpp to js with Haxe remoting. Here's an example: https://github.com/waneck/croxit/blob/master/haxelib/examples/05%20-%20JavaScript%20Communication/With this, one could probably make the bindings to make JS "control" a cpp/nme backend, I guess. Though it wouldn't be too easy, specially since I'm not sure there is a way to communicate synchronously with cpp from js. Need some tests for this!
That sounds like a great use case! But I still have a little hard time to think how it could be done? Also AFAIK Apple's restrictions aren't with interpreted languages (be it js or any other), but with downloading executable content. So is it really ok to have downloadable js to control a native app part?
Does the webview use JS compiled from Haxe?Good question! +1As someone working on a large-scale client-server mobile and flash game, this ability would be awesome to have, and currently is only implemented in Spaceport.io. This also allows you to push and reload the game without having to go through a recompilation process, greatly speeding up dev time.It's the model used by https://trigger.io/. I didn't know about Spaceport, but it looks like it's geared towards games while trigger is for business apps. I might be totally wrong here, and it might be only the difference in the way they market their respective products.Anyway, we at least know croxit is agnostic is this sense, being good for both mobile business apps (something that was lacking in the Haxe eco-system) and games as well (taking advantage of the NME stack?).- MarceloOn Saturday, September 1, 2012 at 1:39 PM, Dion Whitehead Amago wrote:
Does the webview use JS compiled from Haxe?
Cauê,
Did I say this is so freaking awesome?
I've heard cocktail could do something similar, but I think it's too high-level, and the markup generated seems quite polluted. I was starting to look into PhoneGap into a quick and efficient way to develop mobile applications (not games, not into them, yet!), but you just got me hooked there, pal!
Anyway, big kudos to you Cauê, this is truly awesome (and inspiring!), and the basis for much more awesomeness yet to come, I'm sure! :)
This sounds like a possibility, although since it uses haxe remoting there might be some serialization overhead. Synchronous communication would not be necessary, since you could just update every frame.
Basically, you would only need to map display objects from the JS world to the NME world, and to explicitly call some destroy method from the JS Sprites so they could be cleaned up in the NME world.
Would you be able to update Neko-based applications "over the wire"?
If so, then making a NekoVM build for iOS might be an even better solution. That will still give native rendering performance, and could be a good opportunity for PC and Linux developers who don't want to be forced to use a Mac