If let bundle = NSBundle(URL: url) where bundle. Loading Swift protocol from another bundle PluginHost.loadPluginsFromPath(path.stringByAppendingString("/./"))Īnd then loading a bundle, finding the principalClass and instantiating an object of that class. With NSBundle in our hands, it all boils down to locating a bundle - for now we'll use the folder the app is built: let path = NSBundle.mainBundle().bundlePath It's useful if you forget that the type name is actually SamplePlugin.SamplePlugin (or $(PRODUCT_MODULE_NAME).Class_Name in general), but if you're making a bundle with more complicated class structure it might be tricky to debug why principalClass is some other random class, not the one you thought you specified.Īll that's left is to add the PluginInterface.swift file to newly created bundle and implement a class with that protocol class SamplePlugin : PluginInterfaceĮverything builds successfully, for step 2/2 - loading it. If you leave Principle class field empty or fill it with a string that doesn't map to any class it returns first from all classes compiled in the bundle. This string field maps to NSBundle's property called principalClass which returns An圜lass? type. The field is a name of a class, compiled in the bundle's binary, which will act as a communication interface between code from inside the bundle (in our case - the plugin) and outside of it (in our case - the host app). With this target you'll get only an ist file, which among few other things specifies a Principal class. To create a plugin we need to create a Bundle target, which for now we can just as well add to the main app project: We also add init() method, so we can create an object of it. We'll start with a very simple one: // Plugin interface protocolĮach plugin will have it's name, which we will be able to print after loading it the binary. A good construct to establish that contract is a protocol. They will be compiled independently, potentially by different developers, so we need to agree on how much they need to know about each other. To create simplest plugin architecture we need a contract between host application and every plugin. But it's much more powerful mechanism, which allows to dynamically load and use code, which is available in another bundle. Your application is one of those bundles and you should be used to interact with its resources using NSBundle.mainBundle() object. The architecture uses bundles, which connects code and resources into one package. Luckily Cocoa has already a plugin architecture in place, it's just a matter of using that functionality in your own app. It's partially a reason why I tried to implement plugin architecture in most languages and technologies I worked with. It's about the potential of community being able to tweak and bend the application to their own needs. Every application which has plugin support is much better from the one that does not, even if the core functionality is smaller. swf file.I have a strange thing with plugins. Edit: any ideas appreciated Even if they are a bit more complicated Im still down to make a. swf file with any of the program(s) listed above, then you can use the FileCure software to access/open/save the. Maybe we could turn this into a megathread where people can request for a simple plugin - such as only making chests playable on grass etc to be created and bored devs (me) can look down the comments and make a few TlDr - give simple plugin ideas xD. There are various file converters available on the Internet that you can download. swf file into another video format or vice versa, you will need use a file converter. swf file types into any other video formats If you use Linux, you can use any of the following programs to open a. If you use a Mac operating system, you can use any of the following programs to open a. Any Web browser with the Adobe Flash CS4 plugin.If you use Windows, you can use any of the following programs to open a. swf file type was created to present vector-based images sequentially, the later versions of this file type allow audio and video interaction with the end-user. swf file extension may contain text along with raster and vector graphics. swf file type was created to deliver graphics and animations over the Internet. The original specification of this file type was created by FutureWave Software, who were acquired by Macromedia, which itself was later acquired by Adobe in 2005. It is interesting to know that it was not Adobe who created the. swf file types fall under the video files category and the Mime type is application/x-shockwave-flash. swf (Small Web Format) files are associated with Flash by Adobe Systems Incorporated.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |