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Thread: An update from me...

  1. #11
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
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    Re: An update from me...

    Just when it will be Unicode compatible?

  2. #12
    Clicker Fusion 2.5
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    Hmm... I want write my first own extension with EDIF... but I can't figure howto do this, can you give me some resources from the forum which I must follow ?

    Actually, what I made is:

    1) Downloaded EDIF SDK Kit
    2) Unzip to a folder and then Loaded the .vcproj into My Visual C++ 2010 Express
    3) In VC++2010 It said I must convert the project to a newer recent version/structure of VC++ (accordling to VC++2010).
    4) What I've made
    5) Then opened the Template.vcprojx and then see the source code of EDIF/Extensions headers

    So.. now, What I must to do?

    I mean: How to read some docs, How to include some other libs to my extensions... I'm lost, please help with some docs or samples or If exists: a FULLY Readable EDIF Reference homepage! (or wiki)!

    THANKS

  3. #13
    Clickteam Clickteam
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    For starting out, the only files you will want to have open will be Ext.json, Extension.h, Extension.cpp, Actions.cpp, Conditions.cpp, and Expressions.cpp. There is no reference or wiki or anything of that sort, so you'll just have to use the template as an example. Make sure you copy the template project to a new folder with a different name, you wouldn't want to have to redownload EDIF every time you want to make a new extension.

    Extension.h is where you put your extension's local variables, and where you declare the Action functions, Condition functions, and Expression functions. You define the finctions in their corresponding .cpp files. Extension.cpp is the general extension-related area, where you define the constructor, destructor, and other things such as saving and loading frame positions.
    Working as fast as I can on Fusion 3

  4. #14
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    Thanks LB, I will try some things tomorrow ! I'm was also thinking about create a new folder (before you've said that) for save my Extension source. But.. some questions come up:

    1) Why there is no wiki or documentations?
    2) When I import the project (Template.vcproj) to VC++2010, it ask for converting to VC++2010 file format/structure, so I made that (it's ok or not?)
    3) When I build the solution, I get a folder called MFX, and within some files, included in a .mfx file (Template.mfx).. But when I try to move this file to my:
    Extensions\
    Data\Runtime

    MMF2's folders, it simply not listed in my Extension list in MMF2, but was curiously listed as an .mfx in ExtensionView (by Jaffob).

    So.. All I've must (for testing EDIF) is :

    a) import the project in VC++, convert it to VC++2010 file format and then generating the solution (build Solution); It create a MFX folder and a mfx file.. But, unable to see It in my MMF2 (of course, even moved to the correct folder I've said..) What I do wrong?

    Thanks for help, much appreciated !

  5. #15
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    1. There just isn't.
    2. Why can't you just open the .sln file?
    3. There are five build configurations: Debug, Edittime, Runtime, Edittime Unicode, and Runtime Unicode. You should be concerned with the first three. Debug and Edittime create MFX files that go in to MMF2\Extensions\, whereas Runtime creates an MFX file that goes into MMF2\Data\Runtime\. MMF2 looks for extensions in (guess what) the Extensions folder; the ones on Data\Runtime\ are only used for building the EXE.
    Working as fast as I can on Fusion 3

  6. #16
    Clicker Fusion 2.5
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    Ah... It seems (first time) I wanted to open the project by .sln file, there is not actions taken by system..
    But, perhaps I mistakefully something

    EDIT: ok I understand why it taked no action, it's because file was attempted to be loaded within VC# (not VC++), If I force the opening within VC++ it's ok, but convert always required!

    REEDIT: Great, now I can see it listed in my extensions list within MMF2! SO Thanks LB !!! =

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