User Tag List

Results 1 to 9 of 9

Thread: Extension Dev

  1. #1
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
    Join Date
    Aug 2006
    Location
    Karlsruhe, Germany
    Posts
    3,739
    Mentioned
    4 Post(s)
    Tagged
    1 Thread(s)

    Extension Dev

    Hi,

    Is there anything at all that extension developers should look out for when writing for F2.5? I can think of something - what about extension versions - HWA, Unicode etc. - since it's all in one now, how should extensions be compiled and distributed in the MMF folder?

  2. #2
    Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator ProUnicode Add-on

    Join Date
    Jun 2011
    Posts
    628
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Same like in MMF2. All extensions created by me (HWA and nonHWA) work in F2.5 without any problems.

  3. #3
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
    Join Date
    Aug 2006
    Location
    Karlsruhe, Germany
    Posts
    3,739
    Mentioned
    4 Post(s)
    Tagged
    1 Thread(s)
    Thanks, but I'd like to hear from CT themselves My extensions mostly work too, except collisions in Tile Map. Also there's still the question about HWA+Unicode extensions!

  4. #4
    Clicker Multimedia Fusion 2SWF Export Module

    Join Date
    Sep 2006
    Posts
    1,537
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    From what I've heard from CT, it will still use extensions from HWA, Unicode and the main folder, in the order of Unicode > HWA > Main
    I've had a few issues with it, not sure if its been finalized yet


    Also looki I should probably say, I've had problems with the TileMap extension, actually what made me wonder about this in the first place- seems to appear that when run in DX9, it would pull the extension from the main folder, not the HWA folder, and if there was no extension in the main, it would fail to find the HWA at all, so I worked around it by just copy/pasting the HWA tilemap into the main folder. But yves was looking into it

  5. #5
    Clickteam Clickteam

    Join Date
    Jun 2006
    Location
    France
    Posts
    12,917
    Mentioned
    93 Post(s)
    Tagged
    2 Thread(s)
    I think I forgot answering this thread... Here is a 2.5 SDK :

    https://www.dropbox.com/s/7hw1yguo04...usion25SDK.zip

    Basically it's the MMF Unicode SDK updated with the 2.5 include and lib files. You have to define UNICODE, _UNICODE and HWABETA in the preprocessor options and compile your extension in Extensions\Unicode and Data\Runtime\Unicode.

    Any questions please ask.

  6. #6
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
    Join Date
    Aug 2006
    Location
    Karlsruhe, Germany
    Posts
    3,739
    Mentioned
    4 Post(s)
    Tagged
    1 Thread(s)
    Ah thank you Yves, I will investigate it.

  7. #7
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
    Join Date
    Aug 2006
    Location
    Karlsruhe, Germany
    Posts
    3,739
    Mentioned
    4 Post(s)
    Tagged
    1 Thread(s)
    Yves,

    Unfortunately I ran into lib linker issues:

    Error 2 error LNK2001: unresolved external symbol "__declspec(dllimport) public: int __thiscall cSurface:rawTextW(wchar_t const *,unsigned long,struct tagRECT *,unsigned long,unsigned long,struct HFONT__ *,enum BlitMode,enum BlitOp,long,int,unsigned long,unsigned long,unsigned long)" (__imp_?DrawTextW@cSurface@@QAEHPB_WKPAUtagRECT@@K KPAUHFONT__@@W4BlitMode@@W4BlitOp@@JHKKK@Z) Main.obj
    Error 1 error LNK2001: unresolved external symbol "__declspec(dllimport) int __stdcall ImportImageW(class CImageFilterMgr *,wchar_t const *,class cSurface *,unsigned long *,unsigned long)" (__imp_?ImportImageW@@YGHPAVCImageFilterMgr@@PB_WP AVcSurface@@PAKK@Z) Edittime.obj
    Error 3 error LNK2001: unresolved external symbol "__declspec(dllimport) int __stdcall ExportImageW(class CImageFilterMgr *,wchar_t const *,class cSurface *,unsigned long)" (__imp_?ExportImageW@@YGHPAVCImageFilterMgr@@PB_WP AVcSurface@@K@Z) Main.obj

    Of course, I linked to the mmf2s.lib provided in the ZIP.

    The definitions from the headers are as follows:
    int DrawTextW(LPCWSTR text, DWORD dwCharCount,LPRECT pRc, DWORD dtflags, COLORREF color=0, HFONT hFnt=(HFONT)NULL,
    BlitMode bm=BMODE_TRANSP, BlitOp bo=BOP_COPY, LPARAM param=0, int AntiA=0,DWORD dwLeftMargin=0,DWORD dwRightMargin=0,DWORD dwTabSize=8);
    DLLExport32 BOOL WINAPI ImportImageW(CImageFilterMgr* pImgMgr, LPCWSTR fileName, cSurface* psf, LPDWORD pDWFilterID, DWORD dwFlags);
    DLLExport32 BOOL WINAPI ExportImageW(CImageFilterMgr* pImgMgr, LPCWSTR pFileName, cSurface* psf, DWORD dwFilterID);

    These are from the headers in the zip. Strangely, they just won't work. I'm not sure how to check what symbols a .lib file has, but 'DrawTextW' etc. are definitely part of that file, so I guess it must be a parameter mangling issue? Any idea?

  8. #8
    Clickteam Clickteam

    Join Date
    Jun 2006
    Location
    France
    Posts
    12,917
    Mentioned
    93 Post(s)
    Tagged
    2 Thread(s)
    Hmm, in the C++/language options of your project maybe set the "treat wchar_t as built-in type" option to No?

  9. #9
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
    Join Date
    Aug 2006
    Location
    Karlsruhe, Germany
    Posts
    3,739
    Mentioned
    4 Post(s)
    Tagged
    1 Thread(s)
    ========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========

    You rock Yves, never would have figured this out on my own. Thank you.

    EDIT: Oh, sorry. I completely overlooked this note in your readme! I'm ashamed!

Similar Threads

  1. MMF2 Extension Request : OE-Cake Fluid extension
    By pyromane in forum Extension Development
    Replies: 5
    Last Post: 1st July 2013, 03:51 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •