Re: "Unusual" interface, usage of 3d party GUI framework and Mac App Store
Re: "Unusual" interface, usage of 3d party GUI framework and Mac App Store
- Subject: Re: "Unusual" interface, usage of 3d party GUI framework and Mac App Store
- From: Nick <email@hidden>
- Date: Sun, 04 Dec 2011 22:18:24 +0200
Thanks.
.
2011/12/4 Jens Alfke <email@hidden>
>
> On Dec 1, 2011, at 5:51 AM, Nick wrote:
>
> I am wondering, does Apple allow applications to use non standard controls,
> like completely "drawn-from-png" buttons and custom window that QuickTime
> Player X uses for playback control?
>
>
> Sure, there are plenty of apps with custom UI (many by Apple :)
>
> However, pay attention to Apple’s UI guidelines. Except in a game, don’t
> use nonstandard controls gratuitously just because they look cool (even
> though Apple does this all the time, sigh.) Or if you do, make them really,
> really good-looking (this is what usually saves Apple :)
>
> Does Apple accept applications written using 3d party frameworks (Nokia
> (ex Trolltech) QT+QML)?
>
>
> Yes. However, if I were you I wouldn’t touch QT with a ten foot pole. I
> haven’t seen any QT-based Mac app whose UI wasn’t total garbage. And this
> does make a difference; Mac users are pickier about UIs than Windows or
> Linux users. Having an attractive, intuitive UI can give your app a big
> boost (there are blogs like BeautifulPixels that are drawn to pretty UIs
> like moths to a flame), and having an ugly one will get you dismissed by
> users/reviewers as “a lame port”.
>
> My advice is to factor out the UI layer from your app’s core engine (which
> is always good practice anyway) with a clean C or C++ API between them, and
> then write a native Cocoa UI in Objective-C or Objective-C++. This will
> also be a big help if you later want to do an iOS version, since iOS’s UI
> framework is different from the Mac’s.
>
> —Jens
>
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