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What should I use to compile Photoshop plugin?

 
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Scott

External


Since: Jan 19, 2007
Posts: 3



(Msg. 1) Posted: Fri Jan 19, 2007 6:58 am
Post subject: What should I use to compile Photoshop plugin?
Archived from groups: comp>sys>mac>programmer>tools (more info?)

**Disclaimer - total newbie, so dumb it down and don't assume**

I need to compile some javascript into a photoshop plugin for CS2 on
OSX.

I have never compiled anything and I don't even know what tools to use.
I'm not looking for someone to tell me step by step what to do, I just
need a list of software and or commands for the process.

I am running OSX 10.4.8 (Intel)... I don't have XCode and not even sure
if it will work based on this snippet in Adobe's faq:

"2.7 How do I make a plug-in using XCode?

XCode does not support PEF binaries. Photoshop CS and earlier will only
load
PEF binary plug-ins. Photoshop CS2 is a MachO application. Photoshop
CS2
will load both PEF and MachO binaries. Even though Photoshop CS2 is a
Mach0
application XCode is not a supported build system."

Any guidance would be GREATLY appreciated!

Later,

SA

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toby

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Since: Feb 17, 2005
Posts: 76



(Msg. 2) Posted: Mon Jan 22, 2007 6:08 pm
Post subject: Re: What should I use to compile Photoshop plugin? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Scott wrote:
> **Disclaimer - total newbie, so dumb it down and don't assume**
>
> I need to compile some javascript into a photoshop plugin for CS2 on
> OSX.
>
> I have never compiled anything and I don't even know what tools to use.
> I'm not looking for someone to tell me step by step what to do, I just
> need a list of software and or commands for the process.
>
> I am running OSX 10.4.8 (Intel)... I don't have XCode and not even sure
> if it will work based on this snippet in Adobe's faq:
>
> "2.7 How do I make a plug-in using XCode?
>
> XCode does not support PEF binaries. Photoshop CS and earlier will only
> load
> PEF binary plug-ins. Photoshop CS2 is a MachO application. Photoshop
> CS2
> will load both PEF and MachO binaries. Even though Photoshop CS2 is a
> Mach0
> application XCode is not a supported build system."
>
> Any guidance would be GREATLY appreciated!

You can use Xcode to build Mach-O plugins for PS CS2 or later. It can
also build Universal PPC+Intel plugins for CS3, of course. (Xcode is
not even strictly necessary, you can also do it with gcc and a
Makefile.)

If you want to support versions of Photoshop older than CS2 (i.e.
versions 3.0 through 7.0 and CS), you'll need to build PEF format
executables, which can be done with practically any version of
CodeWarrior, or MPW (free download from Apple, runs under Classic
only).

A number of plugins with GPL source code are available from my site,
http://telegraphics.com.au/sw/

>
> Later,
>
> SA

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Scott

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Since: Jan 19, 2007
Posts: 3



(Msg. 3) Posted: Tue Jan 23, 2007 6:12 pm
Post subject: Re: What should I use to compile Photoshop plugin? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Sorry for being such a novice... a few more questions.

I have some Javascript that I normally launch using "File -> Scripts ->
Browse..." within photoshop. I want to compile that Javascript into a
plugin. Can Xcode build that? I don't see any options for creating a
Mach-O project. When I add my Javascript file, the "Build" option is
grayed out...

I know I originally said I didn't need step by step, but it looks like
I am in way over my head. Can you just bullet the high level steps
(easiest route). This is all for CS2 or above.

Thanks!

SA
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Scott

External


Since: Jan 19, 2007
Posts: 3



(Msg. 4) Posted: Wed Jan 24, 2007 10:54 am
Post subject: Re: What should I use to compile Photoshop plugin? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Thanks! I feel like I am getting closer...

> is there any reason this needs to be a plug-in and not remain as a
> script?

I want to package and sell the script as a plugin. If I just leave it
as a script, anyone can view/edit the code. If I create a plugin that
requires a serial number, it at least acts as a road block.

Obviously, it can be hacked, but it is not a script for the masses.
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