I gave it a tremendous effort to switch to Cocoa, but after stumbling across crash after crash from seemingly innocuous routines that should work (as they work perfectly under Carbon), I have reached the conclusion that the Cocoa compiler as currently shipping is just not ready for "prime time" as even acknowledged by the publisher in their continued emphasis and use of the term "beta" on the Cocoa compiler aspect.
I had created new "on the fly" rendering routines to provide as close a representative preview of posters, banners and layouts as possible. In TOMY 1.x I had actually implemented a very simplistic method of maintaining a large collection of miniaturized screen shots and relying on a lengthly "if-then" chain of branches to determine the correct image to utilize. This required painstaking screen captures of each and every possible scenario for a given skin, which was just too tedious to update when incorporating new skins. The new rendering routines where fully completed before I started investigating compiling to Cocoa, and now have uncovered a nasty bug on the Cocoa side of the compiler that breaks some of the new rendering routines, with absolutely no workaround possible due to the nature of the bug. And I truly have reached my wits end on building numerous "exceptions" around Cocoa issues, which I would have to remove as the Cocoa compiler is updated and bugs resolved.
But this is just one bug within a slew of other (but potentially not as debilitating) bugs that has led me to the painful decision not to compile a Cocoa TOMY app. But hey, it took Adobe 10 years before they finally released a Cocoa version of their Creative Suite. Unfortunately for me, since there are no other cross-platform compilers anywhere, I am at the mercy of the compiler publisher to release a fully 100% Cocoa-compliant and reliable compiler.
Anyways, where does this leave TWO point OH? I don't want to wait for the next compiler update, so I'm back to the original "bug" that prevented me from implementing a User Interface method to handle the large number of new controls that was scalable to fully utilize a users monitor as much as possible. At least this experience will continue to drive me to bring TOMY to 100% Cocoa compatibility eventually, and as time permits I will continue to rewrite routines to follow Apple's Cocoa guidelines for that eventually day when I can finally release TOMY as a Cocoa app.
In the meantime, I'm actually putting off further development on the UI as I labor on cleaning up unfinished routines and features. Hopefully, time will allow me to come up with some solution that will allow me to release TWO point OH with an acceptable (to me, that is) UI...