The C Callback Export Wizard can be opened by right-clicking a .gde file in the Navigator View, Storyboard Export > Storyboard C Callback Action Code Export (C/C++).

The C Callback export wizard allows you to select the .gde file, and choose the output path for the c/c++ and header files.

The exported .h file will contain all the C callback export labels given to model objects in your project as defines. The exported .c file will contain function stubs for all the C callback functions used in your application. Keep in mind that this export will overwrite anything you may already have in your file, so you should not point the exporter to your working copy.
All of the Storyboard executables will be located in the PATH_TO_INSTALL/Storyboard_Designer/storyboard
directories, though on each desktop platform they are named slightly differently
Windows:
" ..../Crank Storyboard.exe" -application com.crank.gdt.ui.ccallback.application.ccallbackexport model=<PathToGDEFile> c=<PathToCFile> h=<PathToHFile>
Mac:
..../Storyboard.app/Contents/MacOS/Storyboard -application com.crank.gdt.ui.ccallback.application.ccallbackexport model=<PathToGDEFile> c=<PathToCFile> h=<PathToHFile>
Linux:
..../Storyboard -application com.crank.gdt.ui.ccallback.application.ccallbackexport model=<PathToGDEFile> c=<PathToCFile> h=<PathToHFile>
Note: Storyboard requires a display, so to run in a true headless environment a Virtual frame buffer needs to be setup.
Xvfb :1 -ac -screen 0 1024x768x8 export DISPLAY=:1 ..../storyboard -application com.crank.gdt.ui.ccallback.application.ccallbackexport model=<PathToGDEFile> c=<PathToCFile> h=<PathToHFile>
Where the model
is the path to the Storyboard Designer model file. This model file will be used to search for a export configuration. The configuration
parameter specifies the configuration name. If this is provided then only the configuration with that name will be used in the export.
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