Thanks guys. I would only ask that you temper your expectations and maintain an open mind regarding the approach. That is to say, Objectively has, so far, been very polarizing in terms of the feedback I've received from places like Reddit or ##c on Freenode. Some people think it's novel, clever, perhaps even useful, while others say that I'm bastardizing C, that it's useless because it only works with gcc and Clang, etc.
Personally, I look at it like this: if I didn't go OO, then much of the inheritance and class hierarchy that makes UIKit so powerful would be sacrificed, or would be very cumbersome to employ. I'd end up with a global namespace with literally 1000 or more functions -- it'd be Gtk+ all over again. And if I instead used C++, well first of all, it's C++, and secondly, C projects may not wish to use a C++ library.
And I have to say, through building an MVC framework on top of Objectively, I've been pleased with its features and relative ease of use. The only part that is tedious is the boilerplate of laying out class and interface structs, and documenting them. While I have Eclipse code templates for this purpose, I need to invest the time in an Xcode wizard to do the same. Or maybe even a command-line utility for generating type sources -- that way it's available to everyone, even if they're only using Vim.
Anyhow, frag.machine, here's an example of subclassing ViewController to implement an application. You can imagine a game implementing a ViewController for each "menu." If there are truly specialized functions of any given menu, those could be implemented here. But primarily, you simply override the `loadView` method to populate the VC's view hierarchy, bind Actions to your Controls, and that's about it. The default implementation of ViewController handles the initialization and presentation of the View, event propagation, etc. This is all any typical game engine would have to do:
https://github.com/jdolan/ObjectivelyMV ... ntroller.c