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Re: ETA on ch. 18

Posted: Wed Jan 12, 2011 1:17 pm
by dandymcgee
I believe there are two projects (a VS project and an XCode project). While you are required to add each new file to both projects independently, the file being included is one and the same.

Re: ETA on ch. 18

Posted: Wed Jan 12, 2011 4:50 pm
by Falco Girgis
Yeah, there's still no way around that. When I add a .cpp file to the Engine/LibGyro, I still have to add them to the XCode/VS projects.

There's also a super ultimate 1337 set of makefiles developed by M_D_K and me that scans for all the directories and is able to build LibGyro/ES for Linux, Dreamcast, and PSP without having to do anything other than make sure your files are in the right places... typing "make" is even easier than updating the VS/XCode projects...

Re: ETA on ch. 18

Posted: Wed Jan 12, 2011 6:51 pm
by eatcomics
GyroVorbis wrote:Yeah, there's still no way around that. When I add a .cpp file to the Engine/LibGyro, I still have to add them to the XCode/VS projects.

There's also a super ultimate 1337 set of makefiles developed by M_D_K and me that scans for all the directories and is able to build LibGyro/ES for Linux, Dreamcast, and PSP without having to do anything other than make sure your files are in the right places... typing "make" is even easier than updating the VS/XCode projects...
Of course it is, no dealing with that bullshit IDE stuff especially a microsoft IDE ew... lol (I still say MSVC++ 2008 is the best IDE out there, except Qt, but Qt only wins for its crossplatformness and some other random nifty perks)

Re: ETA on ch. 18

Posted: Thu Jan 13, 2011 3:19 am
by MrDeathNote
eatcomics wrote:
GyroVorbis wrote:Yeah, there's still no way around that. When I add a .cpp file to the Engine/LibGyro, I still have to add them to the XCode/VS projects.

There's also a super ultimate 1337 set of makefiles developed by M_D_K and me that scans for all the directories and is able to build LibGyro/ES for Linux, Dreamcast, and PSP without having to do anything other than make sure your files are in the right places... typing "make" is even easier than updating the VS/XCode projects...
Of course it is, no dealing with that bullshit IDE stuff especially a microsoft IDE ew... lol (I still say MSVC++ 2008 is the best IDE out there, except Qt, but Qt only wins for its crossplatformness and some other random nifty perks)
I dono i'm pretty fond of eclipse, at least on linux. It has some really nice refactoring tools that I wish VS had. Plus you can integrate Qt and Qt's form designer and have it as your all in one IDE.

Re: ETA on ch. 18

Posted: Thu Jan 13, 2011 5:00 am
by M_D_K
GyroVorbis wrote:Yeah, there's still no way around that. When I add a .cpp file to the Engine/LibGyro, I still have to add them to the XCode/VS projects.

There's also a super ultimate 1337 set of makefiles developed by M_D_K and me that scans for all the directories and is able to build LibGyro/ES for Linux, Dreamcast, and PSP without having to do anything other than make sure your files are in the right places... typing "make" is even easier than updating the VS/XCode projects...
maybe I should make an awesome "update_projects.sh" script ;)

Re: ETA on ch. 18

Posted: Thu Jan 13, 2011 10:13 am
by Falco Girgis
Visual Studio 2010 > QT Creator >>>>>> XCode >>>>>>>>>>>> All

:D

Re: ETA on ch. 18

Posted: Thu Jan 13, 2011 10:39 am
by avansc
1. You can add a runscript build phase to a target that you can do anything, including adding files to the project that are new, although i would not recommend this since you would have to mess with the project.pbxproj file. There may be some special program that xcode calls to add files to the pbxproj.

2. You can add a launchd agent that monitors a directory and looks for changes, for example files that are new, you can then have a apple script automate adding the files in xcode. this is a better solution, as it gives you more control over what happens to files.

3. You can decide to not even use the xcode build system and stick in your "super ultimate 1337 set of makefiles" and just have a clause that builds on mac. Of course you would still have to add the files to the project if you wanted an easy way to edit them, but you have the "problem" with the make files as it is.

4. And probably the best solution is to go to cmake, at least fot the desktop solutuons, which will generate either make files, xcode, codeblocks, or visual studio project files.