Author:stefan
Posted: Mon Oct 12, 2015 2:17 pm (GMT+1)
What is the recommended approach for developing Win + Mac add-ons? Preferably, we would have a single Add-in source folder, with Visual Studio & Xcode project files and with a single set of CPP/H files. Then it could be used in e.g. git or other source control systems to be shared among team members.
Alas, I've had not much luck on OSX with the add-on template and usually stick to copying an example project and renaming things over there.
I was even thinking of setting up a cmake or qmake script to generate two projects from a single source. This could make it more flexible in integrating it into your environments.
_________________
--- stefan boeykens --- architect-engineer-musician ---
ArchiCAD18-19/Revit2015/SketchUp2015/Cinema4D16/Rhino5/Unity5
rMBP15:i7Quad2.3Ghz+16GB+nVidia650M/Yosemite+Win8.1/64
http://bit.ly/17u87df
Posted: Mon Oct 12, 2015 2:17 pm (GMT+1)
Akos Somorjai wrote: | ||
Both devkits have add-ins for their respective development environments, and those set up skeleton add-ons. Best, Akos |
What is the recommended approach for developing Win + Mac add-ons? Preferably, we would have a single Add-in source folder, with Visual Studio & Xcode project files and with a single set of CPP/H files. Then it could be used in e.g. git or other source control systems to be shared among team members.
Alas, I've had not much luck on OSX with the add-on template and usually stick to copying an example project and renaming things over there.
I was even thinking of setting up a cmake or qmake script to generate two projects from a single source. This could make it more flexible in integrating it into your environments.
_________________
--- stefan boeykens --- architect-engineer-musician ---
ArchiCAD18-19/Revit2015/SketchUp2015/Cinema4D16/Rhino5/Unity5
rMBP15:i7Quad2.3Ghz+16GB+nVidia650M/Yosemite+Win8.1/64
http://bit.ly/17u87df