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    Sharing C++ Nodes Between Projects

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    • griffinboyG
      griffinboy
      last edited by

      Is there an easy way to import a custom c++ node into a new project?

      I'm not just thinking of my own projects, but being able to share nodes with the community, without having to give a list of files they need to track down and replace πŸ˜†

      No worries if there is not, just had to ask before I do so

      Thanks @Christoph-Hart

      Christoph HartC 1 Reply Last reply Reply Quote 0
      • Christoph HartC
        Christoph Hart @griffinboy
        last edited by

        @griffinboy the process is not to complicated to begin with - just drop in the files in the ThirdParty folder and then export the dll.

        You might have to edit a JSON file for advanced features like polyphonic support but letβ€˜s talk about a automatic import if there is a sizable collection of third party libs available (aka empty room problem).

        griffinboyG 1 Reply Last reply Reply Quote 0
        • griffinboyG
          griffinboy @Christoph Hart
          last edited by

          @Christoph-Hart

          Ah so the other files such as the #includes, and the various refrences to the nodes are auto updated?

          That's fantastic thank you, I wasn't sure!

          Christoph HartC 1 Reply Last reply Reply Quote 0
          • griffinboyG griffinboy marked this topic as a question on
          • griffinboyG griffinboy has marked this topic as solved on
          • Christoph HartC
            Christoph Hart @griffinboy
            last edited by Christoph Hart

            @griffinboy Yes, on DLL export it will:

            1. Search the ThirdParty folder (non-recursively) and collect all .h files
            2. Treat each .h file that it finds as separate node (it expects the filename to be the same as the node name, so my_node.h will need to have a class project::my_node and will shop up as project.my_node in the node popup.
            3. If you want files to contain C++ code but don't should be a separate node (eg. third party code that you import), put it into the src subdirectory and include it from your header files that contain the node definition.
            4. Autogenerate the include.h and main.cpp files that register these nodes on export (it will also copy that file into the AdditionalSourceCode.h directory so that the plugin export will also compile these files.
            griffinboyG 1 Reply Last reply Reply Quote 1
            • griffinboyG
              griffinboy @Christoph Hart
              last edited by

              @Christoph-Hart

              Really cool, thank you

              1 Reply Last reply Reply Quote 0
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