iOS export?
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Have you guys ever been exported stuff for the iOS? Any issues or hints?
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@orange Someone was trying a few weeks ago, I don't remember who but it didn't go well
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@orange Yeah... I exported 2 prototypes a while back... I remember it being quite fiddly and in need of careful tuning but I managed to get it to work! I think it might depend a bit on the complexity of what you are trying to export, but I think it is doable! What are you thinking of? Exporting some of your nice Neve and Pulteq emulations to iOS?!
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@UrsBollhalder Lots of users would like to see plugins in iOS. Also users think that the iOS is the future of plugins and I am getting lots of support tickets about it.
Because of that I was thinking this but it seems like there is some funky road :) I couldn't even compiled with Xcode for iOS.
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@orange Why not?! I compiled mine with XCode…
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@UrsBollhalder
Binaries/AutogeneratedProject.jucer
file givesPluginTemplate Debug.appex: No such file or directory
error. I am trying to compile the below version.When I try with
Binaries/Builds/iOS/PluginTemplate.xcodeproj
file, it gives bunch ofReference to 'Point' is ambiguous
errors. Some of the error locations:typedef struct Point Point; typedef Point * PointPtr; . . . void MouseCallbackComponent::touchAndHold(Point<int> downPosition) Point<float> newPos((float)downPosition.getX(), (float)downPosition.getY()); . . . sendFileMessage(Action::FileEnter, files[0], Point<int>(x, y)); sendFileMessage(Action::FileMove, files[0], Point<int>(x, y));
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@UrsBollhalder Last time I had these, I was on the wrong HISE branch... if I remember correctly. What branch are you on?
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@UrsBollhalder develop branch, the current one.