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CMake, Xcode (iOS) and AngelScript

Started by June 06, 2012 11:26 PM
1 comment, last by AgentC 12 years, 6 months ago
Hi,
has anyone managed to build AngelScript for iOS successfully by using CMake? My problem is the inclusion of the assembly source code file as_callfunc_arm_xcode.S. In the Xcode project that CMake generates, it does not set the "lastKnownFileType" to "sourcecode.asm" for that file like it should, instead it sets it to just "sourcecode". As a result Xcode does not know that it's supposed to invoke the assembler for it.

I wouldn't like to rely on CMake actually fixing that bug, because there is no telling how long that takes, or if they even view it as a problem. But any creative workarounds?

EDIT: for now I went with simple postprocessing of the project file using sed. This has the downside that when/if CMake decides to regenerate the project, also the "postprocess" has to be repeated.
I'm not sure about CMake as I've never used it myself.

However, I'd like to know what changes you're making with sed to work around the problem. Perhaps it is something I can add to the manual for others that compile with CMake.

AngelCode.com - game development and more - Reference DB - game developer references
AngelScript - free scripting library - BMFont - free bitmap font generator - Tower - free puzzle game

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Here's the command (project name needs to be replaced)


sed -i.bak 's/lastKnownFileType = sourcecode; name = "as_callfunc_arm_xcode.S"/lastKnownFileType = sourcecode.asm; name = "as_callfunc_arm_xcode.S"/g' MyProjectFile.xcodeproj/project.pbxproj


Also the CMake script supplied by default with AngelScript does not list the platform-specific asm files, so the file in question also needs to be added there. But I'm not sure there's a clean way to recognize in CMake that you're crosscompiling on Xcode for iOS.

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