I’m currently installing Visual Studio on my Windows Machine to try if this way works. But ideally, we shouldn’t have to leave our Mac to make iOS / Android Apps…
Here’s my other post, if you’re interested:
Don’t forgot to upvote this App Code issue, so they fix it asap.
Voted. Still present in latest EAP build. AppCode is a disaster with Cocos at the moment
Oddly, for me, the iOS project is fine but the Mac project shows errors like you have and with the cocos2d::Size class as well. Both build and run fine from within AppCode and Xcode though.
Urgh, that doesn’t sound really fun to do, but definitely a good find!
Could you send a mail to JetBrains and tell them that you get it to work in CLion, referencing that other ticket?
They told me that it’s an underlying CLion bug, but maybe they’re on the wrong track here.
If you get it to work with CLion and CMakeList please report back how you did it
I had to tweak the cocos generated project CMakeLists.txt file just a bit, but this gets the macOS HelloWorld binary running with the absolute latest Cocos pulled from github: http://pastebin.com/ABbUsA31
I added the following to the standard generated CMakeLists.txt:
You can bodge the latest Cocos to work with AppCode by hardcoding CC_TARGET_PLATFORM in CCPlatformConfig.h as below. Run “File > Invalidate Caches / Restart” in AppCode after changing this.
“neater” solutions such as #define-ing out the Mac/iOS section don’t work. It seems you need to actually comment out those lines to avoid triggering the parsing bugs