Thank you, I’ve tried this and it seems to work so far.
I even commented the TargetConditionals.h back in as I was a bit worried this might break something.
But it still seems to work.
Does it also work for you this way?
// Apple: Mac and iOS
#if defined(__APPLE__) && !defined(ANDROID) // exclude android for binding generator.
#include <TargetConditionals.h>
//#if TARGET_OS_IPHONE // TARGET_OS_IPHONE includes TARGET_OS_IOS TARGET_OS_TV and TARGET_OS_WATCH. see TargetConditionals.h
//#undef CC_TARGET_PLATFORM
//#define CC_TARGET_PLATFORM CC_PLATFORM_IOS
//#elif TARGET_OS_MAC
//#undef CC_TARGET_PLATFORM
// #define CC_TARGET_PLATFORM CC_PLATFORM_MAC
//#endif
#undef CC_TARGET_PLATFORM
#define CC_TARGET_PLATFORM CC_PLATFORM_IOS
#endif
nivrig
November 9, 2016, 8:58am
#23
More or less. I’m still getting some parse errors now I’ve got a bit more code into the project
Your solution seems to work partially, the problem is that I need to build for Mac and for iOS.
I’ve just tried all sorts of trickery to define for IOS and MAC correctly, but nothing worked out.
As soon as I use TARGET_OS_IPHONE to determine it’s iOS, the issue appears.
Do you have an idea how I could overcome this?
nivrig
November 9, 2016, 5:07pm
#25
Nope. Tried the same myself. AppCode is just a bit broken
nivrig
November 10, 2016, 9:20pm
#26
Actually it looks like the problem is that the Base SDK for the libcocos2d tvOS project is set to “appletvos9.1” and shows as “not found” even though I have tvOS SDK 9.1 installed (or at least I think I do).
Changing it to “Latest tvOS (…)” allows AppCode to parse the project correctly.
The suggestion came from JetBrains .
2 Likes
Seems like we did it. I just hope we can use App Code now finally and there’s not any more other parsing errors anywhere.
Thanks for your investigations again @nivrig