Xcode build rules and not-quite-compiled scripts
Xcode build rules and not-quite-compiled scripts
- Subject: Xcode build rules and not-quite-compiled scripts
- From: Gwynne Raskind <email@hidden>
- Date: Wed, 29 Sep 2010 08:36:39 -0400
I have a problem with Lua script that I feel like Xcode is capable of handling elegantly, but my best attempts have been reduced down to Run Script build phases, which annoy me when I know Xcode's UI has nicer solutions for a problem.
I have Lua scripts that need to be run through several steps:
1) Run the script through a custom preprocessor.
2) Put the output through clang's C preprocessor (the custom preprocessor currently does this internally).
3) Run the result of that through luac to syntax check and create bytecode (optional, but would be very nice).
4) Copy the final result into a particular subfolder of the product's bundle (Contents/Resources/xyz).
Every script that needs this processing has a distinct file extension and can easily be told from all other files in the project.
I keep getting the feeling an Xcode plugin would handle all this, but those being private API I don't want to touch them (not to mention they're verboten here anyway). I'll be filing a Radar adding my vote to making those public, don't worry.
So, my question is, what is the correct combination of build rules, derived files, copy files phases, and voodoo to make these things happen? Preferably without mucking around with Run Script phases, which insist on running even when the files don't need re-processing.
Can I even use wildcards in Run Script inputs/outputs? The Xcode documentation doesn't answer this question.
If it can't be done, that's fine, but I'd like to know one way or another.
-- Gwynne
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