Is this possible ?
Had to install 2017 for Armory 3D built out of Blender projects to compile. No problem with OpenFl at all with 2017.
But the most excellent HaxeVLC lib that allows video on native with OpenFl ain’t having it, so my question is, is there a way to set the compiler that is going to be called on the next native for windows compile ?
Is it a case of running some batch file that sets the env properly for that to happen ?
Any problem going back and forth if that is even possible ?
Edit 1:
Noticed these
VS100COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\Tools
VS140COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools
in the set so I’m guessing HaxeDevelop isn’t picking up on them either. Just using the latest though I don’t know through what it is finding it. I don’t have any cl.exe on the PATH.
Edit 2:
Found vcvarsall.bat under the install directory structure for each install, that fixes something that allows for the next compile to be done by the 2017 cl.exe but the moment I erase the /bin and try to compile from scratch with cl.exe from 2017 the error is back:
"Error: VlcBitmap.cpp
./src/vlc/VlcBitmap.cpp(681): error C2573: ‘vlc::VlcBitmap_obj’: cannot delete pointers to objects of this type; the class has no non-placement overload for ‘operator delete’.
Use::delete, or add ‘operator delete(void*)’ to the class
C:\HaxeToolkit\haxe\lib\HaxeVLC\bin\windows\obj\include\vlc/VlcBitmap.h(31): note: see declaration of ‘vlc::VlcBitmap_obj’
For older (before 2017) versions of Visual Studio, you should be able to use the HXCPP_MSVC variable before doing a build to pick your version
For 2017, it uses a different mechanism and I’m not sure if it can be controlled, but using an environment variable for HXCPP_MSVC when you want 2015, and not setting it (to allow HXCPP to choose 2017) could probably work?
Thanks @d0oo0p.
I’m more baffled by the .stop .pause .play .dispose, framecount stuff to be honest.
This MS weirdness is the same usual stuff from MS. Though I found two ways to make it use 2015.
So I guess it isn’t a deal breaker for anyone using it either. Thing is they decided to move stuff around in VS 2017 and somehow it puts an error out as if it isn’t being linked to standard lib for some reason.Though the solution is completely correct under VS 2015. If only their ticket forums were half as helpful as this board.
Also had some linker problems with Armory 3D.
Can’t wait to get a bit of free time to test your Unreal Engine integration in HaxeDevelop.