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update readme.md for iOS lib
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##Usage
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##Setup
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1. Drag and drop **STK.xcodeproj** into your Xcode project.
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1. Clone or download the STK into a folder within your project.
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1. Open the **STK for iOS** folder, and drag and drop **STK.xcodeproj** into your Xcode project.
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1. Open your project's settings, open the *Build Phases* tab. In the *Link Binary with Libraries* section, add **libSTK.a**.
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![][linking_libSTK]
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1. Add the STK's **include** folder to your project's header search paths: `../stk/include/`. Use `..` for each step above you need to go.
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1. In your project's settings, open the *Build Settings* tab. In the *Search Paths* section, double click on the field to the right of *Header Search Paths*, and add the path to the STK's **include** folder relative to your Xcode project.
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![][header_search_paths]
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1. Import the STK classes in the files you require:
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##Usage
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1. Import the STK classes in the source files you require. E.g.
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`#import "SineWave.h"`
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1. Rename any Objective-C files that import STK files with the **.mm** extension. E.g. **ViewController.m** —> **ViewController.mm**
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1. Change the extension of Objective-C files that import STK files to **.mm**. E.g. **ViewController.m** —> **ViewController.mm**
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1. Look at the [iOS Demo project](..projects/demo/iOS%20Demo) for a sample usage.
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You can also look at the [iOS Demo project](..projects/demo/iOS%20Demo) for a sample usage.
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1. If you use a class that makes use of raw waves (such as `Mandolin`, `Wurley`, or `Rhodey`) you need to copy the STK's raw wave files into your bundle. You'll know you need to if you get this runtime error:
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##Troubleshooting
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###`Lexical or preprocessor Issue 'FileName.h' file not found
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You have the wrong header search path in your project's settings.
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This is the path to the STK's **include** folder relative to your project's folder (as if you were `cd`ing into it). For example, it is `../stk/include/` if both share the same directory, but it would be `stk/include/` if the stk folder is inside your project's folder.
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If this problem doesn't go away:
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1. Delete **STK.xcodeproj** from your Xcode project
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1. Move the STK directory within your project's directory.
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1. Follow step 1 from **Setup**, add `stk/include` to the *Header Search Paths*.
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[!](header_search_paths)
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###Raw waves
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If you use a class that makes use of raw waves (such as `Mandolin`, `Wurley`, or `Rhodey`) you need to copy the STK's raw wave files into your bundle. You'll know you need to if you get this runtime error:
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`FileRead::open: could not open or find file (../../rawwaves/filename.raw)!`
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You then need to copy the rawwaves into your bundle. Open your project's settings, open the *Build Phases* tab. In the *Copy Bundle Resources*, drag and drop **rawwaves.bundle** (it's located in **STK.xcodeproj**'s **Helpers** folder).
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Add this code once in your app if using a class that needs the raw waves:
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1. Open your project's settings, open the *Build Phases* tab.
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1. In the *Copy Bundle Resources*, drag and drop **rawwaves.bundle** (it's located in **STK.xcodeproj**'s **Helpers** folder).
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1. Then add this code before using a class that needs the raw waves:
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```objective-c
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NSBundle *rawwaveBundle = [NSBundle bundleWithURL:[[NSBundle mainBundle] URLForResource:@"rawwaves" withExtension:@"bundle"]];
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stk::Stk::setRawwavePath([[rawwaveBundle resourcePath] UTF8String]);
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```
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If you get a `rawwaves.bundle: No such file or directory` error:
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###`rawwaves.bundle: No such file or directory`
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This means that **rawwaves.bundle** hasn't been copied to the build folder, so you'll need to do it manually:
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Select the rawwaves scheme:
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![][rawwaves_scheme]
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![][rawwaves_scheme]
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Build it (⌘+B) then build your project's main scheme.
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###`Apple Mach-O Linker Error`
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This means that **STKLib.a** isn't being linked to your binary. Follow step 2 above in Setup.
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[rawwaves_scheme]: http://i.imgur.com/PKd7epf.png
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[linking_libSTK]: http://i.imgur.com/cLbGrtq.png
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[header_search_paths]: http://i.imgur.com/iBTC06h.png
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