This is one of those "what am I doing wrong?" moments. When working on an iOS version I've always used Gideros Studio on Windows, then exported the iOS project, moved files to a Mac, and built with X-Code. Today I tried installing Gideros on the Mac to save some file transfers when troubleshooting iOS issues. Running 2017.4.1 I found that when I exported an iOS project, whether exporting assets only or a full export, the only Lua file that got exported was main.lua. All the other assets (fonts, graphics) were exported, but the other lua files were missing from the export. I tried 2017.3.1 and had the same result. For now I'm back to doing my code editing on Windows, exporting, and transferring files to the Mac. I also tried with one of the example projects, in case my issue was specific to my project, but I got the same results. I also tried with and without encrypting code files.
So... Am I missing something, or is there a bug in the Mac OS version of the studio that prevents the Mac OS version from exporting all the code files?
The only extra work I had was to make my classes local and call them with require when I really needed them something like this:
you only put:
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Well basically I did "local" my classes because I like to know, that there is in the project that I export (Whether the project is new or an old one that isn't very large)
I guess it should also improve the code performance somewhat since the classes are not global (correct me if I'm wrong)
Sorry for the late reply @PaulH I should to say: "don't appear when it is build encrypt (or not)" and not only encrypt... ...If that also asked me with an application that I have (it has more than 100000 lines of code and a lot classes) I think in this case I would only exclude files for the moment without doing local classes or gradually
When doing an iOS export (tried on both mac and windows) I get one main.lua in the export asset folder, just as it should be. But in my case it's only the main.lua lines and not a merged file from all the lua files in my project. Naturally, when run from xcode, my app is terminated at a early stage (in my case when macro definitions or classes aren't found).
I've tried with Bird Animation, in that case the main.lua in export seems to be a merged file from bird.lua and main.lua (although it's encrypted even though encryption is unchecked), and it works when run from xcode.
When exporting my own project I get a red line in the export process window:
For this app update I've added a macro function inside 237 movieclips - this macro uses table functions (table.remove, table.insert etc). Works well on windows and mac players (although mac player needed a fix that came in 2018.1, related?).
This macro function is defined in init.lua and I get no errors there (neither live or when via output). But when I move the macro function to the .lua file where it is called (the same file as the 237 movieclips), I get this error in output when doing the syntax check:
C:/Program Files (x86)/Gideros/Tools/luac.exe: [string "..."]:2: attempt to index global 'table' (a nil value)
I also get the same error live, on line 2. (The macro function is declared on line 12-34 and called for the first time on line 80.) The app still works well in players.
Thus, exactly the same error as the export reports. Coincidence, or related to why my project isn't exported correctly?