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[iOS Demo] Demo target appears to have issues finding its imported modules #13

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bitwit opened this issue Dec 9, 2017 · 1 comment

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@bitwit
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bitwit commented Dec 9, 2017

Swift 4.0.3
XCode 9.2

I was able to get the MacOS project running via the instructions without issue. However, while following the iOS instructions I first came across build errors with the message

Missing required module 'Cbgfx'

So after some Googling I found this answer: https://stackoverflow.com/questions/31757417/swift-app-missing-required-module-when-importing-framework-that-imports-stati

Which led me to find the Cbgfx module map and point to it in the demo search paths.

$(SRCROOT)/Fiber2D-iOS.xcodeproj/GeneratedModuleMap/Cbgfx

This worked to stop the Cbgfx complaints but then I got two new problems:

Missing required modules: 'CChipmunk2D', 'Cpng'

So now I'm wondering if I've just set things up incorrectly or if something has changed since the instructions were made. From what it looks like to me the framework themselves build no problem:
screen shot 2017-12-09 at 10 36 17 am

Any advice on where I might be going wrong? Thanks

@bitwit
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bitwit commented Dec 10, 2017

Got this a bit farther now. I looked through all the folders for other module maps and got everything resolved with my search paths set to:

$(SRCROOT)/Fiber2D-iOS.xcodeproj/GeneratedModuleMap/Cbgfx 
$(SRCROOT)/.build/checkouts/Cpng--8158992144574755804/Cpng/include 
$(SRCROOT)/.build/checkouts/CChipmunk2D-7107094126439836637/CChipmunk2D/include

I'm not sure if these adjustments are required now or due to my not following instructions correctly.

When I ran it on my iPhone 7 Plus it crashed in bgfx. The stacktrace leads back to

AppDelegate:L48 > bgfx.initialize(type: .metal)

This may be a completely unrelated issue at this point though.

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