Convert C++ written plugin from Windows to Mac version

Convert C++ written plugin from Windows to Mac version

TrippyLighting
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Convert C++ written plugin from Windows to Mac version

TrippyLighting
Consultant
Consultant

Another user wrote a very handy add-in for Fusion 360 in C++ (see this thread).

 

What is involved in converting this to a macOS version ?

The usual compiler and IDE on macOS is Xcode.

What else is needed in terms of software ?

 

 

 


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StephenCim-001
Advocate
Advocate

well looking at the video,  it does look like it's all API work. I would be surprised if all the API calls were not the same between MAC and Wins.

 

Looking at the source code for the Gear sample that ships with Fusion 360, It looks like that same code is used for both, it  includes just a if define to load Windows.h  when compiling on Windows.

#if defined(_WINDOWS) || defined(_WIN32) || defined(_WIN64)

#include <windows.h>

#else

#include <dlfcn.h>

#endif

 

Xcode should be all you need  and the source code.