@donati.sergio Hi. I’ll try to have non-marketplace instructions up soon, but I’m still in the middle of getting that figured out. I expect you’ll want to look over this, at least.
On Windows I use Git Bash and Terminal on Mac. In either case you can do git clone --recursive https://github.com/ggcrunchy/solar2d-plugins.git
(you could also just grab the zip from GitHub, but make sure you also grab the two submodules too).
I’ve been using Visual Studio 2013 on Windows (Community Edition is fine), and that did work when I tested just now. But I’ll try 2019 in the near future; I would try going right to that. (2013 can be a bit of a chore to find, anyhow.) It might be enough to just convert the solutions (just open them up in 2019).
Otherwise, start with the “Development Tools” mentioned here.
Android will also need the NDK. Again, I’ve been using an iteration of version 20, but plan to move on to 21. These lines in the various Android plugins will need some adjustment, both for the NDK version and your own setup.
My Android build also seemed okay. I haven’t tried the Apple stuff yet, to make sure renaming one of those submodules didn’t break anything. Will get back on this.
If you go into the Windows solution and build in Release, a post-build event will put the DLL in "%appdata%/Corona Labs/Corona Simulator/Plugins/plugin/"
. (I think I have the Mac build doing something similar.)
On the other platforms, you want to cd
to the plugin/platform
directory, e.g. path/to/luaproc/ios
in Terminal, then type ./build.sh
. If all goes well, you’ll see new binaries appear under jniLibs
on Android, in the main directory on Mac and iOS, or in the non-simulator release folder for the TV.
The first time you try to run this file (and some other things, copy-pasting maybe, can introduce this), you’ll get some permission complaints unless you first do chmod u+x build.sh
.
That’s what comes to mind at the moment.