Rightpoint / RZViewActions

A category on UIView that provides animation structure similar to SKAction from SpriteKit.
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Trouble with @import UIKit; #6

Closed gerchicov-bp closed 9 years ago

gerchicov-bp commented 9 years ago

Does it have any special purpose? The problem is described by someone here: http://stackoverflow.com/questions/25883153/cant-import-embedded-framework-with-xcode-6-gm But the project is not my own and I can't simply delete all the submodules and in the same time I must edit your library to replace @import UIKit; -> #import <UIKit/UIKit.h>. Could you fix this issue?

ZevEisenberg commented 9 years ago

Can you enable module support in build settings?

gerchicov-bp commented 9 years ago

I forgot to mention: a lot of people work on this project so yes, I can't simply change the project settings each time I want.

ZevEisenberg commented 9 years ago

If we just change it, projects with a certain warning flag will get warnings that we don’t use @import. But I believe there’s an “are modules enabled?” macro that would allow us to conditionally use @import or #import depending on the host project. I’m on my phone and can’t find it just at the moment.

jvisenti commented 9 years ago

@ZevEisenberg I'd rather have the warning than the @import. We generally try to use #import in our open source code, but this one must have slipped through. Any objection to simply changing to #import? I was unable to find a macro to conditionally use the module import.

ZevEisenberg commented 9 years ago

@jvisenti try __has_feature(modules). Might want to make that the new best practice, although code without modules enabled is only going to get scarcer.

jvisenti commented 9 years ago

This should be fixed in version 0.2.1