@Joshua : you can enable "Export HXML" in FlashDevelop haXe Plugin
Settings, this will automatically create an hxml file for each hxproj.
Best,
Nicolas
From version 3 onwards, FlashDevelop has native support for haXe including:
Autocompletion, compiler integration and haXe templates.Using custom HXML compilation rather than FD's
You probably want to use your own compile.hxml file, as this will allow you to use more compilation options. In order to achieve this go to project -> properties -> enable "no output". This will completely disable compilation. Then just go to build -> pre-build command line and insert "path\to\haxe\haxe.exe" "path\tohxml\compile.hxml". Click OK. Whenever you compile, test or run, FD will use your hxml file. You can even edit your hxml file within FlashDevelop.
PS if anyone from flashdevelop is listening it maybe nice to allow hxml files to be used for compiling as3 projects.
The FlashDevelop project file is provided for the convenience of
FlashDevelop users. Otherwise, an HXML file is not going to help you --
NME generates HXML files on the fly, depending on your target, build
configuration and NMML project file.
FlashDevelop was the first IDE to add support for NME, leveraging the NME
command-line tools instead of calling Haxe directly.
If you are using an IDE which provides completion based on an HXML file,
then one workaround is to compile your NME project once, using the
command-line tools, then to link against the generated HXML file for your
current target. However, when it you are ready to compile your project,
you should use the NME tools directly, so that embedded assets and other
aspects of the build process work properly.
As you may know, you can build and run an NME project like this:
nme test <project> <target>
You can also split up the steps, like this:
nme build <project> <target>
nme test <project> <target>
With time, it would be great if NME was directly supported by more code
editors
On Fri, 18 Nov 2011 06:56:47 -0800, justin Mills
<net.jus...@gmail.com> wrote:
> It could be argued that we should stop using hxproj files for large
> opensource projects as its IDE specific... you could argue that they are
> convinent but having read further on the haXe wikki and having muddled
> through setting up haXe projects on flashdevelop it seems that hxml is
> much
> clearer. We also have nmml files I don't really understand why we
> couldn't
> have haxeLib nme files similar to the hxml files.... or even just add
> them
> in after an --nme or something, we were all talking about not using XML
> weren't we!?
>
> // Quote from haXe.org
>
>> From version 3 onwards, FlashDevelop has native support for haXe
>> including:
>> Autocompletion, compiler integration and haXe templates.
>>
>> *Using custom HXML compilation rather than FD's*
>> You probably want to use your own compile.hxml file, as this will allow
>> you to use more compilation options. In order to achieve this go to
>> project
>> -> properties -> enable "no output". This will completely disable
>> compilation. Then just go to build -> pre-build command line and insert
>> "path\to\haxe\haxe.exe" "path\tohxml\compile.hxml". Click OK. Whenever
>> you
>> compile, test or run, FD will use your hxml file. You can even edit your
>> hxml file within FlashDevelop.
>>
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