@@ -18,10 +18,10 @@ juce_add_plugin(GainPlugin
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# IS_MIDI_EFFECT TRUE/FALSE # Is this plugin a MIDI effect?
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# EDITOR_WANTS_KEYBOARD_FOCUS TRUE/FALSE # Does the editor need keyboard focus?
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# COPY_PLUGIN_AFTER_BUILD TRUE/FALSE # Should the plugin be installed to a default location after building?
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- PLUGIN_MANUFACTURER_CODE Juce # A four-character manufacturer id with at least one upper-case character
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+ PLUGIN_MANUFACTURER_CODE Reju # A four-character manufacturer id with at least one upper-case character
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PLUGIN_CODE Dem0 # A unique four-character plugin id with at least one upper-case character
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FORMATS AU VST3 Standalone # The formats to build. Other valid formats are: AAX Unity VST AU AUv3
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- PRODUCT_NAME "BlueprintGainPlugin " ) # The name of the final executable, which can differ from the target name
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+ PRODUCT_NAME "ReactJUCEGainPlugin " ) # The name of the final executable, which can differ from the target name
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# `juce_generate_juce_header` will create a JuceHeader.h for a given target, which will be generated
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# into your build tree. This should be included with `#include <JuceHeader.h>`. The include path for
@@ -39,7 +39,7 @@ target_sources(GainPlugin PRIVATE PluginProcessor.cpp)
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# Add an explicit include path here so that Blueprint's EcmascriptEngine can find
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# the included Duktape source. You can optionally point this elsewhere if you'd like to
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# include a custom Duktape build.
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- target_include_directories (GainPlugin PRIVATE blueprint / )
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+ target_include_directories (GainPlugin PRIVATE react_juce / )
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# `target_compile_definitions` adds some preprocessor definitions to our target. In a Projucer
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# project, these might be passed in the 'Preprocessor Definitions' field. JUCE modules also make use
@@ -70,4 +70,4 @@ target_link_libraries(GainPlugin PRIVATE
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juce::juce_audio_utils
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juce::juce_graphics
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juce::juce_gui_basics
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- blueprint )
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+ react_juce )
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