In the latest version of the company's software in which I develop C++ cross-platform plugins, they now require MacOS 10.5 and Xcode 3.1 in order to build a multi-target, 32/64-bit dylib plugin for Mac. I've already asked the company how I would go about using Cocoa instead of Carbon for certain requirements but they directed me to Apple. So, here I am. 
I can't change the target or build types - whatever project settings there are are REQUIRED for the plugin dylib to work in the target application. But if a slight setting that 'turns on' Obj-C/C++ works (it might already be there but am unsure), then it may be possible. I don't know. Everything talks Cocoa app this, Cocoa app that wherein Cocoa is the star and C++ is mitigated to a support position. Sorry, I can't 'switch' to Cocoa since this is a C++ plugin API - verstand? C++ is the star and Cocoa needs to be supportive only.
So what steps would be needed to get an Obj-C/C++ code integrated into my C++ dylib project. How would one go about including Obj-C/C++ code/frameworks/whatever in a C++-specific project in Xcode?
Thanks,
Robert

I can't change the target or build types - whatever project settings there are are REQUIRED for the plugin dylib to work in the target application. But if a slight setting that 'turns on' Obj-C/C++ works (it might already be there but am unsure), then it may be possible. I don't know. Everything talks Cocoa app this, Cocoa app that wherein Cocoa is the star and C++ is mitigated to a support position. Sorry, I can't 'switch' to Cocoa since this is a C++ plugin API - verstand? C++ is the star and Cocoa needs to be supportive only.
So what steps would be needed to get an Obj-C/C++ code integrated into my C++ dylib project. How would one go about including Obj-C/C++ code/frameworks/whatever in a C++-specific project in Xcode?
Thanks,
Robert