author | Sam Lantinga <slouken@libsdl.org> |
Mon, 11 Aug 2014 17:25:53 -0700 | |
changeset 9054 | 18d34edc79ac |
parent 7925 | f090a47eb7f7 |
permissions | -rwxr-xr-x |
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Author: Ben Henning <b.henning@digipen.edu> |
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The goal of this project is to provide a lightweight and portable meta-build |
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system for generating build systems for various platforms and architectures, all |
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for the SDL2 library and subsequently dependent executables. |
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Following is a table of contents for the entire README file. |
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[0] OVERVIEW |
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[1] GENERATING PROJECTS AND COMMAND-LINE OPTIONS |
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[2] STRUCTURE |
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[3] SUPPORT ON WINDOWS AND VISUAL STUDIO |
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[4] SUPPORT ON MAC OS X AND XCODE |
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[5] SUPPORT FOR IOS |
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[6] SUPPORT FOR LINUX |
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[7] SUPPORT FOR MINGW |
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[8] SUPPORT FOR CYGWIN |
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[9] EXTENDING THE SYSTEM TO NEW PROJECTS OR PLATFORMS (code samples) |
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[0] OVERVIEW |
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The system is capable of generating projects for many different platforms and |
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architectures. How to generically generate projects is described in the next |
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section. Subsequent sections thereafter describe more specific ways to generate |
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projects and dependencies projects have. |
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All of the projects inherently have things in common, such as depending on the |
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same source tree for header and source files. All projects generated will also |
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have both debug and release configurations available to be built. More |
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information on how to build either will be provided below. |
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To view a list of progress on the project, view the changelog. |
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[1] GENERATING PROJECTS AND COMMAND-LINE OPTIONS |
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To receive help with various premake actions and command-line options, or to |
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view the options available for the current premake environment, run the |
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following command: |
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./premake4 --file=./path/to/premake4.lua help |
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To construct the project files, run this local command from any command line: |
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.\premake4 --file=.\path\to\premake4.lua --to=.\resultDirectory [opts] [vs2008/vs2010/vs2012] |
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OR |
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./premake4 --file=./path/to/premake4.lua --to=./resultDirectory [opts] [xcode3/xcode4/gmake] |
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opts may be one of: |
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--mingw |
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--cygwin |
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--ios |
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opts may also include any of the following: |
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--alsa : Force the ALSA dependency on for Linux targets. |
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--dbus : Force the D-Bus dependency on for Linux targets. |
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--directx : Force the DirectX dependency on for Windows, MinGW, and Cygwin targets. |
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--dlopen : Force the DLOpen dependency on for Linux targets. |
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--esd : Force the ESD dependency on for Linux targets. |
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--nas : Force the NAS dependency on for Linux targets. |
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--opengl : Force the OpenGL dependency on for any target. |
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--oss : Force the OSS dependency on for Linux targets. |
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--pulseaudio : Force the PulseAudio dependency on for Linux targets. |
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--x11 : Force the X11 dependency on for Linux targets. |
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All projects have debug and release configurations that may be built. For IDE |
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projects such as Visual Studio and Xcode, there are configurations in the former |
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and schemas in the latter to handle this. |
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For make files, the following command line may be used: |
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make config=debug |
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or: |
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make config=release |
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The make files also have a level of verbosity that will print all compiler and |
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linking commands to the command line. This can be enabled with the following |
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command: |
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make verbose=1 |
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[2] STRUCTURE |
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The structure of the meta-build system is split into three parts: |
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1. The core system which runs all of the other scripts, generates the premake |
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Lua file that is used to generate the actual build system, and sets up |
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premake to generate it. (premake4.lua) |
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2. The utility files for performing various convenience operations, ranging |
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from string operations and a file wrapper to custom project definitions and |
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complex dependency checking using CMake-esque functions. There is also a |
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file containing custom dependency functions for checked support. |
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(everything in the util folder) |
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3. The project definition files, which define each and every project related |
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to SDL2. This includes the SDL2 library itself, along with all of its |
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current tests and iOS Demos. These files also related to dependency handling |
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and help build dependency trees for the various projects. |
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(everything in the projects folder) |
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The premake4.lua file is lightly documented and commented to explain how it |
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interfaces with the other utility files and project files. It is not extensively |
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documented because the actual generation process is not considered to be |
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pertinent to the overall usage of the meta-build system. |
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The utility files have thorough documentation, since they are the foundation for |
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the entire project definition and dependency handling systems. |
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The project definition files are lightly documented, since they are expected to |
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be self-explanatory. Look through each and every project definition file |
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(especially SDL2.lua, testgl2.lua, testshape.lua, testsprite2.lua, and |
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testnative.lua) to gain experience and familiarity with most of the project |
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definition system. |
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The dependency system is very straightforward. As explained in both |
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sdl_projects.lua and sdl_dependency_checkers.lua, a function for checking the |
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actual dependency support is registered by its name and then referenced to in |
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the project definitions (such as for SDL2.lua). These definitions are allowed to |
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do anything necessary to determine whether the appropriate support exists in the |
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current build environment or not. The possibilities for checking can be seen |
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specifically in the function for checking DirectX support and any of the Linux |
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dependency functions using the sdl_check_compile.lua functions. |
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|
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As far as building the projects is concerned, the project definitions are |
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allowed to set configuration key-value pairs which will be translated and placed |
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inside a generated SDL config header file, similar to the one generated by both |
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autotools and CMake. |
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[3] SUPPORT ON WINDOWS AND VISUAL STUDIO |
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Check the Windows README for more information on SDL2 support on Windows and |
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Visual Studio. Current support exists for Visual Studio 2008, 2010, and 2012. |
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[4] SUPPORT ON MAC OS X AND XCODE |
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Check the Mac OS X README for more information on SDL2 support on Mac OS X using |
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Xcode. Current support should exist for Mac OS X 10.6, 10.7, and 10.8 (as |
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tested, but more may be supported). Supported Xcode versions are 3 and 4. It |
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supports building for both i686 and x86_64 architectures, as well as support for |
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universal 32-bit binaries, universal 64-bit binaries, and universal combined |
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binaries. |
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[5] SUPPORT FOR IOS |
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|
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EXPERIMENTAL SUPPORT |
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|
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Check the iOS README for more information on SDL2 support on iOS using Xcode. |
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Current support has been tested on the iOS 6 emulators for iPhone and iPad, |
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using both Xcode 3 and Xcode 4. The iOS project will reference all the Demos |
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the manual project does. |
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[6] SUPPORT FOR LINUX |
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|
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EXPERIMENTAL SUPPORT |
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|
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Check the Linux README for more information on SDL2 support on Linux. Currently, |
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only a subset of the Linux dependencies are supported, and they are supported |
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partially. Linux also builds to a static library instead of a shared library. |
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The tests run well and as expected. |
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[7] SUPPORT FOR MINGW |
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|
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Check the MinGW README for more information on SDL2 support on MinGW. Currently, |
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all of the tests that work using the Visual Studio projects also seem to work |
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with MinGW, minus DirectX support. DirectX is not inherently supported, but can |
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be forcibly turned on if the user knows what they are doing. |
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[8] SUPPORT FOR CYGWIN |
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|
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BROKEN SUPPORT |
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|
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Check the Cygwin README for more information on the progress of supporting SDL2 |
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on Cygwin. |
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[9] EXTENDING THE SYSTEM TO NEW PROJECTS OR PLATFORMS |
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|
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In order to create a new project, simply create a Lua file and place it within |
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the projects directory. The meta-build system will automatically include it. |
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It must contain a SDL_project definition. Projects *must* have source files as |
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well, otherwise they will be ignored by the meta-build system. There are a |
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plethora of examples demonstrating how to defined projects, link them to various |
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dependencies, and to create dependencies. |
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|
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Here is an example that creates a new project named foo, it's a ConsoleApp |
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(which is the default for SDL projects, look at http://industriousone.com/kind |
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for more information). Its language is C and its source directory is "../test" |
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(this path is relative to the location of premake4.lua). It's project location |
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is "tests", which means it will be placed in the ./tests/ folder of whichever |
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destination directory is set while generating the project (for example, |
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./VisualC/tests). It is including all the files starting with "foo." from the |
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"../test" folder. |
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|
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SDL_project "foo" |
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SDL_kind "ConsoleApp" |
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SDL_language "C" |
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SDL_sourcedir "../test" |
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SDL_projectLocation "tests" |
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SDL_files { "/testrendercopyex.*" } |
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|
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Now, we can extend this project slightly: |
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|
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SDL_project "foo" |
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SDL_kind "ConsoleApp" |
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SDL_notos "ios|cygwin" |
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SDL_language "C" |
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SDL_sourcedir "../test" |
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SDL_projectLocation "tests" |
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SDL_projectDependencies { "SDL2main", "SDL2test", "SDL2" } |
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SDL_files { "/foo.*" } |
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SDL_copy { "icon.bmp", "sample.bmp" } |
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|
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We now specified that this application will not work on iOS or Cygwin targets, |
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so it will be discluded when generating projects for those platforms. We have |
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also specified that this project depends on 'SDL2main', 'SDL2test', and 'SDL2', |
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which are other projects that are already defined. We can set the dependency |
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to any projects the SDL2 meta-build system is aware of. We also have an |
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interesting SDL_copy directive, which will automatically copy the files |
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"icon.bmp" and "sample.bmp" from "<sdl_root>/test" to the directory of foo's |
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executable when it's built. |
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|
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Let's take a look at another example: |
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|
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SDL_project "testgl2" |
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SDL_kind "ConsoleApp" |
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SDL_notos "ios|cygwin" |
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SDL_language "C" |
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SDL_sourcedir "../test" |
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SDL_projectLocation "tests" |
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SDL_projectDependencies { "SDL2main", "SDL2test", "SDL2" } |
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SDL_defines { "HAVE_OPENGL" } |
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SDL_dependency "OpenGL" |
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-- opengl is platform independent |
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SDL_depfunc "OpenGL" |
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SDL_files { "/testgl2.*" } |
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233 |
|
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234 |
This is a copy of the testgl2.lua file. Most of this is already familiar, but |
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|
235 |
there are a few new things to point out. We can set preprocessor definitions by |
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|
236 |
using the 'SDL_defines' directive. We can also create a dependency for the |
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|
237 |
project on some varied criteria. For example, testgl2 is obviously dependent on |
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|
238 |
the presence of the OpenGL library. So, the only way it will include the |
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"testgl2.*" (testgl2.c/testgl2.h) files is if the dependency function "OpenGL" |
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|
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returns information regarding the whereabouts of the OpenGL library on the |
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current system. This function is registered in sdl_dependency_checkers.lua: |
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|
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function openGLDep() |
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print("Checking OpenGL dependencies...") |
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... |
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return { found = foundLib, libDirs = { }, libs = { libname } } |
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end |
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248 |
... |
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SDL_registerDependencyChecker("OpenGL", openGLDep) |
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250 |
|
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251 |
This function is called when it's time to decide whether testgl2 should be |
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generated or not. openGLDep can use any and all functions to decide whether |
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OpenGL is supported. |
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|
254 |
|
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|
255 |
Dependencies and projects can become much more sophisticate, if necessary. Take |
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|
256 |
the following example from the SDL2.lua project definition: |
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|
257 |
|
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-- DirectX dependency |
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SDL_dependency "directx" |
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SDL_os "windows|mingw" |
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|
261 |
SDL_depfunc "DirectX" |
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|
262 |
SDL_config |
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|
263 |
{ |
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264 |
["SDL_AUDIO_DRIVER_DSOUND"] = 1, |
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265 |
["SDL_AUDIO_DRIVER_XAUDIO2"] = 1, |
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|
266 |
["SDL_JOYSTICK_DINPUT"] = 1, |
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|
267 |
["SDL_HAPTIC_DINPUT"] = 1, |
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268 |
["SDL_VIDEO_RENDER_D3D"] = 1 |
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269 |
} |
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|
270 |
SDL_paths |
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|
271 |
{ |
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|
272 |
"/audio/directsound/", |
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|
273 |
"/audio/xaudio2/", |
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|
274 |
"/render/direct3d/", |
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|
275 |
-- these two depend on Xinput |
f090a47eb7f7
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|
276 |
"/haptic/windows/", |
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|
277 |
"/joystick/windows/", |
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|
278 |
} |
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|
279 |
|
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|
280 |
This dependency is, as expected, for DirectX. One thing to note here is even |
f090a47eb7f7
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|
281 |
dependencies can be dependent on an operating system. This dependency will not |
f090a47eb7f7
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|
282 |
even be resolved if SDL2 is being generated on, say, Linux or Mac OS X. Two new |
f090a47eb7f7
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|
283 |
things shown here are 'SDL_config' and 'SDL_paths' directives. SDL_config allows |
f090a47eb7f7
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|
284 |
you to set preprocessor definitions that will be pasted into |
f090a47eb7f7
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parents:
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|
285 |
SDL_config_premake.h (which acts as a replacement to SDL_config.h when building |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
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|
286 |
the project). This allows for significant flexibility (look around SDL2.lua's |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
287 |
dependencies, especially for Linux). SDL_paths works like SDL_files, except it |
f090a47eb7f7
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|
288 |
includes all .c, .h, and .m files within that directory. The directory is still |
f090a47eb7f7
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|
289 |
relative to the source directory of the project (in this case, <sdl_root>/src). |
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|
290 |
|
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|
291 |
Finally, dependency checking can be done in a huge variety of ways, ranging |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
292 |
from simply checking for an environmental variable to scanning directories on |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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parents:
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|
293 |
Windows. Even more flexibly, the build environment itself can be checked using |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
294 |
functions similar to those provided in CMake to check if a function compiles, |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
295 |
library exists, etc. The following example comes from |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
296 |
sdl_dependency_checkers.lua and is used by the Linux dependency in the SDL2 |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
297 |
project to determine whether the OSS sound system is supported: |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
298 |
|
f090a47eb7f7
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|
299 |
function ossDep() |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
300 |
print("Checking for OSS support...") |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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parents:
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|
301 |
if not check_cxx_source_compiles([[ |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
302 |
#include <sys/soundcard.h> |
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|
303 |
int main() { int arg = SNDCTL_DSP_SETFRAGMENT; return 0; }]]) |
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|
304 |
and not check_cxx_source_compiles([[ |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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parents:
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|
305 |
#include <soundcard.h> |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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parents:
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|
306 |
int main() { int arg = SNDCTL_DSP_SETFRAGMENT; return 0; }]]) then |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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parents:
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|
307 |
print("Warning: OSS unsupported!") |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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parents:
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|
308 |
return { found = false } |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
309 |
end |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
310 |
return { found = true } |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
311 |
end |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
312 |
|
f090a47eb7f7
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|
313 |
Notice how it uses 'check_cxx_source_compiles'. There are even more functions |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
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|
314 |
than this to check and, rather than going in detail with them here, I encourage |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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parents:
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|
315 |
you to look at the documented functions within ./util/sdl_check_compile.lua. |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
316 |
|
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
317 |
In order to support new platforms, start with the minimal configuration template |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
318 |
provided and work off of the initial SDL2 project. You may add additional |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
319 |
dependencies to define other source files specific to that platform (see how |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
320 |
it's done with Windows and Mac OS X), or you can add special dependencies that |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
321 |
rely on dependency functions you may implement yourself (see DirectX and |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
322 |
OpenGL). Dependencies can use the 'SDL_config' directive to specify special |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
323 |
values that can be pasted into the resulting configuration header file upon |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
324 |
generation. |
f090a47eb7f7
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Ryan C. Gordon <icculus@icculus.org>
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|
325 |
|
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
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|
326 |
For more detailed information about the functions supported and how they work, |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
327 |
look at all of the Lua files in the util directory, as well as any of the |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
328 |
example projects in the projects directory to demonstrate how many of these |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
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|
329 |
functions are used. The information above is only a quick subset of the |
f090a47eb7f7
Added Ben Henning's GSoC2013 work: premake build system.
Ryan C. Gordon <icculus@icculus.org>
parents:
diff
changeset
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330 |
capabilities of the meta-build system. |