mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
b88ca1b4a6
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
828 lines
47 KiB
Plaintext
Executable File
828 lines
47 KiB
Plaintext
Executable File
This file contains a log of most of the changes and evolutions of the meta-build
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system for Simple DirectMedia Layer 2.0 and related projects.
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Changes as of 09/18/2013:
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-Enabled executable bits on the Mac OS X build-scripts command files.
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-Replaced the Xcode directory structure with two folders for Xcode 3
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and Xcode 4. It now looks like the VisualC folder, wherein there is
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premake/Xcode/Xcode3 and premake/Xcode/Xcode4 default workspaces.
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-Updated premake/Xcode/build-scripts/xcode3.command and the
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xcode4.command files to properly generate the workspaces in the above
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mentioned directories.
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-Regenerated the Visual Studio projects to push the 'current working
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directory' fix to the repository.
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-Verified the projects are building and running properly across all platforms.
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Changes as of 09/13/2013-09/14/2013:
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-Analyzed structure and existing problems to be fixed in the system.
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-Updated the OpenGL dependency to not include "C:\Windows\System32" since that
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is implicitly included for any compiler building the project on Windows
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anyway.
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-Removed the build.all.vs2012.bat script since it hasn't been working and
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trying to get it to work or figure out why it doesn't is beyond the scope of
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the project at this point.
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-The above also applies to check.bin.compatibility.vs2010.bat.
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-Updated typo in run.tests.bat to make testchessboard run properly (it was
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looking for testdrawchessboard instead).
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-Corrected OpenGL dependency to properly look for "libGL" instead of
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"OpenGL32" on Linux.
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-Updated OpenGL dependency to link to "libGL" instead of "OpenGL32" on Linux.
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-Updated OpenGL dependency to properly notify the dependency system whether
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OpenGL support has been found or not (it was always indicating OpenGL
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support accidentally).
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-Modified the vs2008/vs2010/vs2012 generation scripts to generate to specific
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subfolders (ie, ./VS2008, etc.) so they can all be generated at once. Updated
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the clean script appropriately. Originally, it was desired to generate
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something more like SDL_VS2008.sln, etc., but premake has troubles correcting
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interproject dependencies without renaming the binary files to similar names
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(like SDL_main_VS2008.lib), which seemed much worse than just separating by
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directory.
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-Altered the working directories for the Visual Studio debugger to run from
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the path of the binary for each test application, rather than from the
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project directory. This allows the tests to utilize any locally copied
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resource files from both inside and outside Visual Studio.
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-Added execution bits to Linux build scripts.
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-Clarified the second paragraph in README-windows.txt.
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-Fixed typos in README.txt and added a plethora of code examples and
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explanations to demonstrate how to add on to the current system.
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-Regenerated default projects for MinGW, Linux, and Windows (this time serving
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VS2008, VS2010, and VS2012).
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Changes as of 08/30/2013:
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-Updated README-windows.txt, README-macosx.txt, and README-mingw.txt.
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-Created README-linux.txt, README-ios.txt, README-linux.txt.
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-Modified premake4.lua to not generate any files if simply printing help text.
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-Created the entire primary README.txt help file.
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-Updated the automated test command file for OS X to randomly select a file
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for testshape, just like the windows version. However, there is an issue
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with it so that test is currently commented out.
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-Updated all 4 OS X build scripts to automatically build all of the generated
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test projects, rather than maintaining a list.
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-Generated an initial Xcode 4 workspace for iOS.
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-Generated an initial Xcode 4 workspace for Mac OS X.
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-Updated a bug in the windows automated test batch file within the label for
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handling the specially randomized arguments passed to an application, such as
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for testshape (it was hardcoded for testshape, rather than using a variable
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as intended).
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-Fixed a typo in the windows automated test batch file wherein it was not able
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to run the chess board application correctly.
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-Updated the automated test bash script for Linux targets to run the new
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chessboard test and to randomly pick an image to send to testshape. It runs
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testresample and testatomic now, too.
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Changes as of 08/28/2013 & 08/29/2013:
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-Removed TODO.txt. It's no longer necessary; a lot of what was in it is no
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longer relevant, completed, or replaced by something different and thus
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implemented in some variety.
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-Stopped the premake engine from executing the project definitions if simply
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executing the help procedure, listing available options and acitons for the
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target premake file.
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-Modified the dependency function handling so that the function names are case
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insensitive both for registering functions and checking or testing them.
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-Created a function in sdl_projects.lua that can be used to retrieve all of
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the known names of the dependencies registered with the system at that point.
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-Implemented automated generation of options to forcibly enable certain
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dependencies, even if they are explicitly defined to not work on a given
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platform or if they simply cannot be found. This is useful, for instance, to
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force on the DirectX dependency for MinGW if the user has successfully setup
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the environment to work with it.
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-Modified the behavior of the dependency functions to provide the libraries,
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library paths, and include paths for platforms that don't support that
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dependency, allowing the override command line options to properly work on
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those platforms for those dependencies (again, the DirectX dependency on
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MinGW comes to mind).
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-Cleaned up premake4.lua.
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-Removed hardcoded links in Linux from premake4.lua to its proper locations in
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SDL2.lua and dependency functions.
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-Renamed the 'reset_links' function in sdl_check_compile.lua to be
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'reset_link_flags' since it fits the functionality better.
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-Corrected a mistake in 'check_include_directory' in sdl_check_compile.lua
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where it simply checked for files existing in a directory, rather than
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specifically header files.
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-Removed the 'projects' table declaration in premake4.lua, since its defined
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in sdl_projects.lua anyway.
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-Removed directive for copying the Info.plist file from the Xcode-iOS
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directory for the testsprite2.lua project, since it makes no sense.
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-Modified 'addConfig' in sdl_gen_config.lua to be extra cautious about
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ensuring that keys and values in the supplied config table are, indeed,
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strings as they need to be for concatenation.
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-Added documentation for premake4.lua, sdl_check_compile.lua,
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sdl_dependency_checkers.lua, sdl_depends.lua, sdl_file.lua,
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sdl_gen_config.lua, sdl_string.lua, and sdl_projects.lua.
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-Implemented file headers for every single project definition file.
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-Significantly cleaned up the commenting in SDL2.lua and added a file header
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description.
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-Added a print line in premake4.lua to indicate when the generation of the
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premake Lua file begins.
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-Added initial sample projects for VS2010, Linux make, and MinGW make.
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Changes as of 08/27/2013:
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-Updated the Linux premake executable based on all the patches applied to
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premake thus far, as documented in the patches folder.
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-Updated the Linux definition of SDL2.lua to have all of the subsequent source
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files associated with each dependency to be within that dependency using the
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SDL_paths directive.
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-Implemented a function for modifying the search path for libraries during
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the various compiler test functions in sdl_check_compile.lua.
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-sdl_check_compile.lua: implemented a function for checking wether a library
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exists using os.findlib, adding its directory to the library path, then
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using check_library_exists to see if it can be linked to properly.
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-sdl_check_compile.lua: implemented check_include_directory and
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check_include_directories functions to see whether specified directories
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exist and contains .h files. This could be modified later on for other types
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of files that would exist in include directories (such as hpp, hxx, etc.).
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-sdl_projects.lua: implemented a function that checks whether a dependency
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exists and was found (the function must have been executed already). This is
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used by many of the dependencies for Linux (specifically that most of its
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dependencies depend on DLOpen for shared library binding).
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-Modified the dependency order for Linux in SDL2.lua so that DLOpen is listed
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first, as to help the dependency resolution process.
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-Corrected the link order in sdl_check_compile.lua, fixing the
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check_library_exists, check_library_exists_multiple, and
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check_library_exists_lookup functions.
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-Corrected the size definitions for SDL_config_linux.template.h so that it
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will work cross-platform.
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-Implemented better dependency support for the following Linux dependencies:
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DLOpen, ALSA, PulseAudio, ESD, NAS, OSS, and X11. The dependency code is
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based on CMake's definitions for those dependencies. The dependency function
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for D-Bus is improved.
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-Removed the commented code for the Windows SDK in the
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sdl_dependency_checkers.lua file.
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-Re-enabled the ifndef checks for the generate premake header file.
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-Moved the clean action in premake4.lua to before the project definitions, so
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that cleaning is immediate and doesn't have to wait on unnecessary dependency
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checks.
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-Renamed the macro defining whether to use the premake config header from
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USING_PREMAKE_HEADER_H to USING_PREMAKE_CONFIG_H, which involved changes in
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premake4.lua and include/SDL_config.h in the root source tree.
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-Corrected a mistake in the OpenGL dependency function that would mishandle
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forbidding desktop GL functionality on iOS.
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-Corrected a bug that would properly setup MinGW targets to work with OpenGL,
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but it would not link to WGL so there was no way for SDL to actually load the
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OpenGL library and attach it to a window.
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-Blocked support for OpenGL on Cygwin.
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-Blocked support for testfilesystem on Cygwin due to lack of support, though
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unix file system support is now enabled on Cygwin. The test accesses some
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windows functions that do not link properly in the Cygwin environment.
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Changes as of 08/26/2013:
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-Implemented the testdrawchessboard test application.
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-Disabled the path-searching functionality for the DirectX dependency so it
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would be significantly sped up. It makes the assumption that DirectX is only
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installed if its DXSDK_DIR variable is set. The code is still there if users
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wish to implement the functionality again.
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-Modified the clean action to remove the 'ipch' directory since it sometimes
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shows up in various Visual Studio solution builds.
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-Fixed a bug in the post-build copy step that wouldn't correctly create nested
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directories during the copy stage in Visual Studio on Windows targets. This
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reflects an earlier bug fix that would stop the non-nested files from being
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copied correctly; both work now.
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-Modified the testshape project to copy all of the shape images instead of the
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sample image.
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-Updated the automated test batch file on Windows to randomly pick one of the
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intended shapes while running testshape. It also runs testshape three times,
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to demonstrate both the randomness and adequate testing of testshape over
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multiple shapes.
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-Changed the resample test to copy the sample.wav.
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-Updated the 'pass' label in the windows run.tests.bat file to accept a
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variable-number of arguments to be passed to the executable.
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-Re-enabeld the testresample test to try and resample sample.wav at 44.1Khz.
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-Updated testoverlay to copy moose.dat, since it depends on it now.
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-Updated testshader to properly depend on OpenGL and link to it, as well as
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copy the file it needs (icon.bmp).
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-Moved the dependency checker file over to the util directory.
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-Updated premake4.lua to recursively execute all the files in the projects
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folder, so they don't have to be hardcoded into premake4.lua and can be
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organized in whichever way desired (so long as their internal paths are
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correct).
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-Implemented text-based file writing in the sdl_file.lua utility file, as to
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prep for going around generating a lua file and loading the generated file
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from memory, instead.
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-Updated all of the current SDL dependency functions to properly check for
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MinGW and Cygwin support.
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-Fixed a few bugs in premake4.lua that would break Cygwin and MinGW support
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due to improper checking.
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-Fixed bugs that made it tricky to do wildcard copying on *nix systems (needed
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by testshape). Tested to work on MinGW and Windows.
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Changes as of 08/23/2013:
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-Removed hardcoded definitions for the Linux config template.
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-Moved definitions over to SDL2.lua.
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-Added definition for enabling the file system module on Linux.
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-Separated the OpenGL dependency into one for Windows (WGL) and Linux (GLX).
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The core dependency is still there, but the windowing part is separate.
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-Separated the library-based dependencies from the Linux implementation into
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a series of dependency functions.
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-Changed the dependency function to return a named table instead of variable
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returns.
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Changes as of 08/22/2013:
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-Rearranged a few more things in the top 'dofile' section in premake4.lua.
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-Reverted accidental changs to include/SDL_config.h which rendered it specific
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to a single platform, per cmake generation. All building was broken due to
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this accidental change, but it should be fixed after this commit.
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-Merged repository with the latest version from live SDL repository.
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-Implemented new file system source tree on Windows.
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-Implemented file system test.
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-Removed files accidentally committed from the Linux directory.
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-Implemented tests for the file system test for windows and Mac OS X.
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-Implemented cocoa file system support.
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-Implemented cocoa filesystem support on iOS.
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-Fixed a bug that was leading to the Xcode-iOS trying to build the
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OpenGL renderer on iOS, which isn't supported.
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Changes as of 08/21/2013:
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-Changed names of generated files in check_compile.lua to more readable names,
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within the format "premakecheck.*"
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-Updated the check build function in check_compile.lua to support executing
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the build and redirecting all output to "./premakecheck.stdout".
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-Implemented a function for checking the size of a given type by generating a
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program that prints it to the screen, then reads the result from a file and
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converts it to an integer. This function is dependent on the existence of
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stdio.h and the printf function.
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-Tested the size function on Linux using various types.
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-Clumped the "dofile" directives for all utility scripts together in
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premake4.lua.
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-Removed the *Mode variables for MinGW, Cygwin, and iOS. All checking for
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these systems should be done using SDL_getos().
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-Updated SDL_getos() to check the _OPTIONS table directly.
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-From depends.lua, moved dirpathsearch and getenvpath to sdl_file.lua.
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-Created a sdl_string.lua file to contain various string-related functions.
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-From depends.lua, moved indexOf and explode to sdl_string.lua.
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-From premake4.lua, moved implode to sdl_string.lua.
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-Renamed depends.lua to sdl_depends.lua. Indicated that the file is
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particularly for windows dependency testing.
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-Rename check_compile.lua to sdl_check_compile.lua.
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-Updated premake4.lua to reflect file changes and modified the order of doing
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the util files, since their interdependencies have changed slightly.
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-Added sdl_string.lua to the list of utility files done in the beginning of
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premake4.lua.
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-Updated header in every file to reflect that I did not create premake (old
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wording was a bit vague).
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-Added header to new files.
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Changes as of 08/20/2013:
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-Fixed logical mistakes in the check build sources function.
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-Added a check_function_exists function.
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-Whenever an include header or headers are checked, if they are found
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and build properly then they will be added to an internal list that
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will be prepended whenever doing future check_function_exists and
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check_library_exists calls.
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-Added a function which will check if a function exists in any of a set
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of libraries, rather than just one.
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-Added support for linking libraries for the check_library_exists
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function.
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-Silenced building and linking commands.
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-Incorporated check_compile.lua in premake4.lua.
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-Tested the various functions with X11, DLOpen, and ALSA dependency
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compatibility. some future tweaking may be necessary, but the
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dependency checking happening in cmake should be reproducable using
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these functions with some tweaking of the implementation itself.
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Changes as of 08/16/2013:
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-Updated Cygwin build to foster a very trimmed down version of the Linux
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build, with no audio, video, haptic, joystick, or input support.
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-Cygwin uses a shared library. Read SDL2.lua for more information.
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-Slimmed and trimmed the cygwin config template to its bare minimum.
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-Implemented the configurations needed for Cygwin in SDL2.lua.
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-Updated many projects to be excluded if building on Cygwin, since many of
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them are incompatible without the aforementioned support.
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-Implemented a Cygwin directory and separate build-scripts, working similarly
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to that of MinGW.
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-Implemented a check_compile.lua utility file emulating a lot of the same
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functions used in cmake to check for dependencies and various libraries.
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These will be added to a Linux-specific dependency checker function later on,
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allowing all the Linux dependencies to follow a similar routine to that of
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autotools and cmake.
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Changes as of 08/15/2013:
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-Created a separate template configuration file for Cygwin.
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-Created separate SDL2 project definitions for Cygwin, alongside Linux.
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-Added various other side definitions for Cygwin support, though it is still
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not building correctly due to some misunderstandings with library support.
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-Patched premake to support custom source trees for Xcode projects to fix
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issues finding the correct iOS frameworks in Xcode.
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-Updated all Win32 premake executables containing the patch.
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-Updated executables for Xcode and Xcode-iOS for above patch.
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-Updated SDL2.lua for iOS to use the SDKROOT source tree for the frameworks,
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as per the new patch.
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-Successfully built and ran all the iOS demos.
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Changes as of 08/14/2013:
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-Fixed a mistake in the windows-side copy command that was changed yesterday;
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without parentheses it was inhibiting the ability to copy the SDL2.dll file
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to the built directories if the directories already existed; this has been
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fixed.
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-Reintegrated MinGW support on Windows with a few slight changes to various
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OS dependencies, since "MinGW" is now considered the target OS, versus
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Windows. This involved changes in SDL2.lua, SDL2main.lua, testnative.lua.
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-Reenabled both debug and release configurations.
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-Separated post-build commands to being separate for debug and release.
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-Setup temporary hardcoded linkoptions for MinGW on the release configuration.
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-Verified both configurations build correctly for VS2010 and MinGW.
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-Updated the premake executables for VS and MinGW to reflect the recent
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patch.
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-Updated premake executables for Xcode and Xcode-iOS to contain features
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added from the latest patch.
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-Verified working debug/release builds on Xcode, though the target
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directories for the binaries clash, so they override each other. This
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will be fixed in the future as the system starts to get cleaned up.
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Changes as of 08/13/2013:
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-Implemented special SDL_getos function which gets the current build
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platform, taking into consideration Cygwin, iOS, and MinGW modes.
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Although it's invalid to consider Cygwin and MinGW operating systems,
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for all intensive purposes they are considered separate for the build
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system. This may be renamed later on.
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-Updated OS-compatibility functions for SDL projects to use the new
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SDL_getos function, so they can be dependent on Cygwin, MinGW, iOS, etc.
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-Removed the iOS dependency function and updated the iOS portion of the
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SDL2 project to depend on iOS rather than Mac OS X.
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-Changed the explode function in depends.lua to be part of the string
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table.
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-Modified SDL_isos to accept patterns, such as "macosx|ios".
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-Updated SDL2 and SDL2main to be compatible on Mac OS X and iOS
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simultaneously.
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-Updated SDL_os to work with the patterns, as well, by merging the
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functionalities of SDL_os and SDL_isos to a local function.
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-Updated SDL_notos similarly.
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-Updated SDL_os to work on projects as well as dependencies, and updated
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premake4.lua to check for overall project compatibility.
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-Implemented SDL_notos to inhibit compatibility for projects that simply
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cannot work on specific platforms.
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|
-Added exclusions for every single current test project to not be added
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to the iOS solution, since none of them are designed to run on iOS.
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-Removed hacked override for info.plist and properly implemented plist
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inclusion for Xcode projects. Premake already supported this well.
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-Changed a few references in premake4.lua of os.get to SDL_getos to
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|
avoid some of the hardcoding that was going on in various places.
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|
-Advanced the SDL_copy feature for project resources to being able to
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copy files to more complicated destination paths, with scripted support
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to create the destination directories if they do not yet exist during
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post-build execution.
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-Patched premake to allow BMPamd WAV files to be considered as assets
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for Xcode projects.
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|
-Updated the premake executables for Xcode and Xcode-iOS, respectively.
|
|
-Successfully ported, built, and ran all working Xcode-iOS demos using
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project files generated by the meta-build system for those demos. There
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are a few hiccups that need to be ironed out yet, but overall it's a
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|
hopeful step forward to decent iOS support.
|
|
-Upgraded the clean action to also delete the demos folder for iOS.
|
|
-Unhardcoded a lot of the iOS stuff added in previous commits, which
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|
included switching a lot more references to os.get() to SDL_getos()
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in premake4.lua.
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-Preliminarily fixed some potential bugs stemming from SDL_getos()
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versus os.get().
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-Moved hardcoded iOS links from premake4.lua to their correct location
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in SDL2.lua.
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-Reinstated correct platforms directives, versus hardcoded iOS, etc.
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-Double checked Xcode projects still are generated, built, and run
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properly.
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-Updated the patches listing and files portion appropriately for the
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|
aforementioned premake modification.
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|
Changes as of 08/09/2013:
|
|
-More bruteforcing on trying to hack premake into generating a correct
|
|
iOS-compatible Xcode project.
|
|
-Added code to convert all ConsoleApps to WindowedApps in iOS mode
|
|
because ConsoleApps translate to 'tool' on Mac OS X and tools are
|
|
not supported on iOS.
|
|
-Forcefully implemented a list of links taken from the Demos SDL
|
|
iOS Xcode project for all generated SDL2 projects so they can
|
|
correctly link to the iOS system.
|
|
-Successfully built SDL2 and tests for iOS, though the test projects will
|
|
not run correctly on iOS due to not being built for iOS.
|
|
-Fixed a bug in the testgles project where it was not linking to SDL2test,
|
|
on which it was dependent.
|
|
|
|
Changes as of 08/08/2013:
|
|
-Implemented template header for iOS configurations.
|
|
-Successfully built SDL2 library for iOS on Xcode.
|
|
-Implemented configuration for iOS similar to that of Cygwin and MinGW.
|
|
-Implemented command-line option for selecting iOS mode on Mac OS X.
|
|
-Currently, iOS projects will have some issues regarding correct
|
|
project types, so building and running are a bit off yet for iOS.
|
|
-Added a new folder for iOS generation.
|
|
-Added scripts for iOS generation and such.
|
|
-Added exclusion for the OpenGL dependency checker for always failing
|
|
on iOS, since iOS uses OpenGL ES 1.1/2.0, not desktop GL.
|
|
-Fixed a bug in sdl_projects.lua that led to excluded dependency
|
|
function calls to give a false positive if they lead to invoking
|
|
the function rather than using a cached result.
|
|
|
|
Changes as of 08/07/2013:
|
|
-Created a fork for premake-stable to try and implement some of the necessary
|
|
changes in order to support many new features to the meta-build system.
|
|
-Created a directory for patches as part of the meta-build system. This may be
|
|
removed later on.
|
|
-Restored linking to MinGW32 in MinGW mode after temporarily removing it and
|
|
forgetting to restore it.
|
|
-Submitted a ticket and patch to premake for fixing the linker order that
|
|
prevented proper linking to SDL2main on the MinGW project.
|
|
-Created a manifest of patches made to premake needed for MinGW.
|
|
-Added a patch for adding iOS support on Xcode, though currently untested.
|
|
-Updated all Mac OS X, Windows, and MinGW binaries to reflect the above
|
|
patches.
|
|
|
|
Changes as of 08/06/2013:
|
|
-Corrected a mistake in the Linux template config header that was preventing
|
|
it from being built on Linux. It was using the same header guard as
|
|
SDL_config.h, rendering it completely blank during compile time.
|
|
-Added a dependency function for checking for D-Bus support on Linux.
|
|
-Implemented a summary implementation for the Linux project in SDL2.lua,
|
|
making use of the D-Bus dependency function.
|
|
-Added temporary global links in premake4.lua for all projects on Linux.
|
|
-Successfully built SDL2.lua on 64-bit Linux Mint 15.
|
|
-Updated the testnative test project to have a Linux dependency, binding to
|
|
testnativex11.c.
|
|
-Implemented an X11 dependency function for testnative and related projects,
|
|
though only testnative currently uses it.
|
|
-Had to switch over to using a static library instead of a shared library on
|
|
Linux for now, because Linux requires the end executable to be aware of
|
|
where the shared library is, and we have no way currently to generate any
|
|
sort of install rule for the generated SDL2 makefile. Premake will have to
|
|
be patched to proceed on that route.
|
|
-Successfully built all test projects on 64-bit Linux Mint 15.
|
|
-Added a shell script to automatically run through the compatible tests in
|
|
Linux/build-scripts, similar to those of the other platforms.
|
|
-Successfully ran through many of the tests, though without OpenGL support.
|
|
-Added clean shell script for Linux targets.
|
|
|
|
Changes as of 08/05/2013:
|
|
-Implemented global flags for checking if the current premake system is
|
|
targeting MinGW or Cygwin.
|
|
-Corrected previous checks that were directly using _OPTIONS to using the
|
|
MinGWMode flag, instead.
|
|
-Corrected typos where I was misspelling 'targeted' as 'targetted'
|
|
-Moved the options declarations a bit earlier in premake4.lua.
|
|
-Corrected a mistake in the clean batch file for MinGW where it wasn't
|
|
actually cleaning in MinGW mode.
|
|
-Started working on a Cygwin implementation.
|
|
-Started working on a Linux implementation (using Linux Mint 15).
|
|
-Setup a basic SDL_config_linux.template.h based on a SDL_config.h production
|
|
on 64bit Linux Mint 15 using the configure script.
|
|
-Setup the Linux directory and a basic build script. The system completely
|
|
does not build at this point, it's simply a step in the right direction.
|
|
-Fixed a bug in the testnative project where it was trying to build the X11
|
|
implementation on Mac OS X instead of the cocoa implementation. The test
|
|
now builds and runs correctly on Mac OS X.
|
|
|
|
Changes as of 08/02/2013:
|
|
-Actually added a README file for MinGW.
|
|
-Changed all the README files to be named similar to those in the top level
|
|
directory.
|
|
-Updated the READMEs for more accurate and up-to-date information.
|
|
-Split this primary README.txt into three files: README.txt, TODO.txt, and
|
|
changelog.
|
|
-Updated the depends.lua file to automatically fail on the windows dependency
|
|
search if the current OS is not windows and corrected a bug that would result
|
|
in an infinite loop if the main search path provided is empty but not nil.
|
|
-Implemented a utility function in depends.lua for joining together a series
|
|
of evaluated environmental variables, taking into consideration of they do
|
|
not exist. This function is cross-platform.
|
|
-Fixed a bug where the recently added code for surrounding paths with spaces
|
|
in quotes would lead to premake placing a "../" before the path. Besides the
|
|
convention of using double quotes is not universal, this bug existed both
|
|
with Visual Studio and MinGW gmakefiles. The code has been completely
|
|
removed, as it was found unnecessary.
|
|
-Modified DirectX dependency function to fail if targeting MinGW.
|
|
-After fully testing support for MinGW, I found there were a few differences
|
|
in execution between that and VS builds (without DirectX), one of which is
|
|
torturethread crashing on MinGW builds.
|
|
-Changed testshape.lua to copy sample.bmp and changed the run test scripts
|
|
to use the local sample.bmp as the shape for the window. This was just to
|
|
make the built environment independent of the top-level SDL directory.
|
|
-Changed the test run scripts to properly run the semaphore test.
|
|
-Edited the build scripts for Visual Studio to parallelize builds when
|
|
possible.
|
|
-Moved build scripts for VS and MinGW projects into respective build-scripts
|
|
folders, similar to the top level SDL directory. Tested all the tests for
|
|
builds using VS2008, VS2010, VS2012, and MinGW.
|
|
-Moved the build scripts for Xcode 3 and 4 to their own build-scripts folder.
|
|
-Updated the build scripts for Mac OS X to run the semaphore test.
|
|
-Tested the build environment and tests with Xcode 3 and 4 with architectures
|
|
i386 and x86_64.
|
|
|
|
Changes as of 08/01/2013:
|
|
-Implemented the SDL_notdepfunc function in sdl_projects.lua so dependencies
|
|
can depend on the absence of a dependency. For example, the haptic and
|
|
joystick systems have dummy systems that cannot be built alongside the Dinput
|
|
implementations, so they have to be added only in the absence of DirectX.
|
|
-Implement a dependency for handling the situation where DirectX is not found
|
|
on the windows platform.
|
|
-Tested SDL and its tests without DirectX support. Properly built SDL and ran
|
|
through the tests. Most of the tests ran great. There were a few tests that
|
|
did not work quite right, though.
|
|
-Began working on MinGW gmakefile support.
|
|
-Implemented custom option for specifying mingw mode (using --mingw); this is
|
|
used to ensure -lmingw32 is specified to gcc for proper linking with
|
|
SDL2main.
|
|
-Had to change make_cpp.lua as part of premake in order to ensure the linker
|
|
flags were specified before input, so that I could properly ensure the order
|
|
of library linking. The premake in the VisualC folder is now customized.
|
|
-Changed all of the projects' dependency orders to be logically correct, since
|
|
gcc requires linking order to be exact.
|
|
-Successfully built the entire project using MinGW and a generated GNU
|
|
makefile.
|
|
-Modified MinGW setup to statically link to libgcc so it can run independently
|
|
of the MinGW system.
|
|
-Successfully ran all tests with MinGW-built executables and library.
|
|
-Setup a directory, README, and generation script for MinGW builds.
|
|
-Updated clean action for makefiles.
|
|
-Implemented quoted libpath and incpaths incase they have spaces.
|
|
-DirectX and OpenGL currently not supported on MinGW due to build errors. This
|
|
will be fixed and should be supported soon.
|
|
|
|
Changes as of 07/31/2013:
|
|
-Implemented functions for checking whether the current system is 64bit
|
|
per-project specification. This is similar to SDL_isos. There is a
|
|
negated version implemented, too.
|
|
-Implemented native and universal build platforms for the Mac OS X
|
|
projects. This translates to x32 and x64 build targets within Xcode.
|
|
-Modified the SDL_defines function to add table values instead of replace.
|
|
-Corrected a mistake that was defining _WINDOWS on the Mac OS X project.
|
|
-Changed the dependency and custom links listing functions for sdl_projects
|
|
to prevent duplicates.
|
|
-Upgraded the premake4.lua handling of dependency lists and custom links
|
|
to support prevented duplicates.
|
|
-Reimplemented OpenGL support on Mac OS X.
|
|
-Separated frameworks on Mac OS X into proper SDL_dependency declarations
|
|
so they are no longer hardcoded.
|
|
-Upgraded project dependency system so that when a project is dependent
|
|
on a static library, it inherits all of the dependencies of that project
|
|
as well.
|
|
-Created build scripts for i386 and x86_64 for both Xcode 3 and Xcode 4.
|
|
-Tested all of the above (including with OpenGL and without OpenGL) on all
|
|
tests for Xcode 3 and 4, on architecture targets i386 and x86_64.
|
|
-Removed the old premake4 executable in Xcode.
|
|
|
|
Changes as of 07/30/2013:
|
|
-Began investigating different architectures for Windows, MacOSX, etc.
|
|
-Implemented functionality for specifying which platforms a project is
|
|
supported on, so as to start providing preliminary support for multiple
|
|
build platforms.
|
|
-Changed function declaration requirement for dependency functions.
|
|
-Changed the dependency function invocation to be table-based.
|
|
-Implemented features to cleanup using dependency functions for projects and
|
|
allowed possibility for multiple dependency functions on one project.
|
|
-Moved invocation of dependency functions from premake4.lua to
|
|
sdl_projects.lua.
|
|
-Some nested statements have been cleaned up in premake4.lua due to changing
|
|
the dependency function calling location.
|
|
-Moved all dependency functions to a unified location for order-independent
|
|
referencing of them. Ie, this allows SDL2 and testgl2 to both reference the
|
|
OpenGL checker function.
|
|
-Ensured all dependencies are invoked exactly one time even if referenced
|
|
multiple times.
|
|
-Implemented opengl dependencies for SDL2 so that opengl support should now be
|
|
reenabled in the SDL project.
|
|
|
|
Changes as of 07/29/2013:
|
|
-Implemented scripts to automatically build all of the projects in the VS2010
|
|
and VS2012 solutions.
|
|
-Implemented scripts to automatically perform binary compatibility testing for
|
|
premake VS2010 and VS2012 libraries against the manual projects' test
|
|
executables.
|
|
-Tested binary compatibility for VS2010 and VS2012 solutions on Windows. The
|
|
usual lack of standard output is still ocurring. The testgl2 application
|
|
currently crashes on both, but that's because it's not linking to OpenGL
|
|
currently. The test shouldn't actually crash, but it reports no OpenGL
|
|
when it runs correctly. The other visual tests seem to run fine.
|
|
-Cleaned up this README a bit, adding the rest of the points discussed with
|
|
Gabriel.
|
|
|
|
Changes as of 07/26/2013:
|
|
-Corrected a bug in SDL2.lua that didn't correctly define the compile-time
|
|
defines for Mac OS X.
|
|
-Added template configuration headers for minimal builds and Mac OS X
|
|
-Added template config selection based on current platform, defaulting to
|
|
minimal if on an unknown system
|
|
-Corrected bug in sdl_gen_config.lua to allow using templates that have no
|
|
area to paste generated tokens, thereby ignoring the tokens and just
|
|
copying the template right into the generated header
|
|
-Upgraded build.all.xcode4.command in the Xcode directory to give some
|
|
information regarding how many tests were attempted to be built, how
|
|
many passed, failed, and were skipped.
|
|
-Added support in the clean option to correctly remove the Xcode 4 workspace
|
|
file. It almost perfectly cleans Xcode projects now. It actually will only
|
|
miss folders if the user goes into those folders with Finder, otherwise it
|
|
cleans up properly right now.
|
|
-Added support build.all.xcode3.command for Xcode 3 projects, rather than
|
|
having to manually go into each project and build it individually.
|
|
|
|
Changes as of 07/25/2013:
|
|
-Moved file-based operations to a separate utility sdl_file.lua file
|
|
-Began the configuration generation system using sdl_gen_config.lua
|
|
-Created a config folder for *config.h templates and added the
|
|
SDL_config_windows.template.h file, omitting everything premake will add
|
|
itself
|
|
-Fixed a bug where the base location would have a backslash on windows in the
|
|
final generated Lua file, where it wasn't supposed to
|
|
-Implemented clean option for the generated header file
|
|
-Modified SDL_config.h to include SDL_config_premake.h (generated) if the
|
|
preprocessor value 'USING_PREMAKE_HEADER_H' is defined, which the meta-build
|
|
system ensures it is
|
|
-Merged winmm dependency back into the windows dependency for SDL2.lua,
|
|
because the windows timer module depends on winmm, as well
|
|
-Partially tested configuration system via Visual Studio 2008; Mac OS X
|
|
projects will be broken until that side is upgraded
|
|
|
|
Changes as of 07/24/2013:
|
|
-Updated mac os x test file to include all the new tests
|
|
-Added script to automatically batch together all the scheme builds for
|
|
the tests, so they don't have to be manually built through Xcode
|
|
-Tested new tests and build environment on Xcode 4 successfully (weren't
|
|
tested on here yet)
|
|
-Began investigating implementing iOS Xcode projects using meta-build
|
|
system
|
|
-Began investigating implementing gmakefile generation support for
|
|
GNU/Linux, Cygwin, and MinGW.
|
|
|
|
Changes as of 07/23/2013:
|
|
-Latest changes tested on Xcode 3 and 4; test suites running as expected
|
|
-Implemented the entire test suite and tested it in Visual Studio on Windows;
|
|
incompatible tests will build and run, but they will fail if there are no
|
|
appropriate devices or settings for them to run correctly; this is correct
|
|
behavior. Tested most suites on VS2008, VS2010, and VS2012. Only testerror
|
|
crashed.
|
|
|
|
Changes as of 07/22/2013:
|
|
-Cleaned up the mixture of forward/back slashes in the generated LUA file. The
|
|
only backslashes that exist are for copy commands, since they are copied as
|
|
text into the generated projects. The rest use forward slashes, since premake
|
|
actions handle per-system translation of directory paths.
|
|
-Implemented SDL_isos function for projects so that they can have some control
|
|
over certain functions where arguments or function calls changed with
|
|
different operating systems (such as SDL_kind for SDL2 project)
|
|
-Documented the new project functions. The documentation could be formatted a
|
|
bit better and the arguments could be explicitly formatted.
|
|
-Cleaned up SDL2.lua
|
|
-Implemented project-level files and paths directives for projects, so that
|
|
SDL_dependency isn't needed to specify files and file search paths for
|
|
projects
|
|
-Applied the above changes to all the project files and named a few other
|
|
dependencies such as for SDL_main and testgl2. No projects should have
|
|
unnamed dependencies at this point.
|
|
-Tested the changes of the last few days on VS2008, VS2010, and VS2012. All
|
|
the test suites run as expected.
|
|
|
|
Changes as of 07/19/2013:
|
|
-Updated generation backend to be more concise and less like it was before;
|
|
this also fixed the duplicate dependency function calls bug
|
|
-Implemented config function for constants to set in a generated SDL config
|
|
header
|
|
-Preliminarily set the config values for the SDL2 project
|
|
-Updated generation code so that it won't generate empty projects, which stems
|
|
from projects in which all of its dependencies are not compatible with the
|
|
current system
|
|
-Updated windows automated tests batch file to work more like Xcode's shell
|
|
command file wherein it uses a labeled batch of commands as a sort of
|
|
procedure; it's cleaner now and it will work if some projects aren't there
|
|
(such as if they aren't supported on that platform)
|
|
-Separated the winmm portion of the SDL2 project from the windows portion, so
|
|
it has its own dependence now and uses a dependency check function that's
|
|
dependent on premake's os.findlib
|
|
|
|
Changes as of 07/18/2013:
|
|
-Converted all projects over to the new, simpler format and tested on VS2008,
|
|
VS2010, and VS2012
|
|
-Corrected a mistake in the SDL2main project that always built the main file
|
|
for windows, even on mac os x
|
|
-Added some more features to the new project definition system to support
|
|
project locations, custom defines, copy tables, and project dependencies
|
|
-Moved new project definition system to a separate lua file
|
|
-Fixed using 'copy' on windows for post-build commands and 'cp' on all
|
|
other systems
|
|
-Tested projects on Xcode 3; everything working correctly
|
|
-Modified SDL2main project to use the dummy main for macosx
|
|
-Changed the convenience scripts on macosx to .command files for the ability
|
|
to conveniently double-click-execute them like an application or windows batch
|
|
file
|
|
|
|
Changes as of 07/17/2013:
|
|
-Tested that the generated Xcode 3 projects correctly work as expected
|
|
-Implemented a new backend system for defining projects that majorly cleans
|
|
up the syntax and eases the process of defining projects; currently only
|
|
tested with VS2010 on Windows.
|
|
|
|
Changes as of 07/09/2013-07/10/2013:
|
|
-Fixed a bug that premake was causing where the mac project wouldn't execute
|
|
any of its post-build options because premake was incorrectly generating the
|
|
project in specific situations; the generated lua file now works around it
|
|
correctly
|
|
|
|
Changes as of 07/08/2013:
|
|
-Unified SDL2.lua a bit by pulling out the source commonalities (generic
|
|
interfaces and dummy implementations) and keeping the platform-specific
|
|
implementations separate
|
|
-Converted absolute paths to relative paths where appropriate, so now
|
|
the generated VS solutions (and possibly Xcode) should be more portable
|
|
-Modified premake script to support different base locations, so now the
|
|
Visual Studio project directory structure is built within the VisualC
|
|
directory, and similarly for Xcode (better organization and separation)
|
|
-Fixed a minor bug in the cleanup action for VS2008 and VS2012 solutions
|
|
|
|
Changes as of 07/05/2013:
|
|
-Setup proper dependencies for XCode and successfully built the library
|
|
-Ran test suites to ensure working Mac OSX binaries (64 bit, on Mac OS X 10.8
|
|
Mountain Lion)
|
|
-Redid the entire build environment to run out of a root premake folder,
|
|
instead of separate premake folders for VisualC and Xcode
|
|
-Setup convenient scripts for both Xcode and VisualC in the generic
|
|
premake folder
|
|
-Consolidated the premake scripts into a singular script for both targets
|
|
|
|
Changes as of 07/02/2013 & 07/03/2013:
|
|
-Finished implementing base setup for XCode
|
|
-Configured the premake projects for XCode (using a parallel directory tree
|
|
for now)
|
|
-Implemented base XCode project using premake, though it still doesn't link
|
|
properly
|
|
|
|
Changes as of 06/30/2013 & 07/01/2013:
|
|
-Implemented release configurations for projects
|
|
-Began setting up environment for implementing the XCode projects
|
|
|
|
Changes as of 06/29/2013:
|
|
-Implemented copying intra-solution project dependencies shared libraries to
|
|
the binary folders of other projects (such as copying SDL2.dll to subsequent
|
|
directories of applications that depend on it).
|
|
-Fixed a bug in the testscale and testrendertarget project lua files: they
|
|
were copying sample.bmp for usage, but they depended on both icon.bmp and
|
|
sample.bmp.
|
|
-Added temporary batch script to simplify the process of running through all
|
|
the currently available tests on windows.
|
|
-Ensured binary compatibility for using SDL2.dll built with manual solutions
|
|
with test suite applications built with automatic premake solution. This was
|
|
tested successfully for VS2008, VS2010, and VS2012.
|
|
-Binary compatibility has been ensured to not currently work vice versa,
|
|
that is, using hand-rolled test suite applications with a generated-built
|
|
SDL2.dll shared library.
|
|
|
|
Changes as of 06/27/2013 & 06/28/2013:
|
|
-Added premake5-dev to the repository, though it's still called premake4.exe
|
|
and the main lua file is named similarly because it's still not officially
|
|
premake5.
|
|
-Setup generated project to nearly exactly match the flags of the manual
|
|
project. Binary compatibility has been tested for SDL2.dll built with the
|
|
manual projects against the applications built with the generated project.
|
|
All seems to work so far. Only tested on VS2010. Much more testing to
|
|
happen later.
|
|
|
|
Changes as of 06/24/2013 & 06/25/2013:
|
|
-Implemented basic meta-meta building system, where premake4.lua now
|
|
generates a lua file and executes that to generate the project, allowing
|
|
forward compatibility for premake5
|
|
-Began working on binary compatibility verification by testing the test
|
|
executables built by the manual VS solution using the SDL2.dll built
|
|
from the premake solution. There are some issues, but nothing crashes
|
|
that didn't crash before.
|
|
|
|
Changes as of 06/21/2013:
|
|
-Fixed multiple linker problem by adding an exclusion filter for
|
|
src/thread/generic so that the duplicate objects wouldn't be doubly linked
|
|
-Above linker fix also fixed the execution of all VS2008 project builds. All
|
|
the projects run the same in terms of success or failure.
|
|
-Added rudimentary clean action to premake files
|
|
-Organized the project and build directory structures for the VS projects
|
|
similar to that of the manually-built VS projects (though they no longer run
|
|
out of the box, since SDL2.dll is now in a different directory; soon to be
|
|
fixed)
|
|
|
|
Changes as of 06/20/2013:
|
|
-Implemented an optional copy table for projects that allow automatic copying
|
|
of each file in the copy table from the source directory to the destination
|
|
directory. These copy strings can actually be relative paths, as they will
|
|
be made absolute and normalized in the handler code (but not validated!)
|
|
-Implemented custom, per-project defines (needed for testgl2)
|
|
-Fixed many warnings from VS2008 project by making sure shared libraries
|
|
weren't being linked into shared library projects (such as SDLtest).
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-Tested all builds on VS2008, VS2010, and VS2012. Everything works as expected
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on the latter two.
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Changes as of 06/19/2013:
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-Implemented all of the currently supported projects in the hand-built
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Visual Studio solution, which successful building
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-Updated the dependency system to handle cross-linking of projects, such as
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the testing suite applications being dependent on SDL2 and SDL2main (and
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some even on SDL2test, which further emphasizes the capabilities)
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-Organized the folder structure to be less cluttered than before: only
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premake4.lua needs to exist at the root directory
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-Hardcoded the build path for all the projects to ./bin/Debug
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-Implemented support for adding input library links from dependency
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resolutions (for opengl in testgl2 in this case)
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Changes as of 06/18/2013:
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-Implemented a dependency for handling complex building scenarios, though
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it's only very simple right now
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-Implemented utility depends.lua for handling dependency searching on windows
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-Ported over hardcoded solution for SDL2 library to using dependency tree and
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a separate lua file
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-Implemented SDL2main static library, which involved more flexibility in the
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existing system
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Initial:
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-Built premake 4 binary and pasted it into secluded directory in SDL's build
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folder for Visual Studio
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-Created the initial premake script which recreated the SDL2.dll shared binary
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library, as based on the manually-created SDL project |