mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-29 00:45:44 +00:00
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
330 lines
14 KiB
Plaintext
Executable file
330 lines
14 KiB
Plaintext
Executable file
Author: Ben Henning <b.henning@digipen.edu>
|
|
|
|
The goal of this project is to provide a lightweight and portable meta-build
|
|
system for generating build systems for various platforms and architectures, all
|
|
for the SDL2 library and subsequently dependent executables.
|
|
|
|
Following is a table of contents for the entire README file.
|
|
|
|
[0] OVERVIEW
|
|
[1] GENERATING PROJECTS AND COMMAND-LINE OPTIONS
|
|
[2] STRUCTURE
|
|
[3] SUPPORT ON WINDOWS AND VISUAL STUDIO
|
|
[4] SUPPORT ON MAC OS X AND XCODE
|
|
[5] SUPPORT FOR IOS
|
|
[6] SUPPORT FOR LINUX
|
|
[7] SUPPORT FOR MINGW
|
|
[8] SUPPORT FOR CYGWIN
|
|
[9] EXTENDING THE SYSTEM TO NEW PROJECTS OR PLATFORMS (code samples)
|
|
|
|
[0] OVERVIEW
|
|
|
|
The system is capable of generating projects for many different platforms and
|
|
architectures. How to generically generate projects is described in the next
|
|
section. Subsequent sections thereafter describe more specific ways to generate
|
|
projects and dependencies projects have.
|
|
|
|
All of the projects inherently have things in common, such as depending on the
|
|
same source tree for header and source files. All projects generated will also
|
|
have both debug and release configurations available to be built. More
|
|
information on how to build either will be provided below.
|
|
|
|
To view a list of progress on the project, view the changelog.
|
|
|
|
[1] GENERATING PROJECTS AND COMMAND-LINE OPTIONS
|
|
|
|
To receive help with various premake actions and command-line options, or to
|
|
view the options available for the current premake environment, run the
|
|
following command:
|
|
|
|
./premake4 --file=./path/to/premake4.lua help
|
|
|
|
To construct the project files, run this local command from any command line:
|
|
|
|
.\premake4 --file=.\path\to\premake4.lua --to=.\resultDirectory [opts] [vs2008/vs2010/vs2012]
|
|
OR
|
|
./premake4 --file=./path/to/premake4.lua --to=./resultDirectory [opts] [xcode3/xcode4/gmake]
|
|
|
|
opts may be one of:
|
|
--mingw
|
|
--cygwin
|
|
--ios
|
|
|
|
opts may also include any of the following:
|
|
--alsa : Force the ALSA dependency on for Linux targets.
|
|
--dbus : Force the D-Bus dependency on for Linux targets.
|
|
--directx : Force the DirectX dependency on for Windows, MinGW, and Cygwin targets.
|
|
--dlopen : Force the DLOpen dependency on for Linux targets.
|
|
--esd : Force the ESD dependency on for Linux targets.
|
|
--nas : Force the NAS dependency on for Linux targets.
|
|
--opengl : Force the OpenGL dependency on for any target.
|
|
--oss : Force the OSS dependency on for Linux targets.
|
|
--pulseaudio : Force the PulseAudio dependency on for Linux targets.
|
|
--x11 : Force the X11 dependency on for Linux targets.
|
|
|
|
All projects have debug and release configurations that may be built. For IDE
|
|
projects such as Visual Studio and Xcode, there are configurations in the former
|
|
and schemas in the latter to handle this.
|
|
|
|
For make files, the following command line may be used:
|
|
make config=debug
|
|
or:
|
|
make config=release
|
|
|
|
The make files also have a level of verbosity that will print all compiler and
|
|
linking commands to the command line. This can be enabled with the following
|
|
command:
|
|
make verbose=1
|
|
|
|
[2] STRUCTURE
|
|
|
|
The structure of the meta-build system is split into three parts:
|
|
|
|
1. The core system which runs all of the other scripts, generates the premake
|
|
Lua file that is used to generate the actual build system, and sets up
|
|
premake to generate it. (premake4.lua)
|
|
|
|
2. The utility files for performing various convenience operations, ranging
|
|
from string operations and a file wrapper to custom project definitions and
|
|
complex dependency checking using CMake-esque functions. There is also a
|
|
file containing custom dependency functions for checked support.
|
|
(everything in the util folder)
|
|
|
|
3. The project definition files, which define each and every project related
|
|
to SDL2. This includes the SDL2 library itself, along with all of its
|
|
current tests and iOS Demos. These files also related to dependency handling
|
|
and help build dependency trees for the various projects.
|
|
(everything in the projects folder)
|
|
|
|
The premake4.lua file is lightly documented and commented to explain how it
|
|
interfaces with the other utility files and project files. It is not extensively
|
|
documented because the actual generation process is not considered to be
|
|
pertinent to the overall usage of the meta-build system.
|
|
|
|
The utility files have thorough documentation, since they are the foundation for
|
|
the entire project definition and dependency handling systems.
|
|
|
|
The project definition files are lightly documented, since they are expected to
|
|
be self-explanatory. Look through each and every project definition file
|
|
(especially SDL2.lua, testgl2.lua, testshape.lua, testsprite2.lua, and
|
|
testnative.lua) to gain experience and familiarity with most of the project
|
|
definition system.
|
|
|
|
The dependency system is very straightforward. As explained in both
|
|
sdl_projects.lua and sdl_dependency_checkers.lua, a function for checking the
|
|
actual dependency support is registered by its name and then referenced to in
|
|
the project definitions (such as for SDL2.lua). These definitions are allowed to
|
|
do anything necessary to determine whether the appropriate support exists in the
|
|
current build environment or not. The possibilities for checking can be seen
|
|
specifically in the function for checking DirectX support and any of the Linux
|
|
dependency functions using the sdl_check_compile.lua functions.
|
|
|
|
As far as building the projects is concerned, the project definitions are
|
|
allowed to set configuration key-value pairs which will be translated and placed
|
|
inside a generated SDL config header file, similar to the one generated by both
|
|
autotools and CMake.
|
|
|
|
[3] SUPPORT ON WINDOWS AND VISUAL STUDIO
|
|
|
|
Check the Windows README for more information on SDL2 support on Windows and
|
|
Visual Studio. Current support exists for Visual Studio 2008, 2010, and 2012.
|
|
|
|
[4] SUPPORT ON MAC OS X AND XCODE
|
|
|
|
Check the Mac OS X README for more information on SDL2 support on Mac OS X using
|
|
Xcode. Current support should exist for Mac OS X 10.6, 10.7, and 10.8 (as
|
|
tested, but more may be supported). Supported Xcode versions are 3 and 4. It
|
|
supports building for both i686 and x86_64 architectures, as well as support for
|
|
universal 32-bit binaries, universal 64-bit binaries, and universal combined
|
|
binaries.
|
|
|
|
[5] SUPPORT FOR IOS
|
|
|
|
EXPERIMENTAL SUPPORT
|
|
|
|
Check the iOS README for more information on SDL2 support on iOS using Xcode.
|
|
Current support has been tested on the iOS 6 emulators for iPhone and iPad,
|
|
using both Xcode 3 and Xcode 4. The iOS project will reference all the Demos
|
|
the manual project does.
|
|
|
|
[6] SUPPORT FOR LINUX
|
|
|
|
EXPERIMENTAL SUPPORT
|
|
|
|
Check the Linux README for more information on SDL2 support on Linux. Currently,
|
|
only a subset of the Linux dependencies are supported, and they are supported
|
|
partially. Linux also builds to a static library instead of a shared library.
|
|
The tests run well and as expected.
|
|
|
|
[7] SUPPORT FOR MINGW
|
|
|
|
Check the MinGW README for more information on SDL2 support on MinGW. Currently,
|
|
all of the tests that work using the Visual Studio projects also seem to work
|
|
with MinGW, minus DirectX support. DirectX is not inherently supported, but can
|
|
be forcibly turned on if the user knows what they are doing.
|
|
|
|
[8] SUPPORT FOR CYGWIN
|
|
|
|
BROKEN SUPPORT
|
|
|
|
Check the Cygwin README for more information on the progress of supporting SDL2
|
|
on Cygwin.
|
|
|
|
[9] EXTENDING THE SYSTEM TO NEW PROJECTS OR PLATFORMS
|
|
|
|
In order to create a new project, simply create a Lua file and place it within
|
|
the projects directory. The meta-build system will automatically include it.
|
|
It must contain a SDL_project definition. Projects *must* have source files as
|
|
well, otherwise they will be ignored by the meta-build system. There are a
|
|
plethora of examples demonstrating how to defined projects, link them to various
|
|
dependencies, and to create dependencies.
|
|
|
|
Here is an example that creates a new project named foo, it's a ConsoleApp
|
|
(which is the default for SDL projects, look at http://industriousone.com/kind
|
|
for more information). Its language is C and its source directory is "../test"
|
|
(this path is relative to the location of premake4.lua). It's project location
|
|
is "tests", which means it will be placed in the ./tests/ folder of whichever
|
|
destination directory is set while generating the project (for example,
|
|
./VisualC/tests). It is including all the files starting with "foo." from the
|
|
"../test" folder.
|
|
|
|
SDL_project "foo"
|
|
SDL_kind "ConsoleApp"
|
|
SDL_language "C"
|
|
SDL_sourcedir "../test"
|
|
SDL_projectLocation "tests"
|
|
SDL_files { "/testrendercopyex.*" }
|
|
|
|
Now, we can extend this project slightly:
|
|
|
|
SDL_project "foo"
|
|
SDL_kind "ConsoleApp"
|
|
SDL_notos "ios|cygwin"
|
|
SDL_language "C"
|
|
SDL_sourcedir "../test"
|
|
SDL_projectLocation "tests"
|
|
SDL_projectDependencies { "SDL2main", "SDL2test", "SDL2" }
|
|
SDL_files { "/foo.*" }
|
|
SDL_copy { "icon.bmp", "sample.bmp" }
|
|
|
|
We now specified that this application will not work on iOS or Cygwin targets,
|
|
so it will be discluded when generating projects for those platforms. We have
|
|
also specified that this project depends on 'SDL2main', 'SDL2test', and 'SDL2',
|
|
which are other projects that are already defined. We can set the dependency
|
|
to any projects the SDL2 meta-build system is aware of. We also have an
|
|
interesting SDL_copy directive, which will automatically copy the files
|
|
"icon.bmp" and "sample.bmp" from "<sdl_root>/test" to the directory of foo's
|
|
executable when it's built.
|
|
|
|
Let's take a look at another example:
|
|
|
|
SDL_project "testgl2"
|
|
SDL_kind "ConsoleApp"
|
|
SDL_notos "ios|cygwin"
|
|
SDL_language "C"
|
|
SDL_sourcedir "../test"
|
|
SDL_projectLocation "tests"
|
|
SDL_projectDependencies { "SDL2main", "SDL2test", "SDL2" }
|
|
SDL_defines { "HAVE_OPENGL" }
|
|
SDL_dependency "OpenGL"
|
|
-- opengl is platform independent
|
|
SDL_depfunc "OpenGL"
|
|
SDL_files { "/testgl2.*" }
|
|
|
|
This is a copy of the testgl2.lua file. Most of this is already familiar, but
|
|
there are a few new things to point out. We can set preprocessor definitions by
|
|
using the 'SDL_defines' directive. We can also create a dependency for the
|
|
project on some varied criteria. For example, testgl2 is obviously dependent on
|
|
the presence of the OpenGL library. So, the only way it will include the
|
|
"testgl2.*" (testgl2.c/testgl2.h) files is if the dependency function "OpenGL"
|
|
returns information regarding the whereabouts of the OpenGL library on the
|
|
current system. This function is registered in sdl_dependency_checkers.lua:
|
|
|
|
function openGLDep()
|
|
print("Checking OpenGL dependencies...")
|
|
...
|
|
return { found = foundLib, libDirs = { }, libs = { libname } }
|
|
end
|
|
...
|
|
SDL_registerDependencyChecker("OpenGL", openGLDep)
|
|
|
|
This function is called when it's time to decide whether testgl2 should be
|
|
generated or not. openGLDep can use any and all functions to decide whether
|
|
OpenGL is supported.
|
|
|
|
Dependencies and projects can become much more sophisticate, if necessary. Take
|
|
the following example from the SDL2.lua project definition:
|
|
|
|
-- DirectX dependency
|
|
SDL_dependency "directx"
|
|
SDL_os "windows|mingw"
|
|
SDL_depfunc "DirectX"
|
|
SDL_config
|
|
{
|
|
["SDL_AUDIO_DRIVER_DSOUND"] = 1,
|
|
["SDL_AUDIO_DRIVER_XAUDIO2"] = 1,
|
|
["SDL_JOYSTICK_DINPUT"] = 1,
|
|
["SDL_HAPTIC_DINPUT"] = 1,
|
|
["SDL_VIDEO_RENDER_D3D"] = 1
|
|
}
|
|
SDL_paths
|
|
{
|
|
"/audio/directsound/",
|
|
"/audio/xaudio2/",
|
|
"/render/direct3d/",
|
|
-- these two depend on Xinput
|
|
"/haptic/windows/",
|
|
"/joystick/windows/",
|
|
}
|
|
|
|
This dependency is, as expected, for DirectX. One thing to note here is even
|
|
dependencies can be dependent on an operating system. This dependency will not
|
|
even be resolved if SDL2 is being generated on, say, Linux or Mac OS X. Two new
|
|
things shown here are 'SDL_config' and 'SDL_paths' directives. SDL_config allows
|
|
you to set preprocessor definitions that will be pasted into
|
|
SDL_config_premake.h (which acts as a replacement to SDL_config.h when building
|
|
the project). This allows for significant flexibility (look around SDL2.lua's
|
|
dependencies, especially for Linux). SDL_paths works like SDL_files, except it
|
|
includes all .c, .h, and .m files within that directory. The directory is still
|
|
relative to the source directory of the project (in this case, <sdl_root>/src).
|
|
|
|
Finally, dependency checking can be done in a huge variety of ways, ranging
|
|
from simply checking for an environmental variable to scanning directories on
|
|
Windows. Even more flexibly, the build environment itself can be checked using
|
|
functions similar to those provided in CMake to check if a function compiles,
|
|
library exists, etc. The following example comes from
|
|
sdl_dependency_checkers.lua and is used by the Linux dependency in the SDL2
|
|
project to determine whether the OSS sound system is supported:
|
|
|
|
function ossDep()
|
|
print("Checking for OSS support...")
|
|
if not check_cxx_source_compiles([[
|
|
#include <sys/soundcard.h>
|
|
int main() { int arg = SNDCTL_DSP_SETFRAGMENT; return 0; }]])
|
|
and not check_cxx_source_compiles([[
|
|
#include <soundcard.h>
|
|
int main() { int arg = SNDCTL_DSP_SETFRAGMENT; return 0; }]]) then
|
|
print("Warning: OSS unsupported!")
|
|
return { found = false }
|
|
end
|
|
return { found = true }
|
|
end
|
|
|
|
Notice how it uses 'check_cxx_source_compiles'. There are even more functions
|
|
than this to check and, rather than going in detail with them here, I encourage
|
|
you to look at the documented functions within ./util/sdl_check_compile.lua.
|
|
|
|
In order to support new platforms, start with the minimal configuration template
|
|
provided and work off of the initial SDL2 project. You may add additional
|
|
dependencies to define other source files specific to that platform (see how
|
|
it's done with Windows and Mac OS X), or you can add special dependencies that
|
|
rely on dependency functions you may implement yourself (see DirectX and
|
|
OpenGL). Dependencies can use the 'SDL_config' directive to specify special
|
|
values that can be pasted into the resulting configuration header file upon
|
|
generation.
|
|
|
|
For more detailed information about the functions supported and how they work,
|
|
look at all of the Lua files in the util directory, as well as any of the
|
|
example projects in the projects directory to demonstrate how many of these
|
|
functions are used. The information above is only a quick subset of the
|
|
capabilities of the meta-build system. |