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- This file contains a log of most of the changes and evolutions of the meta-build
- system for Simple DirectMedia Layer 2.0 and related projects.
- Changes as of 09/18/2013:
- -Enabled executable bits on the Mac OS X build-scripts command files.
- -Replaced the Xcode directory structure with two folders for Xcode 3
- and Xcode 4. It now looks like the VisualC folder, wherein there is
- premake/Xcode/Xcode3 and premake/Xcode/Xcode4 default workspaces.
- -Updated premake/Xcode/build-scripts/xcode3.command and the
- xcode4.command files to properly generate the workspaces in the above
- mentioned directories.
- -Regenerated the Visual Studio projects to push the 'current working
- directory' fix to the repository.
- -Verified the projects are building and running properly across all platforms.
- Changes as of 09/13/2013-09/14/2013:
- -Analyzed structure and existing problems to be fixed in the system.
- -Updated the OpenGL dependency to not include "C:\Windows\System32" since that
- is implicitly included for any compiler building the project on Windows
- anyway.
- -Removed the build.all.vs2012.bat script since it hasn't been working and
- trying to get it to work or figure out why it doesn't is beyond the scope of
- the project at this point.
- -The above also applies to check.bin.compatibility.vs2010.bat.
- -Updated typo in run.tests.bat to make testchessboard run properly (it was
- looking for testdrawchessboard instead).
- -Corrected OpenGL dependency to properly look for "libGL" instead of
- "OpenGL32" on Linux.
- -Updated OpenGL dependency to link to "libGL" instead of "OpenGL32" on Linux.
- -Updated OpenGL dependency to properly notify the dependency system whether
- OpenGL support has been found or not (it was always indicating OpenGL
- support accidentally).
- -Modified the vs2008/vs2010/vs2012 generation scripts to generate to specific
- subfolders (ie, ./VS2008, etc.) so they can all be generated at once. Updated
- the clean script appropriately. Originally, it was desired to generate
- something more like SDL_VS2008.sln, etc., but premake has troubles correcting
- interproject dependencies without renaming the binary files to similar names
- (like SDL_main_VS2008.lib), which seemed much worse than just separating by
- directory.
- -Altered the working directories for the Visual Studio debugger to run from
- the path of the binary for each test application, rather than from the
- project directory. This allows the tests to utilize any locally copied
- resource files from both inside and outside Visual Studio.
- -Added execution bits to Linux build scripts.
- -Clarified the second paragraph in README-windows.txt.
- -Fixed typos in README.txt and added a plethora of code examples and
- explanations to demonstrate how to add on to the current system.
- -Regenerated default projects for MinGW, Linux, and Windows (this time serving
- VS2008, VS2010, and VS2012).
- Changes as of 08/30/2013:
- -Updated README-windows.txt, README-macosx.txt, and README-mingw.txt.
- -Created README-linux.txt, README-ios.txt, README-linux.txt.
- -Modified premake4.lua to not generate any files if simply printing help text.
- -Created the entire primary README.txt help file.
- -Updated the automated test command file for OS X to randomly select a file
- for testshape, just like the windows version. However, there is an issue
- with it so that test is currently commented out.
- -Updated all 4 OS X build scripts to automatically build all of the generated
- test projects, rather than maintaining a list.
- -Generated an initial Xcode 4 workspace for iOS.
- -Generated an initial Xcode 4 workspace for Mac OS X.
- -Updated a bug in the windows automated test batch file within the label for
- handling the specially randomized arguments passed to an application, such as
- for testshape (it was hardcoded for testshape, rather than using a variable
- as intended).
- -Fixed a typo in the windows automated test batch file wherein it was not able
- to run the chess board application correctly.
- -Updated the automated test bash script for Linux targets to run the new
- chessboard test and to randomly pick an image to send to testshape. It runs
- testresample and testatomic now, too.
- Changes as of 08/28/2013 & 08/29/2013:
- -Removed TODO.txt. It's no longer necessary; a lot of what was in it is no
- longer relevant, completed, or replaced by something different and thus
- implemented in some variety.
- -Stopped the premake engine from executing the project definitions if simply
- executing the help procedure, listing available options and acitons for the
- target premake file.
- -Modified the dependency function handling so that the function names are case
- insensitive both for registering functions and checking or testing them.
- -Created a function in sdl_projects.lua that can be used to retrieve all of
- the known names of the dependencies registered with the system at that point.
- -Implemented automated generation of options to forcibly enable certain
- dependencies, even if they are explicitly defined to not work on a given
- platform or if they simply cannot be found. This is useful, for instance, to
- force on the DirectX dependency for MinGW if the user has successfully setup
- the environment to work with it.
- -Modified the behavior of the dependency functions to provide the libraries,
- library paths, and include paths for platforms that don't support that
- dependency, allowing the override command line options to properly work on
- those platforms for those dependencies (again, the DirectX dependency on
- MinGW comes to mind).
- -Cleaned up premake4.lua.
- -Removed hardcoded links in Linux from premake4.lua to its proper locations in
- SDL2.lua and dependency functions.
- -Renamed the 'reset_links' function in sdl_check_compile.lua to be
- 'reset_link_flags' since it fits the functionality better.
- -Corrected a mistake in 'check_include_directory' in sdl_check_compile.lua
- where it simply checked for files existing in a directory, rather than
- specifically header files.
- -Removed the 'projects' table declaration in premake4.lua, since its defined
- in sdl_projects.lua anyway.
- -Removed directive for copying the Info.plist file from the Xcode-iOS
- directory for the testsprite2.lua project, since it makes no sense.
- -Modified 'addConfig' in sdl_gen_config.lua to be extra cautious about
- ensuring that keys and values in the supplied config table are, indeed,
- strings as they need to be for concatenation.
- -Added documentation for premake4.lua, sdl_check_compile.lua,
- sdl_dependency_checkers.lua, sdl_depends.lua, sdl_file.lua,
- sdl_gen_config.lua, sdl_string.lua, and sdl_projects.lua.
- -Implemented file headers for every single project definition file.
- -Significantly cleaned up the commenting in SDL2.lua and added a file header
- description.
- -Added a print line in premake4.lua to indicate when the generation of the
- premake Lua file begins.
- -Added initial sample projects for VS2010, Linux make, and MinGW make.
- Changes as of 08/27/2013:
- -Updated the Linux premake executable based on all the patches applied to
- premake thus far, as documented in the patches folder.
- -Updated the Linux definition of SDL2.lua to have all of the subsequent source
- files associated with each dependency to be within that dependency using the
- SDL_paths directive.
- -Implemented a function for modifying the search path for libraries during
- the various compiler test functions in sdl_check_compile.lua.
- -sdl_check_compile.lua: implemented a function for checking wether a library
- exists using os.findlib, adding its directory to the library path, then
- using check_library_exists to see if it can be linked to properly.
- -sdl_check_compile.lua: implemented check_include_directory and
- check_include_directories functions to see whether specified directories
- exist and contains .h files. This could be modified later on for other types
- of files that would exist in include directories (such as hpp, hxx, etc.).
- -sdl_projects.lua: implemented a function that checks whether a dependency
- exists and was found (the function must have been executed already). This is
- used by many of the dependencies for Linux (specifically that most of its
- dependencies depend on DLOpen for shared library binding).
- -Modified the dependency order for Linux in SDL2.lua so that DLOpen is listed
- first, as to help the dependency resolution process.
- -Corrected the link order in sdl_check_compile.lua, fixing the
- check_library_exists, check_library_exists_multiple, and
- check_library_exists_lookup functions.
- -Corrected the size definitions for SDL_config_linux.template.h so that it
- will work cross-platform.
- -Implemented better dependency support for the following Linux dependencies:
- DLOpen, ALSA, PulseAudio, ESD, NAS, OSS, and X11. The dependency code is
- based on CMake's definitions for those dependencies. The dependency function
- for D-Bus is improved.
- -Removed the commented code for the Windows SDK in the
- sdl_dependency_checkers.lua file.
- -Re-enabled the ifndef checks for the generate premake header file.
- -Moved the clean action in premake4.lua to before the project definitions, so
- that cleaning is immediate and doesn't have to wait on unnecessary dependency
- checks.
- -Renamed the macro defining whether to use the premake config header from
- USING_PREMAKE_HEADER_H to USING_PREMAKE_CONFIG_H, which involved changes in
- premake4.lua and include/SDL_config.h in the root source tree.
- -Corrected a mistake in the OpenGL dependency function that would mishandle
- forbidding desktop GL functionality on iOS.
- -Corrected a bug that would properly setup MinGW targets to work with OpenGL,
- but it would not link to WGL so there was no way for SDL to actually load the
- OpenGL library and attach it to a window.
- -Blocked support for OpenGL on Cygwin.
- -Blocked support for testfilesystem on Cygwin due to lack of support, though
- unix file system support is now enabled on Cygwin. The test accesses some
- windows functions that do not link properly in the Cygwin environment.
- Changes as of 08/26/2013:
- -Implemented the testdrawchessboard test application.
- -Disabled the path-searching functionality for the DirectX dependency so it
- would be significantly sped up. It makes the assumption that DirectX is only
- installed if its DXSDK_DIR variable is set. The code is still there if users
- wish to implement the functionality again.
- -Modified the clean action to remove the 'ipch' directory since it sometimes
- shows up in various Visual Studio solution builds.
- -Fixed a bug in the post-build copy step that wouldn't correctly create nested
- directories during the copy stage in Visual Studio on Windows targets. This
- reflects an earlier bug fix that would stop the non-nested files from being
- copied correctly; both work now.
- -Modified the testshape project to copy all of the shape images instead of the
- sample image.
- -Updated the automated test batch file on Windows to randomly pick one of the
- intended shapes while running testshape. It also runs testshape three times,
- to demonstrate both the randomness and adequate testing of testshape over
- multiple shapes.
- -Changed the resample test to copy the sample.wav.
- -Updated the 'pass' label in the windows run.tests.bat file to accept a
- variable-number of arguments to be passed to the executable.
- -Re-enabeld the testresample test to try and resample sample.wav at 44.1Khz.
- -Updated testoverlay to copy moose.dat, since it depends on it now.
- -Updated testshader to properly depend on OpenGL and link to it, as well as
- copy the file it needs (icon.bmp).
- -Moved the dependency checker file over to the util directory.
- -Updated premake4.lua to recursively execute all the files in the projects
- folder, so they don't have to be hardcoded into premake4.lua and can be
- organized in whichever way desired (so long as their internal paths are
- correct).
- -Implemented text-based file writing in the sdl_file.lua utility file, as to
- prep for going around generating a lua file and loading the generated file
- from memory, instead.
- -Updated all of the current SDL dependency functions to properly check for
- MinGW and Cygwin support.
- -Fixed a few bugs in premake4.lua that would break Cygwin and MinGW support
- due to improper checking.
- -Fixed bugs that made it tricky to do wildcard copying on *nix systems (needed
- by testshape). Tested to work on MinGW and Windows.
- Changes as of 08/23/2013:
- -Removed hardcoded definitions for the Linux config template.
- -Moved definitions over to SDL2.lua.
- -Added definition for enabling the file system module on Linux.
- -Separated the OpenGL dependency into one for Windows (WGL) and Linux (GLX).
- The core dependency is still there, but the windowing part is separate.
- -Separated the library-based dependencies from the Linux implementation into
- a series of dependency functions.
- -Changed the dependency function to return a named table instead of variable
- returns.
- Changes as of 08/22/2013:
- -Rearranged a few more things in the top 'dofile' section in premake4.lua.
- -Reverted accidental changs to include/SDL_config.h which rendered it specific
- to a single platform, per cmake generation. All building was broken due to
- this accidental change, but it should be fixed after this commit.
- -Merged repository with the latest version from live SDL repository.
- -Implemented new file system source tree on Windows.
- -Implemented file system test.
- -Removed files accidentally committed from the Linux directory.
- -Implemented tests for the file system test for windows and Mac OS X.
- -Implemented cocoa file system support.
- -Implemented cocoa filesystem support on iOS.
- -Fixed a bug that was leading to the Xcode-iOS trying to build the
- OpenGL renderer on iOS, which isn't supported.
- Changes as of 08/21/2013:
- -Changed names of generated files in check_compile.lua to more readable names,
- within the format "premakecheck.*"
- -Updated the check build function in check_compile.lua to support executing
- the build and redirecting all output to "./premakecheck.stdout".
- -Implemented a function for checking the size of a given type by generating a
- program that prints it to the screen, then reads the result from a file and
- converts it to an integer. This function is dependent on the existence of
- stdio.h and the printf function.
- -Tested the size function on Linux using various types.
- -Clumped the "dofile" directives for all utility scripts together in
- premake4.lua.
- -Removed the *Mode variables for MinGW, Cygwin, and iOS. All checking for
- these systems should be done using SDL_getos().
- -Updated SDL_getos() to check the _OPTIONS table directly.
- -From depends.lua, moved dirpathsearch and getenvpath to sdl_file.lua.
- -Created a sdl_string.lua file to contain various string-related functions.
- -From depends.lua, moved indexOf and explode to sdl_string.lua.
- -From premake4.lua, moved implode to sdl_string.lua.
- -Renamed depends.lua to sdl_depends.lua. Indicated that the file is
- particularly for windows dependency testing.
- -Rename check_compile.lua to sdl_check_compile.lua.
- -Updated premake4.lua to reflect file changes and modified the order of doing
- the util files, since their interdependencies have changed slightly.
- -Added sdl_string.lua to the list of utility files done in the beginning of
- premake4.lua.
- -Updated header in every file to reflect that I did not create premake (old
- wording was a bit vague).
- -Added header to new files.
- Changes as of 08/20/2013:
- -Fixed logical mistakes in the check build sources function.
- -Added a check_function_exists function.
- -Whenever an include header or headers are checked, if they are found
- and build properly then they will be added to an internal list that
- will be prepended whenever doing future check_function_exists and
- check_library_exists calls.
- -Added a function which will check if a function exists in any of a set
- of libraries, rather than just one.
- -Added support for linking libraries for the check_library_exists
- function.
- -Silenced building and linking commands.
- -Incorporated check_compile.lua in premake4.lua.
- -Tested the various functions with X11, DLOpen, and ALSA dependency
- compatibility. some future tweaking may be necessary, but the
- dependency checking happening in cmake should be reproducable using
- these functions with some tweaking of the implementation itself.
- Changes as of 08/16/2013:
- -Updated Cygwin build to foster a very trimmed down version of the Linux
- build, with no audio, video, haptic, joystick, or input support.
- -Cygwin uses a shared library. Read SDL2.lua for more information.
- -Slimmed and trimmed the cygwin config template to its bare minimum.
- -Implemented the configurations needed for Cygwin in SDL2.lua.
- -Updated many projects to be excluded if building on Cygwin, since many of
- them are incompatible without the aforementioned support.
- -Implemented a Cygwin directory and separate build-scripts, working similarly
- to that of MinGW.
- -Implemented a check_compile.lua utility file emulating a lot of the same
- functions used in cmake to check for dependencies and various libraries.
- These will be added to a Linux-specific dependency checker function later on,
- allowing all the Linux dependencies to follow a similar routine to that of
- autotools and cmake.
- Changes as of 08/15/2013:
- -Created a separate template configuration file for Cygwin.
- -Created separate SDL2 project definitions for Cygwin, alongside Linux.
- -Added various other side definitions for Cygwin support, though it is still
- not building correctly due to some misunderstandings with library support.
- -Patched premake to support custom source trees for Xcode projects to fix
- issues finding the correct iOS frameworks in Xcode.
- -Updated all Win32 premake executables containing the patch.
- -Updated executables for Xcode and Xcode-iOS for above patch.
- -Updated SDL2.lua for iOS to use the SDKROOT source tree for the frameworks,
- as per the new patch.
- -Successfully built and ran all the iOS demos.
- Changes as of 08/14/2013:
- -Fixed a mistake in the windows-side copy command that was changed yesterday;
- without parentheses it was inhibiting the ability to copy the SDL2.dll file
- to the built directories if the directories already existed; this has been
- fixed.
- -Reintegrated MinGW support on Windows with a few slight changes to various
- OS dependencies, since "MinGW" is now considered the target OS, versus
- Windows. This involved changes in SDL2.lua, SDL2main.lua, testnative.lua.
- -Reenabled both debug and release configurations.
- -Separated post-build commands to being separate for debug and release.
- -Setup temporary hardcoded linkoptions for MinGW on the release configuration.
- -Verified both configurations build correctly for VS2010 and MinGW.
- -Updated the premake executables for VS and MinGW to reflect the recent
- patch.
- -Updated premake executables for Xcode and Xcode-iOS to contain features
- added from the latest patch.
- -Verified working debug/release builds on Xcode, though the target
- directories for the binaries clash, so they override each other. This
- will be fixed in the future as the system starts to get cleaned up.
- Changes as of 08/13/2013:
- -Implemented special SDL_getos function which gets the current build
- platform, taking into consideration Cygwin, iOS, and MinGW modes.
- Although it's invalid to consider Cygwin and MinGW operating systems,
- for all intensive purposes they are considered separate for the build
- system. This may be renamed later on.
- -Updated OS-compatibility functions for SDL projects to use the new
- SDL_getos function, so they can be dependent on Cygwin, MinGW, iOS, etc.
- -Removed the iOS dependency function and updated the iOS portion of the
- SDL2 project to depend on iOS rather than Mac OS X.
- -Changed the explode function in depends.lua to be part of the string
- table.
- -Modified SDL_isos to accept patterns, such as "macosx|ios".
- -Updated SDL2 and SDL2main to be compatible on Mac OS X and iOS
- simultaneously.
- -Updated SDL_os to work with the patterns, as well, by merging the
- functionalities of SDL_os and SDL_isos to a local function.
- -Updated SDL_notos similarly.
- -Updated SDL_os to work on projects as well as dependencies, and updated
- premake4.lua to check for overall project compatibility.
- -Implemented SDL_notos to inhibit compatibility for projects that simply
- cannot work on specific platforms.
- -Added exclusions for every single current test project to not be added
- to the iOS solution, since none of them are designed to run on iOS.
- -Removed hacked override for info.plist and properly implemented plist
- inclusion for Xcode projects. Premake already supported this well.
- -Changed a few references in premake4.lua of os.get to SDL_getos to
- avoid some of the hardcoding that was going on in various places.
- -Advanced the SDL_copy feature for project resources to being able to
- copy files to more complicated destination paths, with scripted support
- to create the destination directories if they do not yet exist during
- post-build execution.
- -Patched premake to allow BMPamd WAV files to be considered as assets
- for Xcode projects.
- -Updated the premake executables for Xcode and Xcode-iOS, respectively.
- -Successfully ported, built, and ran all working Xcode-iOS demos using
- project files generated by the meta-build system for those demos. There
- are a few hiccups that need to be ironed out yet, but overall it's a
- 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
- included switching a lot more references to os.get() to SDL_getos()
- in premake4.lua.
- -Preliminarily fixed some potential bugs stemming from SDL_getos()
- versus os.get().
- -Moved hardcoded iOS links from premake4.lua to their correct location
- in SDL2.lua.
- -Reinstated correct platforms directives, versus hardcoded iOS, etc.
- -Double checked Xcode projects still are generated, built, and run
- properly.
- -Updated the patches listing and files portion appropriately for the
- aforementioned premake modification.
- 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).
- -Tested all builds on VS2008, VS2010, and VS2012. Everything works as expected
- on the latter two.
- Changes as of 06/19/2013:
- -Implemented all of the currently supported projects in the hand-built
- Visual Studio solution, which successful building
- -Updated the dependency system to handle cross-linking of projects, such as
- the testing suite applications being dependent on SDL2 and SDL2main (and
- some even on SDL2test, which further emphasizes the capabilities)
- -Organized the folder structure to be less cluttered than before: only
- premake4.lua needs to exist at the root directory
- -Hardcoded the build path for all the projects to ./bin/Debug
- -Implemented support for adding input library links from dependency
- resolutions (for opengl in testgl2 in this case)
- Changes as of 06/18/2013:
- -Implemented a dependency for handling complex building scenarios, though
- it's only very simple right now
- -Implemented utility depends.lua for handling dependency searching on windows
- -Ported over hardcoded solution for SDL2 library to using dependency tree and
- a separate lua file
- -Implemented SDL2main static library, which involved more flexibility in the
- existing system
- Initial:
- -Built premake 4 binary and pasted it into secluded directory in SDL's build
- folder for Visual Studio
- -Created the initial premake script which recreated the SDL2.dll shared binary
- library, as based on the manually-created SDL project
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