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universal build work + sdl lib included for mac
need to reactivate RENDERER OPEN and make the app build script work
1 parent 2e4175c commit f1fcec7

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Makefile

Lines changed: 20 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -40,7 +40,7 @@ USE_OPENGL = 1
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USE_OPENGL2 = 0
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USE_OPENGL_API = 1
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USE_VULKAN_API = 1
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USE_RENDERER_DLOPEN = 1
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USE_RENDERER_DLOPEN = 0
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# valid options: opengl, vulkan, opengl2
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RENDERER_DEFAULT = opengl
@@ -71,6 +71,7 @@ endif
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ifeq ($(COMPILE_PLATFORM),darwin)
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USE_SDL=1
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USE_LOCAL_HEADERS=1
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endif
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ifeq ($(COMPILE_PLATFORM),cygwin)
@@ -205,6 +206,7 @@ R1DIR=$(MOUNT_DIR)/renderer
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R2DIR=$(MOUNT_DIR)/renderer2
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RVDIR=$(MOUNT_DIR)/renderervk
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SDLDIR=$(MOUNT_DIR)/sdl
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SDLHDIR=$(MOUNT_DIR)/SDL2
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CMDIR=$(MOUNT_DIR)/qcommon
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UDIR=$(MOUNT_DIR)/unix
@@ -476,12 +478,28 @@ ifeq ($(COMPILE_PLATFORM),darwin)
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LDFLAGS =
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ifeq ($(ARCH),x86_64)
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BASE_CFLAGS += -arch x86_64
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LDFLAGS = -arch x86_64
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endif
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ifeq ($(ARCH),aarch64)
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BASE_CFLAGS += -arch arm64
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LDFLAGS = -arch arm64
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endif
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ifeq ($(USE_LOCAL_HEADERS),1)
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MACLIBSDIR=$(MOUNT_DIR)/libsdl/macosx
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BASE_CFLAGS += -I$(SDLHDIR)/include
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CLIENT_LDFLAGS += $(MACLIBSDIR)/libSDL2-2.0.0.dylib
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CLIENT_EXTRA_FILES += $(MACLIBSDIR)/libSDL2-2.0.0.dylib
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else
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ifneq ($(SDL_INCLUDE),)
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BASE_CFLAGS += $(SDL_INCLUDE)
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CLIENT_LDFLAGS = $(SDL_LIBS)
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else
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BASE_CFLAGS += -I/Library/Frameworks/SDL2.framework/Headers
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CLIENT_LDFLAGS = -F/Library/Frameworks -framework SDL2
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CLIENT_LDFLAGS += -F/Library/Frameworks -framework SDL2
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endif
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endif
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ifeq ($(USE_SYSTEM_JPEG),1)

code/SDL2/include/SDL.h

Lines changed: 135 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,135 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2019 Sam Lantinga <[email protected]>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/**
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* \file SDL.h
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*
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* Main include header for the SDL library
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*/
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#ifndef SDL_h_
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#define SDL_h_
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#include "SDL_main.h"
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#include "SDL_stdinc.h"
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#include "SDL_assert.h"
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#include "SDL_atomic.h"
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#include "SDL_audio.h"
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#include "SDL_clipboard.h"
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#include "SDL_cpuinfo.h"
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#include "SDL_endian.h"
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#include "SDL_error.h"
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#include "SDL_events.h"
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#include "SDL_filesystem.h"
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#include "SDL_gamecontroller.h"
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#include "SDL_haptic.h"
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#include "SDL_hints.h"
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#include "SDL_joystick.h"
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#include "SDL_loadso.h"
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#include "SDL_log.h"
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#include "SDL_messagebox.h"
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#include "SDL_mutex.h"
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#include "SDL_power.h"
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#include "SDL_render.h"
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#include "SDL_rwops.h"
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#include "SDL_sensor.h"
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#include "SDL_shape.h"
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#include "SDL_system.h"
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#include "SDL_thread.h"
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#include "SDL_timer.h"
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#include "SDL_version.h"
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#include "SDL_video.h"
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#include "begin_code.h"
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/* Set up for C function definitions, even when using C++ */
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* As of version 0.5, SDL is loaded dynamically into the application */
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/**
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* \name SDL_INIT_*
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*
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* These are the flags which may be passed to SDL_Init(). You should
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* specify the subsystems which you will be using in your application.
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*/
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/* @{ */
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#define SDL_INIT_TIMER 0x00000001u
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#define SDL_INIT_AUDIO 0x00000010u
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#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
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#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
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#define SDL_INIT_HAPTIC 0x00001000u
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#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
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#define SDL_INIT_EVENTS 0x00004000u
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#define SDL_INIT_SENSOR 0x00008000u
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#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
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#define SDL_INIT_EVERYTHING ( \
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SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
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SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
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)
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/* @} */
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/**
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* This function initializes the subsystems specified by \c flags
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*/
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extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
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/**
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* This function initializes specific SDL subsystems
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*
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* Subsystem initialization is ref-counted, you must call
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* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
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* shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
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* If a subsystem is already loaded then this call will
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* increase the ref-count and return.
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*/
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extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
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/**
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* This function cleans up specific SDL subsystems
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*/
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extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
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/**
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* This function returns a mask of the specified subsystems which have
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* previously been initialized.
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*
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* If \c flags is 0, it returns a mask of all initialized subsystems.
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*/
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extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
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/**
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* This function cleans up all initialized subsystems. You should
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* call it upon all exit conditions.
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*/
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extern DECLSPEC void SDLCALL SDL_Quit(void);
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127+
/* Ends C function definitions when using C++ */
128+
#ifdef __cplusplus
129+
}
130+
#endif
131+
#include "close_code.h"
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#endif /* SDL_h_ */
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/* vi: set ts=4 sw=4 expandtab: */

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