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Backported the universal2 mac build script from ioquake3 and local sdl libs #244

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Sep 28, 2023
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4 changes: 2 additions & 2 deletions .github/workflows/build.yml
Original file line number Diff line number Diff line change
Expand Up @@ -271,9 +271,9 @@ jobs:
- name: Build
if: ${{ github.event_name != 'release' || matrix.btype != 'Debug' }} # skip Debug configuration in Release build
run: |
make ${{ matrix.rule }} -j 4 CC=${{ matrix.cc }} DESTDIR=bin INSTALL=ginstall USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=vulkan CNAME=quake3e-vulkan BUILD_SERVER=0
make ${{ matrix.rule }} -j 4 CC=${{ matrix.cc }} DESTDIR=bin INSTALL=ginstall USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=vulkan CNAME=quake3e-vulkan BUILD_SERVER=0 STRIP=echo
make clean ARCH=${{ matrix.arch }}
make ${{ matrix.rule }} -j 4 CC=${{ matrix.cc }} DESTDIR=bin INSTALL=ginstall USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=opengl
make ${{ matrix.rule }} -j 4 CC=${{ matrix.cc }} DESTDIR=bin INSTALL=ginstall USE_RENDERER_DLOPEN=0 RENDERER_DEFAULT=opengl STRIP=echo

- uses: actions/[email protected]
if: matrix.cc == 'clang' && matrix.btype == 'release'
Expand Down
27 changes: 25 additions & 2 deletions Makefile
Original file line number Diff line number Diff line change
Expand Up @@ -71,6 +71,8 @@ endif

ifeq ($(COMPILE_PLATFORM),darwin)
USE_SDL=1
USE_LOCAL_HEADERS=1
USE_RENDERER_DLOPEN = 0
endif

ifeq ($(COMPILE_PLATFORM),cygwin)
Expand Down Expand Up @@ -205,6 +207,7 @@ R1DIR=$(MOUNT_DIR)/renderer
R2DIR=$(MOUNT_DIR)/renderer2
RVDIR=$(MOUNT_DIR)/renderervk
SDLDIR=$(MOUNT_DIR)/sdl
SDLHDIR=$(MOUNT_DIR)/SDL2

CMDIR=$(MOUNT_DIR)/qcommon
UDIR=$(MOUNT_DIR)/unix
Expand Down Expand Up @@ -476,12 +479,28 @@ ifeq ($(COMPILE_PLATFORM),darwin)

LDFLAGS =

ifeq ($(ARCH),x86_64)
BASE_CFLAGS += -arch x86_64
LDFLAGS = -arch x86_64
endif
ifeq ($(ARCH),aarch64)
BASE_CFLAGS += -arch arm64
LDFLAGS = -arch arm64
endif

ifeq ($(USE_LOCAL_HEADERS),1)
MACLIBSDIR=$(MOUNT_DIR)/libsdl/macosx
BASE_CFLAGS += -I$(SDLHDIR)/include
CLIENT_LDFLAGS += $(MACLIBSDIR)/libSDL2-2.0.0.dylib
CLIENT_EXTRA_FILES += $(MACLIBSDIR)/libSDL2-2.0.0.dylib
else
ifneq ($(SDL_INCLUDE),)
BASE_CFLAGS += $(SDL_INCLUDE)
CLIENT_LDFLAGS = $(SDL_LIBS)
else
BASE_CFLAGS += -I/Library/Frameworks/SDL2.framework/Headers
CLIENT_LDFLAGS = -F/Library/Frameworks -framework SDL2
CLIENT_LDFLAGS += -F/Library/Frameworks -framework SDL2
endif
endif

ifeq ($(USE_SYSTEM_JPEG),1)
Expand Down Expand Up @@ -578,7 +597,7 @@ endif # *NIX platforms
endif # !MINGW


TARGET_CLIENT = $(CNAME)$(ARCHEXT)$(BINEXT)
TARGET_CLIENT = $(CNAME)$(FULLBINEXT)

TARGET_REND1 = $(RENDERER_PREFIX)_opengl_$(SHLIBNAME)
TARGET_REND2 = $(RENDERER_PREFIX)_opengl2_$(SHLIBNAME)
Expand Down Expand Up @@ -655,6 +674,10 @@ $(echo_cmd) "WINDRES $<"
$(Q)$(WINDRES) -i $< -o $@
endef

ifndef FULLBINEXT
FULLBINEXT=.$(ARCH)$(BINEXT)
endif

ifndef SHLIBNAME
SHLIBNAME=$(ARCH).$(SHLIBEXT)
endif
Expand Down
135 changes: 135 additions & 0 deletions code/SDL2/include/SDL.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,135 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2019 Sam Lantinga <[email protected]>

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.

Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/

/**
* \file SDL.h
*
* Main include header for the SDL library
*/


#ifndef SDL_h_
#define SDL_h_

#include "SDL_main.h"
#include "SDL_stdinc.h"
#include "SDL_assert.h"
#include "SDL_atomic.h"
#include "SDL_audio.h"
#include "SDL_clipboard.h"
#include "SDL_cpuinfo.h"
#include "SDL_endian.h"
#include "SDL_error.h"
#include "SDL_events.h"
#include "SDL_filesystem.h"
#include "SDL_gamecontroller.h"
#include "SDL_haptic.h"
#include "SDL_hints.h"
#include "SDL_joystick.h"
#include "SDL_loadso.h"
#include "SDL_log.h"
#include "SDL_messagebox.h"
#include "SDL_mutex.h"
#include "SDL_power.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_sensor.h"
#include "SDL_shape.h"
#include "SDL_system.h"
#include "SDL_thread.h"
#include "SDL_timer.h"
#include "SDL_version.h"
#include "SDL_video.h"

#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif

/* As of version 0.5, SDL is loaded dynamically into the application */

/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001u
#define SDL_INIT_AUDIO 0x00000010u
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_SENSOR 0x00008000u
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
/* @} */

/**
* This function initializes the subsystems specified by \c flags
*/
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);

/**
* This function initializes specific SDL subsystems
*
* Subsystem initialization is ref-counted, you must call
* SDL_QuitSubSystem() for each SDL_InitSubSystem() to correctly
* shutdown a subsystem manually (or call SDL_Quit() to force shutdown).
* If a subsystem is already loaded then this call will
* increase the ref-count and return.
*/
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);

/**
* This function cleans up specific SDL subsystems
*/
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);

/**
* This function returns a mask of the specified subsystems which have
* previously been initialized.
*
* If \c flags is 0, it returns a mask of all initialized subsystems.
*/
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);

/**
* This function cleans up all initialized subsystems. You should
* call it upon all exit conditions.
*/
extern DECLSPEC void SDLCALL SDL_Quit(void);

/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"

#endif /* SDL_h_ */

/* vi: set ts=4 sw=4 expandtab: */
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