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Added meson build files and manifests for dlls. #167
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Could this potentially make a static build as well? I haven't been able to make a build with cmake sofar that doesn't force me to have like 20 dll's in my game folder. |
@khkramer yes, but would require a static build of openal, which you can't easily do at the same time as a shared (dll) build. However, I've actually added the ability to use executable manifests, which allow you to basically subdir the dlls. In the current setup, you'd copy the dlls and runtime.manifest into a subdir next to the game executable. Depending on how the libs are compiled you may need to adjust runtime.manifest (simple xml file, easy to understand). |
Actually, if you are going to merge this, do not do so until #168 is merged (if it is going to be merged). |
dependencies : [ ruby, sdl2, sigcxx ], | ||
include_directories : incdirs, | ||
target_type : 'static_library') | ||
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Does meson require to have its build files in every source directory, or is that just your convention?
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its 'a' convention. not necessarily mine but its been the best way I've found to go about it for now.
Works, builds both native linux and cross-compiles mingw-w64 variants. Need to work out copying appropriate dlls into the mkxp runtime folder. Signed-off-by: Marty Plummer <[email protected]>
Remove forced enabling of `enableBlitting` on macOS
Works, builds both native linux and cross-compiles mingw-w64 variants.
Need to work out copying appropriate dlls into the mkxp runtime folder.
Follow up to #35
Signed-off-by: Marty Plummer [email protected]