
I'm taking a page from Dolphin's book, and including copies of each dependency's source code. This combines the ease of use of including pre-built libraries instead of needing to navigate a package manager - as is (or was) the case for MSVC - with the portability of using packages. Granted, this method's more of a jack of all trades, master of none, since it's *less* user-friendly than prebuilt packages (compilation times), and you don't get the per-distro compatibility fixes you'd get from a package manager. You can still use system libs if you want. In fact, it's still the default behaviour: compiling the libs manually is just a fallback. I'll add an option to force-enable this soon, however, since it's a nicer way to produce static MSYS2 builds than the hackish nightmare that I was using before. Not to mention, having my own copy of the sources means I can provide my own fixes and tweaks your package manager may not. For example, I can combine MSYS2's FreeType subpixel rendering with vcpkg's fix for SDL2 exporting its symbols in static builds.
58 lines
1.8 KiB
Objective-C
58 lines
1.8 KiB
Objective-C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
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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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* @author Mark Callow, www.edgewise-consulting.com.
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*
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* Thanks to Alex Szpakowski, @slime73 on GitHub, for his gist showing
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* how to add a CAMetalLayer backed view.
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*/
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#ifndef SDL_uikitmetalview_h_
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#define SDL_uikitmetalview_h_
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#import "../SDL_sysvideo.h"
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#import "SDL_uikitwindow.h"
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#if SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_RENDER_METAL || SDL_VIDEO_VULKAN)
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#import <UIKit/UIKit.h>
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#import <Metal/Metal.h>
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#import <QuartzCore/CAMetalLayer.h>
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#define METALVIEW_TAG 255
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@interface SDL_uikitmetalview : SDL_uikitview
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- (instancetype)initWithFrame:(CGRect)frame
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scale:(CGFloat)scale;
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@end
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SDL_uikitmetalview* UIKit_Mtl_AddMetalView(SDL_Window* window);
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void UIKit_Mtl_GetDrawableSize(SDL_Window * window, int * w, int * h);
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#endif /* SDL_VIDEO_DRIVER_UIKIT && (SDL_VIDEO_RENDER_METAL || SDL_VIDEO_VULKAN) */
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#endif /* SDL_uikitmetalview_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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