Added meson build files and manifests for dlls. #167
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Reference: MapleShrine/mkxp#167
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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 ntzrmtthihu777@gmail.com
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).
I'll rebase this pr if/once that happens.
@ -0,0 +24,4 @@
dependencies : [ ruby, sdl2, sigcxx ],
include_directories : incdirs,
target_type : 'static_library')
Does meson require to have its build files in every source directory, or is that just your convention?
@ -0,0 +24,4 @@
dependencies : [ ruby, sdl2, sigcxx ],
include_directories : incdirs,
target_type : 'static_library')
its 'a' convention. not necessarily mine but its been the best way I've found to go about it for now.
Step 1:
From your project repository, check out a new branch and test the changes.Step 2:
Merge the changes and update on Forgejo.