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Unified Build Setup #517
Unified Build Setup #517
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Don't worry about PsfPlayer, this can be dealt with at another time. I've been trying to build for iOS using this setup. It's very similar to your attempt, but there's a few things to take in consideration:
Otherwise, the CMake setup looks usable for iOS. I don't know if you can build on iOS, but we can work without that platform for this PR and come back to it later. Also, I still need to confirm that, it looks like On Win32, there seem to be an issue with the application manifest not being used somehow? The application doesn't have high dpi enabled and it uses the "old" common control styles. I will investigate this further. |
About the manifests on Win32, looks like the manifest files need to have a |
I've used this one myself for previous attempts and i did get it to build, but i couldn't tell if i had a valid package since Im not familiar with it. (edit: while not ideal, try re-saving xcode project and see if that fixes it?) the |
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I've pushed a commit to reflect manifest name change, but im not sure I see a difference (I'm not sure what I'm looking for). |
build_cmake/CMakeLists.txt
Outdated
@@ -601,9 +601,9 @@ if (WIN32) | |||
) | |||
endif() | |||
if(ARCH STREQUAL "x86") | |||
set(MANIFEST ../Source/ui_win32/manifest.xml) | |||
set(MANIFEST ../Source/ui_win32/Play-x84.manifest) |
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That should be Play-x86.manifest
Without the manifest, the status bar (and other controls) don't have the proper style. It also falls back to a blurry look on an high dpi display (because of the missing dpi awareness info). |
Also, opening and saving the Xcode project won't work for CI. I'll post my iOS "compatible" CMakeLists.txt once I get everything working and running on a device. |
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I've been reading about the Pod issue and I found this. this is one of few issues few that narrowed a quick fix to removing the "buildSettings" attributes, and this particular one supplied a python script to do it, this will leave the build CL compatible (but adds a 'hack' for a fix). |
Ok, I got a "proof of concept" iOS build using that CMake setup running correctly on a device (minus the SDWebImage stuff). Commit: 3a642e2. This still needs some work, so I will leave this out of this PR's scope. Even though there's some minor details to iron out, I think the CMake PRs are in a good state to be merged in master. I'll do that later today. |
When this is finished will there be artifacts? |
Yeah, I guess we could add artifact packaging in our AppVeyor and Travis configurations after that. |
fix windows builds
this change will allow Gradle CMake plugin to correctly build incremental android builds as per @jpd002 suggestion
@jpd002 if you give me 5 secs, just a small typo in READ me and |
@Thunder07 Alright, just tell me when the PR will be ready. |
alright, just updated this branch the README update was just to the android debug build line |
Thanks, I'll merge once Travis and AppVeyor builds complete. |
@jpd002 please can you tell us briefly what is this for? Is this will help to enhance this emu? |
@iOS4all this allow developers to build this project for all platforms using the same command, instead of different commands for different platform, aka made it easier for developers. so even when this works with iOS it won't change anything. |
@Thunder07 thanks for clarification. It's clear to me now. |
Since the whole building part is now finished, could you also add artifacts? |
that part should be done by Jean, since uploading artifacts (on travis) requires an external account such as bintray etc, and its more appropriate for him to have that under his control. |
TODO
commit travis & appvoyer fix
move cmakelists.txt out of build_unix to cmake
further breakdown Framework removing windows UI into FrameworkWinUI?
Update README with new build instruction (TODO: Win32 Android Studio and UNIX/OSX/Win32 Gradle)
add -DUNICODE
update Info.plist to use properties value from cmake script
remove
-DUSE_ANDROID
fromgradle.build
(was a work around to boost-cmake, but thats fixed now)remove
armeabi
android buildfix zlib build (broken after
CMAKE_CURRENT_BINARY_DIR
changes)Merged
Fix android gradle build
,fix build
&Fix cmake script
back. Windowswinres.h
include fix should now be persistent even after UI edit.CMakeLists.txt
fortools/PsfPlayer
(Branch including a basic linux qt interface, but will keep for a separate PR)iOS? Jean is looking into this.
CleanUp (delete project solutions, won't be possible until all platform, iOS included, move to CMake builds.)
Note:VTUNE was not tested.
suggestions?
AppVeyor & Travis
Edit:
as of 10/02/2017 this PR has been rebased.
AppVeyor & Travis as of this edit, travis OSX is backlogged and hasn't built, but I've built it myself successfully.