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Unified Build Setup #517

Merged
merged 29 commits into from
Feb 12, 2017
Merged

Unified Build Setup #517

merged 29 commits into from
Feb 12, 2017

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Zer0xFF
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@Zer0xFF Zer0xFF commented Jan 18, 2017

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 from gradle.build (was a work around to boost-cmake, but thats fixed now)

  • remove armeabi android build

  • fix zlib build (broken after CMAKE_CURRENT_BINARY_DIR changes)

  • Merged Fix android gradle build, fix build & Fix cmake script back. Windows winres.h include fix should now be persistent even after UI edit.

  • CMakeLists.txt for tools/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.

@Zer0xFF Zer0xFF force-pushed the final_cmake branch 7 times, most recently from fc594f0 to b6be971 Compare January 22, 2017 17:55
@Zer0xFF Zer0xFF force-pushed the final_cmake branch 3 times, most recently from 2974fb6 to b115e68 Compare February 2, 2017 23:14
@jpd002
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jpd002 commented Feb 6, 2017

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:

  • Using a toolchain file seems to be necessary. I've been using this one, but I think it might be interesting to move that file to Dependencies at some point.
  • CocoaPods doesn't seem to be working properly with an XCode project generated by CMake. That means, SDWebImage will need to be moved back to Dependencies (unless there's a magic way to make CocoaPods work).

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 assert isn't working properly on macOS and iOS on Debug config.

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.

@jpd002
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jpd002 commented Feb 6, 2017

About the manifests on Win32, looks like the manifest files need to have a .manifest extension for them to be taken in consideration properly. I'll do that change in master.

@Zer0xFF
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Zer0xFF commented Feb 6, 2017

Using a toolchain file seems to be necessary.

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.
since I don't have iOS, i don't know whats the issue with CocoaPods to even attempt at find a solution for it :/

(edit: while not ideal, try re-saving xcode project and see if that fixes it?)

the assert issue could be related to to cmake/xcode mash up, the -DCMAKE_BUILD_TYPE only sets preprocessors, while --Config sets build type, trying setting both to debug and see if that helps.

@Zer0xFF Zer0xFF force-pushed the final_cmake branch 2 times, most recently from 3f97c29 to cc6b3ff Compare February 6, 2017 04:07
@Zer0xFF
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Zer0xFF commented Feb 6, 2017

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).

@@ -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

@jpd002
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jpd002 commented Feb 6, 2017

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).

@jpd002
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jpd002 commented Feb 6, 2017

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.

@Zer0xFF Zer0xFF force-pushed the final_cmake branch 2 times, most recently from e200c71 to b29220c Compare February 9, 2017 01:50
@Zer0xFF
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Zer0xFF commented Feb 9, 2017

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).

@jpd002
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jpd002 commented Feb 12, 2017

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.

@Margen67
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When this is finished will there be artifacts?
Referring to this: https://ci.appveyor.com/project/Thunder07/play/build/job/oqlgl735h53ca1ym/artifacts

@jpd002
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jpd002 commented Feb 12, 2017

Yeah, I guess we could add artifact packaging in our AppVeyor and Travis configurations after that.

@Zer0xFF
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Zer0xFF commented Feb 12, 2017

@jpd002 if you give me 5 secs, just a small typo in READ me and replace boost::thread dependency with std commit

@jpd002
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jpd002 commented Feb 12, 2017

@Thunder07 Alright, just tell me when the PR will be ready.

@Zer0xFF
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Zer0xFF commented Feb 12, 2017

alright, just updated this branch the README update was just to the android debug build line gradle -> gradew , and the other change was an include fix, so it should be good to merge now.

@jpd002
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jpd002 commented Feb 12, 2017

Thanks, I'll merge once Travis and AppVeyor builds complete.

@jpd002 jpd002 merged commit 2c8d734 into jpd002:master Feb 12, 2017
@iOS4all
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iOS4all commented Feb 12, 2017

@jpd002 please can you tell us briefly what is this for? Is this will help to enhance this emu?
And is this stuff gonna to support iOS as well? Because you said it works but need something? What's missing?

@Zer0xFF
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Zer0xFF commented Feb 12, 2017

@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.

@Zer0xFF Zer0xFF deleted the final_cmake branch February 12, 2017 22:14
@iOS4all
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iOS4all commented Feb 13, 2017

@Thunder07 thanks for clarification. It's clear to me now.

@D1SMBD1D
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Since the whole building part is now finished, could you also add artifacts?

@Zer0xFF
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Zer0xFF commented Feb 14, 2017

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.

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6 participants