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build: remove deprecated stuff and fix a few Linux build issues.

undefined
Sam Hocevar 9 years ago
parent
commit
8682025a10
6 changed files with 3 additions and 34 deletions
  1. +0
    -2
      .gitattributes
  2. +1
    -1
      build/msbuild/lol.rules.props
  3. +0
    -6
      build/msbuild/lol.vars.props
  4. +0
    -22
      configure.ac
  5. +0
    -1
      doc/samples/meshviewer.cpp
  6. +2
    -2
      doc/samples/nacl_phystest.cpp

+ 0
- 2
.gitattributes View File

@@ -7,8 +7,6 @@

# Vim doesn't like CRLF, even on Windows
*.vim eol=lf
# Bison doesn't like CRLF
external/*/share/bison/* eol=lf

# Source files should be normalised in the repository
*.c eol=lf


+ 1
- 1
build/msbuild/lol.rules.props View File

@@ -15,7 +15,7 @@
<!-- We should use %(RelativeDir) here but for some reason it's an _absolute_ dir. WTF. -->
<ObjectFileName>$(IntDir)/%(Directory)/</ObjectFileName>

<AdditionalIncludeDirectories>$(SolutionDir)\..\src;$(SolutionDir)\..\src\bullet;$(SolutionDir)\..\tools\lolunit;$(PegtlIncludes);$(ImguiIncludes);$(FlexIncludes);$(BtPhysIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\..\src;$(SolutionDir)\..\src\bullet;$(SolutionDir)\..\tools\lolunit;$(PegtlIncludes);$(ImguiIncludes);$(BtPhysIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Platform)'=='Win32'">$(GlIncludes);$(SdlIncludes);$(FfmpegIncludes);$(AssimpIncludes);$(D3d9Includes);$(XinputIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories Condition="'$(Platform)'=='x64'">$(GlIncludes);$(SdlIncludes);$(FfmpegIncludes);$(AssimpIncludes);$(D3d9Includes);$(XinputIncludes);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>


+ 0
- 6
build/msbuild/lol.vars.props View File

@@ -4,10 +4,6 @@
<PropertyGroup Label="UserMacros">
<ExternalDir>$(SolutionDir)\..\external</ExternalDir>

<!-- Flex & Bison -->
<FlexDir>$(ExternalDir)\flex-2.5.35</FlexDir>
<FlexIncludes>$(FlexDir)\include</FlexIncludes>

<!-- PEGTL -->
<PegtlDir>$(ExternalDir)\pegtl-0.32</PegtlDir>
<PegtlIncludes>$(PegtlDir)\include</PegtlIncludes>
@@ -115,8 +111,6 @@

<ItemGroup>
<BuildMacro Include="ExternalDir"><Value>$(ExternalDir)</Value></BuildMacro>
<BuildMacro Include="FlexDir"><Value>$(FlexDir)</Value></BuildMacro>
<BuildMacro Include="FlexIncludes"><Value>$(FlexIncludes)</Value></BuildMacro>
<BuildMacro Include="PegtlDir"><Value>$(PegtlDir)</Value></BuildMacro>
<BuildMacro Include="PegtlIncludes"><Value>$(PegtlIncludes)</Value></BuildMacro>
<BuildMacro Include="ImguiDir"><Value>$(ImguiDir)</Value></BuildMacro>


+ 0
- 22
configure.ac View File

@@ -286,28 +286,6 @@ LOL_CHECK_OPENGL

LOL_CHECK_SDL

dnl Use Flex's FlexLexer.h or ours?
ac_cv_my_have_flexlexer_h="no"
AC_LANG_PUSH(C++)
AC_CHECK_HEADERS(FlexLexer.h,
dnl Ensure that FlexLexer::yleng is of type int, and not size_t like
dnl on recent Apple systems. It would break all our existing code.
[AC_MSG_CHECKING(for FlexLexer.h validity)
AC_COMPILE_IFELSE(
[AC_LANG_PROGRAM([#include <FlexLexer.h>
class Foo : public FlexLexer
{
Foo() { int &test = yyleng; }
};],
[])],
[AC_MSG_RESULT(yes)
ac_cv_my_have_flexlexer_h="yes"],
[AC_MSG_RESULT(no)])])
AC_LANG_POP(C++)
if test "x${ac_cv_my_have_flexlexer_h}" = "xno"; then
LOL_CFLAGS="$LOL_CFLAGS -I\$(top_srcdir)/external/flex-2.5.35/include"
fi


dnl Use pegtl? Yes, always
if true; then


+ 0
- 1
doc/samples/meshviewer.cpp View File

@@ -18,7 +18,6 @@

#include <lol/engine.h>
#include "scenesetup.h"
#include "meshviewer.h"

using namespace lol;



+ 2
- 2
doc/samples/nacl_phystest.cpp View File

@@ -26,7 +26,7 @@ int gNumObjects = 64;
Nacl_PhysTest::Nacl_PhysTest(bool editor)
{
/* Register an input controller for the keyboard */
m_controller = new Controller("Default", KEY_MAX, 0);
m_controller = new Controller("Default");
m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up");
m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down");
m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left");
@@ -76,7 +76,7 @@ void Nacl_PhysTest::TickGame(float seconds)
{
WorldEntity::TickGame(seconds);

if (m_controller->GetKey(KEY_QUIT).IsReleased())
if (m_controller->IsKeyReleased(KEY_QUIT))
Ticker::Shutdown();
}



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