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build/premake/premake5.lua
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newoption { trigger = "bindir", description = "Directory for executables (typically '/usr/games'); default is to be relocatable" } | newoption { trigger = "bindir", description = "Directory for executables (typically '/usr/games'); default is to be relocatable" } | ||||
newoption { trigger = "datadir", description = "Directory for data files (typically '/usr/share/games/0ad'); default is ../data/ relative to executable" } | newoption { trigger = "datadir", description = "Directory for data files (typically '/usr/share/games/0ad'); default is ../data/ relative to executable" } | ||||
newoption { trigger = "libdir", description = "Directory for libraries (typically '/usr/lib/games/0ad'); default is ./ relative to executable" } | newoption { trigger = "libdir", description = "Directory for libraries (typically '/usr/lib/games/0ad'); default is ./ relative to executable" } | ||||
-- Root directory of project checkout relative to this .lua file | -- Root directory of project checkout relative to this .lua file | ||||
rootdir = "../.." | rootdir = "../.." | ||||
dofile("extern_libs5.lua") | dofile("extern_libs5.lua") | ||||
Stan: Do you need me to translate the below shell commands in windows bash ? | |||||
Done Inline ActionsYeah, that would be awesome and help me out a lot :) Essentially, I am running the protobuf compiler (protoc) using the C++ plugin and then changing the file extensions from .cc to .cpp so they are detected during the build. Generating the python files is probably not necessary but it would be nice if it would also work on windows (they are only necessary for building the python client). For the python files, I copy the .proto file to the python project and then build it using python's grpc_tools.protoc. irishninja: Yeah, that would be awesome and help me out a lot :)
Essentially, I am running the protobuf… | |||||
-- detect compiler for non-Windows | -- detect compiler for non-Windows | ||||
if os.istarget("macosx") then | if os.istarget("macosx") then | ||||
cc = "clang" | cc = "clang" | ||||
elseif os.istarget("linux") and _OPTIONS["icc"] then | elseif os.istarget("linux") and _OPTIONS["icc"] then | ||||
cc = "icc" | cc = "icc" | ||||
elseif not os.istarget("windows") then | elseif not os.istarget("windows") then | ||||
cc = os.getenv("CC") | cc = os.getenv("CC") | ||||
if cc == nil or cc == "" then | if cc == nil or cc == "" then | ||||
▲ Show 20 Lines • Show All 544 Lines • ▼ Show 20 Lines | extern_libs = { | ||||
"boost", -- dragged in via server->simulation.h->random | "boost", -- dragged in via server->simulation.h->random | ||||
} | } | ||||
if not _OPTIONS["without-miniupnpc"] then | if not _OPTIONS["without-miniupnpc"] then | ||||
table.insert(extern_libs, "miniupnpc") | table.insert(extern_libs, "miniupnpc") | ||||
end | end | ||||
setup_static_lib_project("network", source_dirs, extern_libs, {}) | setup_static_lib_project("network", source_dirs, extern_libs, {}) | ||||
source_dirs = { | source_dirs = { | ||||
"rlinterface", | |||||
} | |||||
extern_libs = { | |||||
"boost", | |||||
"spidermonkey", | |||||
} | |||||
Done Inline ActionsDo you need the SDL2 ? Also indent :) Stan: Do you need the SDL2 ? Also indent :) | |||||
setup_static_lib_project("rlinterface", source_dirs, extern_libs, { no_pch = 1 }) | |||||
source_dirs = { | |||||
Done Inline ActionsIndentation seems wrong wraitii: Indentation seems wrong | |||||
"third_party/tinygettext/src", | "third_party/tinygettext/src", | ||||
} | } | ||||
extern_libs = { | extern_libs = { | ||||
"iconv", | "iconv", | ||||
"boost", | "boost", | ||||
} | } | ||||
setup_third_party_static_lib_project("tinygettext", source_dirs, extern_libs, { } ) | setup_third_party_static_lib_project("tinygettext", source_dirs, extern_libs, { } ) | ||||
▲ Show 20 Lines • Show All 858 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator
Do you need me to translate the below shell commands in windows bash ?