Discussion area about developing or extending OGRE, adding plugins for it or building applications on it. No newbie questions please, use the Help forum for that.
I picked up the work by holocroweaver and finished it for desktop platforms. You can find the results here. However I cannot test this on all supported platforms. Therefore someone who is reading this should test it on
One question before I dive into everything else: How is the CMake dependencies on SDL being handled? AFAIK ogredeps repo doesn't handle SDL dependencies on Windows (MSVC). I would love to be wrong though.
iOS / Android just use OIS interfaces but the input is injected nativly.
OSX / Linux / Win32 is important for the samplebrowser in the first instace - regarding CMake it should integrated into the build system I guess you did for linux
and installed SDL (make install).
What we would prefer is to integrate it into the OgreDeps repo and make it part of the build.
I thought holocronweaver already took care of that.
For porting I just used SDL2 from the repositories, but if I would have to compile it myself, I would just add an ExternalProject_Add somewhere - as done in the PR above.
I would like to add one little improvement: If SDL2 is not found but samples are selected to build, write out an error message. Or set SDL2 to required for samples.
paroj wrote:I thought holocronweaver already took care of that.
For porting I just used SDL2 from the repositories, but if I would have to compile it myself, I would just add an ExternalProject_Add somewhere - as done in the PR above.
As far as I know that PR didn't cover MSVC builds, only *nix and MinGW.
unfortunately I dont have any experience with MSVC builds so I can help there. How to you handle SDL2 for v2-1? I guess the same solution could also be applied here..
paroj wrote:I thought holocronweaver already took care of that.
For porting I just used SDL2 from the repositories, but if I would have to compile it myself, I would just add an ExternalProject_Add somewhere - as done in the PR above.
As far as I know that PR didn't cover MSVC builds, only *nix and MinGW.
It says in the overview that he tested it with Visual Studio 2013.
Jesse Johnson wrote:I have tested these changes using Visual Studio 2013
SDL and SDL2 are working well with Visual Studio. SDL2 uses CMake for building, so it's not a problem to create the library. The only problem is the DirectX staff. SDL is using DirectInput8 which is part of the "old" DirectX SDK from 2010. The CMake script are not detecting DirectX from the Windows SDK.
I finally found some time to put together a new ogredeps repository which only consists of CMake scripts downloading and building stuff. Therefore it scales well for cross-platform. Among others this builds SDL2 for Linux and Android: https://bitbucket.org/paroj/ogredeps