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- Run X11 and Weston tests at 1x and 2x scale. - Accept both libwayland object ID log formats. - Preserve test failures through logging pipelines. - Add shell32 to Windows dependencies in both Premake scripts. - Update SDK platform support and linking documentation.
106 lines
4.9 KiB
Markdown
106 lines
4.9 KiB
Markdown
# eepp SDK
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Self-contained snapshot of the [eepp](https://github.com/SpartanJ/eepp) framework:
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runnable demos and tools, the assets they need, and the compiled libraries ready to be
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linked against by your own applications.
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Version: @SDK_VERSION@ ("nightly" is a rolling build of the latest development
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changes; eepp-%d.%d.%d versions are stable releases)
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## Package layout
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```
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bin/ Tools and examples/demos (release builds)
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bin/assets/ Assets required by the shipped binaries
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bin/ Runtime libraries co-located with the binaries
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libs/<platform>/<arch>/ Libraries for linking against eepp
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include/ Public C++ headers
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docs/articles/ Framework documentation articles
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```
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## Running the demos and tools
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Every binary in `bin/` is ready to run:
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- **Windows:** double-click any `.exe`.
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- **Linux:** run any binary from a file manager or a terminal, for example
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`bin/ecode`. The binaries locate the shared libraries relative to their own
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location (`$ORIGIN` rpath), so the package can live anywhere on disk.
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- **macOS:** the shipped binaries and libraries are ad-hoc signed and resolve
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their dependencies through `@loader_path`, so they can be launched straight
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from Finder or a terminal.
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The SDK uses the SDL3 backend and bundles its runtime library in `bin/`
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(`SDL3.dll`, `libSDL3.so.0`, or `libSDL3.0.dylib`). Applications linked against
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this SDK need SDL3; SDL2 is not a compatible replacement. When deploying your
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own application, ship the matching SDL3 runtime alongside eepp or install SDL3
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through the target system's package manager.
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## Linking against eepp
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Add `include/` to your include path and link against the libraries in
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`libs/<platform>/<arch>/`. Use C++20 and the toolchain matching the SDK package:
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- Dynamic linking: link against the shared library (`eepp.dll` / `libeepp.so` /
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`libeepp.dylib` and the matching import library when applicable).
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- The optional modules (`eepp-maps`, `eepp-physics`) and the `eterm` /
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`languages-syntax-highlighting` static libraries are also provided.
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For MSVC applications, include `<SDL3/SDL_main.h>` in exactly one source file and link
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`SDL3.lib` alongside eepp, using the matching SDL3 development headers and import library.
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SDL3 supplies the console/GUI startup wrappers through that header; there is no `SDL3main.lib`.
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The repository's Premake 4 and Premake 5 projects add this startup code automatically.
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Start with the documentation in `docs/articles/` and the sources of the shipped
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examples (available in the repository under `src/examples/`) to learn the API.
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## Native file dragging
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`include/eepp/window/draganddrop.hpp` provides outbound local-file dragging. Query
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`DragAndDrop::getCapabilities()` before enabling an external drag gesture. Windows, macOS, X11 and
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Wayland sources are supported with SDL2 and SDL3. X11 and Wayland support requires their development
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headers when building eepp; their client libraries load dynamically at runtime. An unavailable
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backend returns `Unsupported`. The existing SDL file and text drop callbacks continue to work.
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Started drags show a bitmap preview and action feedback. Supply an RGB/RGBA widget snapshot
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through `DragOffer::preview`, or use the generated file/count icon. Snapshot pixels are copied during
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`startDrag()`; the session never retains a widget or the supplied Image.
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Unix consumers do not need to link `X11` or `wayland-client`. Static Windows builds need `shell32`
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alongside eepp's OLE dependencies (`ole32`, `uuid`); the Premake scripts include them automatically.
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See `docs/articles/native_drag_and_drop.md` for usage examples, source lifetime rules and supported
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behavior.
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## Building an SDK snapshot
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Select SDL3 explicitly when building SDK artifacts; the repository also supports
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SDL2 builds for applications that have not migrated yet. Clean the affected build
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configuration when switching backends because object directories are shared.
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```sh
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# Linux: install the pinned SDL3 release, then build release binaries.
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bash projects/linux/scripts/install_sdl3.sh
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premake5 --disable-static-build --with-backend=SDL3 gmake
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make -C make/linux -j$(nproc) config=release_x86_64
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bash projects/scripts/package_sdk.sh linux x86_64 --strip
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# Windows SDK through MinGW on Linux.
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bash projects/mingw32/make.sh --backend=sdl3 config=release_x86_64 -j$(nproc)
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bash projects/scripts/package_sdk.sh windows x86_64 --strip
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# macOS: install SDL3 with Homebrew and use the supported build script.
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brew install sdl3 premake
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bash projects/macos/make_no_fw.sh --backend=SDL3 config=release_arm64
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bash projects/scripts/package_sdk.sh macos arm64
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```
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For MSVC, generate with `premake5.exe --windows-vc-build --disable-static-build
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--with-backend=SDL3 vs2022`, build the release solution, then run
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`projects\scripts\package_sdk.ps1 -Platform msvc`. SDK CI workflows select SDL3
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and the packagers require its runtime library.
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## Notes
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- These are unstable nightly builds; APIs may change at any time.
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- Report issues at https://github.com/SpartanJ/eepp/issues
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