Files
eepp/projects/scripts/eepp-sdk-README.md
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Martín Lucas Golini 6e38945211 Add native file dragging on X11 and Windows
- Introduce DragAndDrop with capability queries, copy-only file offers,
  image previews, cancellation, and completion callbacks.
- Implement XDND and OLE sources with safe input recovery and window teardown.
- Keep SDL2 and SDL3 presentation and input handling in their own backends.
- Load X11 dynamically without adding a link dependency.
- Reuse Image, URI, and timing APIs; fix Image::fillWithColor().
- Add a manual playground, integration tests, and consumer documentation.
- Migrate SDK builds and packaging to SDL3 and fix bundled runtime lookup.
2026-10-14 17:24:56 -03:00

4.5 KiB

eepp SDK

Self-contained snapshot of the eepp framework: runnable demos and tools, the assets they need, and the compiled libraries ready to be linked against by your own applications.

Version: @SDK_VERSION@ ("nightly" is a rolling build of the latest development changes; eepp-%d.%d.%d versions are stable releases)

Package layout

bin/                    Tools and examples/demos (release builds)
bin/assets/             Assets required by the shipped binaries
bin/                    Runtime libraries co-located with the binaries
libs/<platform>/<arch>/ Libraries for linking against eepp
include/                Public C++ headers
docs/articles/          Framework documentation articles

Running the demos and tools

Every binary in bin/ is ready to run:

  • Windows: double-click any .exe.
  • Linux: run any binary from a file manager or a terminal, for example bin/ecode. The binaries locate the shared libraries relative to their own location ($ORIGIN rpath), so the package can live anywhere on disk.
  • macOS: the shipped binaries and libraries are ad-hoc signed and resolve their dependencies through @loader_path, so they can be launched straight from Finder or a terminal.

The SDK uses the SDL3 backend and bundles its runtime library in bin/ (SDL3.dll, libSDL3.so.0, or libSDL3.0.dylib). Applications linked against this SDK need SDL3; SDL2 is not a compatible replacement. When deploying your own application, ship the matching SDL3 runtime alongside eepp or install SDL3 through the target system's package manager.

Linking against eepp

Add include/ to your include path and link against the libraries in libs/<platform>/<arch>/. Use C++20 and the toolchain matching the SDK package:

  • Dynamic linking: link against the shared library (eepp.dll / libeepp.so / libeepp.dylib and the matching import library when applicable).
  • The optional modules (eepp-maps, eepp-physics) and the eterm / languages-syntax-highlighting static libraries are also provided.

Start with the documentation in docs/articles/ and the sources of the shipped examples (available in the repository under src/examples/) to learn the API.

Native file dragging

include/eepp/window/draganddrop.hpp provides outbound local-file dragging. Query DragAndDrop::getCapabilities() before enabling an external drag gesture. X11 and Windows sources are included by default. X11 is detected from the build headers and dynamically loaded only when using SDL's X11 driver; an unavailable library returns Unsupported. Native Wayland, macOS, and Haiku sources remain gated. The existing SDL file and text drop callbacks continue to work.

Started drags show a shared SDL bitmap preview and action cursor. Supply an RGB/RGBA widget snapshot through DragOffer::preview, or use the generated file/count icon. Snapshot pixels are copied during startDrag(); the session never retains a widget or the supplied Image.

Unix consumers do not need to link X11; Windows consumers need the normal eepp OLE dependencies (ole32, uuid). See docs/articles/native_drag_and_drop.md for source lifetime rules, examples, validation, and remaining platform gates.

Building an SDK snapshot

Select SDL3 explicitly when building SDK artifacts; the repository also supports SDL2 builds for applications that have not migrated yet. Clean the affected build configuration when switching backends because object directories are shared.

# Linux: install the pinned SDL3 release, then build release binaries.
bash projects/linux/scripts/install_sdl3.sh
premake5 --disable-static-build --with-backend=SDL3 gmake
make -C make/linux -j$(nproc) config=release_x86_64
bash projects/scripts/package_sdk.sh linux x86_64 --strip

# Windows SDK through MinGW on Linux.
bash projects/mingw32/make.sh --backend=sdl3 config=release_x86_64 -j$(nproc)
bash projects/scripts/package_sdk.sh windows x86_64 --strip

# macOS: install SDL3 with Homebrew and use the supported build script.
brew install sdl3 premake
bash projects/macos/make_no_fw.sh --backend=SDL3 config=release_arm64
bash projects/scripts/package_sdk.sh macos arm64

For MSVC, generate with premake5.exe --windows-vc-build --disable-static-build --with-backend=SDL3 vs2022, build the release solution, then run projects\scripts\package_sdk.ps1 -Platform msvc. SDK CI workflows select SDL3 and the packagers require its runtime library.

Notes