4.9 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 ($ORIGINrpath), 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.dyliband the matching import library when applicable). - The optional modules (
eepp-maps,eepp-physics) and theeterm/languages-syntax-highlightingstatic libraries are also provided.
For MSVC applications, include <SDL3/SDL_main.h> in exactly one source file and link
SDL3.lib alongside eepp, using the matching SDL3 development headers and import library.
SDL3 supplies the console/GUI startup wrappers through that header; there is no SDL3main.lib.
The repository's Premake 4 and Premake 5 projects add this startup code automatically.
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
- These are unstable nightly builds; APIs may change at any time.
- Report issues at https://github.com/SpartanJ/eepp/issues