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Fix macOS build of new rglfw.c approach
There have been two problems: * GLFW itself was compiled with the definitions for compiling _against_ GLFW (fixed by removing requirement for external glfw) * rglfw.c was being compiled as C code, although it includes Objective C files. This _might_ break the Windows build, needs to be checked. Fixes #391, but as noted I'd prefer though a separate source directory and build script for GLFW.
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@ -20,6 +20,7 @@ set(OPENGL_VERSION "3.3" CACHE STRING "OpenGL Version to build raylib with")
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set_property(CACHE OPENGL_VERSION PROPERTY STRINGS "3.3" "2.1" "1.1" "ES 2.0")
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### Config options ###
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include_directories(external/glfw/include)
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# Translate the config options to what raylib wants
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if(${PLATFORM} MATCHES "Desktop")
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@ -40,6 +41,8 @@ if(${PLATFORM} MATCHES "Desktop")
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# See: https://github.com/raysan5/raylib/issues/341
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if(APPLE)
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set(GRAPHICS "GRAPHICS_API_OPENGL_33")
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set_source_files_properties(rglfw.c PROPERTIES COMPILE_FLAGS "-x objective-c")
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link_libraries("-framework CoreFoundation -framework Cocoa -framework IOKit -framework CoreVideo")
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endif()
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elseif(${PLATFORM} MATCHES "Web")
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set(PLATFORM "PLATFORM_WEB")
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@ -93,9 +96,6 @@ if(${PLATFORM} MATCHES "PLATFORM_DESKTOP")
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target_link_libraries(${RAYLIB} GL)
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endif()
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# Add in GLFW as a linking target
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target_link_libraries(${RAYLIB} glfw)
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# Library file & Header
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set_target_properties(${RAYLIB} PROPERTIES PUBLIC_HEADER "raylib.h")
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install(
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