I actually ended up making a CMake file to build HarfBuzz (and something really bad has happened if I've been driven to CMake!) since it was the simplest way to get a working build for Windows that I could easily keep up-to-date.
This was also used to get a PS4 build (using a custom target file). Note: You'll need a define to stub out getenv for a PS4 build, and also enable the define for Intel atomics. The only other platform I've built so far (also using that CMake file) was Mac, but I still have several other platforms I need to build for. I'd share it my CMake file, but it's very tailored to our build dependencies. -Jamie. <https://www.avast.com/lp-safe-emailing?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail> This email has been sent from a virus-free computer protected by Avast. www.avast.com <https://www.avast.com/lp-safe-emailing?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail> <#DDB4FAA8-2DD7-40BB-A1B8-4E2AA1F9FDF2> On 13 December 2015 at 06:40, Jonathan Blow <[email protected]> wrote: > Hi, > > I just got through hooking HarfBuzz into a project that runs on Windows > (and Monday we get to make sure it runs on the PS4 as well). Even with the > help of Daniel Maciel here, who had done a similar thing already, it still > took me a couple of hours all together. > > The thing is there's no reason for that, and I think there are lots of > people out there who would like to use HarfBuzz on a variety of platforms > if (a) they knew it existed, and (b) they knew they could just use it. > > It might seem that supporting Windows, random game consoles, etc, takes a > lot of development work, but actually the opposite is true; all that needs > to happen is removal of the dependency on an OS-dependant build system -- > then the problem just goes away. > > It seems to me that the best way to do this is just to provide one .cpp > file that just includes everything else. That way you just add a cpp to > your project, include one .h where you want to use it, and you're done -- > you don't have to worry about having build tools installed, static vs > dynamic linkage, syncing up 64 vs 32-bit libraries, keeping straight all > the precompiled libraries for all your OSs, etc. > > In general among people I know who ship software that runs on many OSs, > this is the solution that has stood the test of time and is simple and just > works for the maximum number of people. (Actually the absolute best thing > to do, from a usability standpoint, is to pack everything into just one > actual text file -- as in the stb libraries [ > https://github.com/nothings/stb] -- but beyond some size of project this > may reduce understandability, so given that, an include-all cpp file is a > reasonable compromise). > > Of course now that I have got this working for my current project, the > strife involved in building does not matter so much for me, but as with any > library the multiplier of any time saved becomes enormous the more people > use the software. Conversely, a lot of programmers out there get a lot more > powerful as soon as they don't have to deal with a bunch of friction in > integrating some code. > > _______________________________________________ > HarfBuzz mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/harfbuzz > >
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