mirror of https://github.com/bjornbytes/lovr.git
Oculus mobile: First round of fixes requested in PR review
Formatting, back out bad change to Win32 build, support getOs()
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@ -33,6 +33,8 @@ option(LOVR_SYSTEM_LUA "Use the system-provided Lua" OFF)
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option(LOVR_SYSTEM_ODE "Use the system-provided ODE" OFF)
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option(LOVR_SYSTEM_OPENAL "Use the system-provided OpenAL" OFF)
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option(LOVR_BUILD_SHARED "Build as a static library instead of an executable" OFF)
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# Setup
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if(EMSCRIPTEN)
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string(CONCAT LOVR_EMSCRIPTEN_FLAGS
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@ -72,6 +74,7 @@ elseif(ANDROID)
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set(LOVR_USE_OCULUS_MOBILE ON)
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set(LOVR_USE_LUAJIT OFF) # Until buildvm re-invoke works
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set(LOVR_USE_SSE OFF) # Assume ARM. Technically wrong on Android X86…?
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set(LOVR_BUILD_SHARED ON) # Android has only "activities"
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elseif(UNIX)
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if(APPLE)
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set(CMAKE_MACOSX_RPATH 1)
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@ -334,10 +337,8 @@ set(LOVR_SRC
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src/lib/vec/vec.c
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)
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if (ANDROID)
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# For Android only we build as a library.
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if (LOVR_BUILD_SHARED)
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add_library(lovr SHARED ${LOVR_SRC})
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target_link_libraries(lovr log EGL)
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else()
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add_executable(lovr ${LOVR_SRC})
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endif()
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@ -540,6 +541,10 @@ if(LOVR_ENABLE_JSON)
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)
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endif()
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if (ANDROID)
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target_link_libraries(lovr log EGL)
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endif()
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# Yay Windows
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if(WIN32)
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set_target_properties(lovr PROPERTIES COMPILE_FLAGS "/wd4244")
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@ -564,8 +569,7 @@ if(WIN32)
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move_dll(${LOVR_GLFW})
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move_dll(${LOVR_LUA})
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move_dll(${LOVR_ODE})
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if (LOVR_USE_OPENVR)
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move_dll(${LOVR_OPENVR})
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endif()
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move_dll(${LOVR_OPENAL})
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move_dll(${LOVR_OPENVR})
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move_dll(${LOVR_PHYSFS})
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endif()
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@ -9,6 +9,8 @@ static int l_lovrGetOS(lua_State* L) {
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lua_pushstring(L, "macOS");
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#elif EMSCRIPTEN
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lua_pushstring(L, "Web");
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#elif __ANDROID__
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lua_pushstring(L, "Android");
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#elif __linux__
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lua_pushstring(L, "Linux");
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#else
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@ -31,10 +31,6 @@ void lovrOculusMobileDraw(int framebuffer, int width, int height, float *eyeView
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lovrRelease(canvas);
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}
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// TODO
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void lovrHeadsetUpdate(float dt) {
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}
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// Headset driver object
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static bool oculusMobileInit(float _offset, int msaa) {
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