Developer forums (C::B DEVELOPMENT STRICTLY!) > Development

Script hooks added to build system

<< < (3/5) > >>

280Z28:
But remember, it can set options that aren't in the build dialog. You won't see them, but they'll get passed to the compiler. :)

Game_Ender:
Ok, we have a wxWidgets build script call it, wxGTK_MSW_Unicode.  This script has in it all the needed settings and for both wxMSW and wxGTK projects, but at compile it checks a codeblocks function that returns the current platform and applies only the proper set.  This would allow you to have a single project for multiple platforms.  From what I have seen here this is entirely possible at that you need is to have that function in a Code::Blocks API accessible by the scripts.

mandrav:

--- Quote from: 280Z28 on January 22, 2006, 06:32:38 pm ---But remember, it can set options that aren't in the build dialog. You won't see them, but they'll get passed to the compiler. :)

--- End quote ---

As a matter of fact, It can set any option your compiler supports.


--- Quote from: Game_Ender on January 22, 2006, 07:08:25 pm ---From what I have seen here this is entirely possible at that you need is to have that function in a Code::Blocks API accessible by the scripts.

--- End quote ---

Right and I was going to add it today but I 've been busy with the general preferences dialog revamping.
The point is that, yes, these scripts will be able to detect the platform. They 're scripts after all, so they can employ logic ;)

Game_Ender:
Does this mean removal of two project files for codeblocks?

mandrav:

--- Quote from: Game_Ender on January 22, 2006, 07:28:25 pm ---Does this mean removal of two project files for codeblocks?

--- End quote ---

Yes, if we switch to scripts for building C::B ;)
I will create such a build tomorrow and see how it works out and if it is worth to change it (I believe so).

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version