Author Topic: New wizard for Directx9  (Read 21472 times)

Offline patlecat

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Re: New wizard for Directx9
« Reply #15 on: June 01, 2007, 06:27:55 pm »
I never said that there is a file called libd3dx9.a :wink:
But GCC will not accept MS Compiler compiled Libraries. So the couple of necessary files are missing in Win32-api distributed for MinGW compilers. :)
Are you saying that all the nice programs I built with MingW and this DirectX-SDK were not real? Only a figment of my imagination? :shock: OMG

ok just joking. I used these versions with TDMs GCC4.2:

    * binutils (binutils-2.17.50-20060824-1.tar.gz)
    * mingw-runtime (mingw-runtime-3.11.tar.gz)
    * w32api (w32api-3.7.tar.gz)

Offline stahta01

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Re: New wizard for Directx9
« Reply #16 on: June 01, 2007, 07:40:25 pm »
But there is no DirectX 8 headers and thus I can't test it.
2. Are Direct X headers and libraries are available separately for MinGW??

Regards,

Biplab

I use http://alleg.sourceforge.net/wip.html for DX7 and DX8 Files. Note, I have no idea if they are valid GPL files, but it's what MAME recommends to use.
Direct link to dx80_mgw
http://alleg.sourceforge.net/files/dx80_mgw.zip
Directions from http://www.mamedev.org/tools/
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Extract this file into your mingw directory, overwriting any duplicates that you encounter along the way.

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On Windows 7 64 bit and Windows 10 64 bit.
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Offline Biplab

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Re: New wizard for Directx9
« Reply #17 on: June 01, 2007, 07:52:17 pm »
Thanks a lot, Tim, for the link. :)

I'd try it. My idea is to test the wizard across DX8/9 with MinGW/MSVC.
Be a part of the solution, not a part of the problem.

Offline patlecat

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Re: New wizard for Directx9
« Reply #18 on: June 02, 2007, 11:36:44 am »
Silly question from a beginner: What does NDEBUG in GCC mean?  :oops:
If it means No-Debug (therefore Release Build) then we must modify the above script!

Offline TDragon

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Re: New wizard for Directx9
« Reply #19 on: June 02, 2007, 05:25:14 pm »
Silly question from a beginner: What does NDEBUG in GCC mean?  :oops:
If it means No-Debug (therefore Release Build) then we must modify the above script!
Yes, it does mean No Debug. Defining NDEBUG turns off the effect of the standard assert macro.
https://jmeubank.github.io/tdm-gcc/ - TDM-GCC compiler suite for Windows (GCC 9.2.0 2020-03-08, 32/64-bit, no extra DLLs)

Offline Biplab

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Re: New wizard for Directx9
« Reply #20 on: June 02, 2007, 07:16:05 pm »
If it means No-Debug (therefore Release Build) then we must modify the above script!

You are free to modify the script till it becomes a working one. That's why I didn't put it in main repo. :)
Be a part of the solution, not a part of the problem.

Offline patlecat

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Re: New wizard for Directx9
« Reply #21 on: June 02, 2007, 07:21:17 pm »
ok then here is my newest tested version, without the additions of biplab to support dx8, since i neither use nor support dx8 - only dx9.
Code
////////////////////////////////////////////////////////////////////////////////
//
// Direct/X project wizard
// modded by patlecat, june07
//
////////////////////////////////////////////////////////////////////////////////

// globals
DirectXPath <- _T("");

function BeginWizard()
{
    local intro_msg = _T("Welcome to the new Direct/X project wizard!\n\n" +
                         "This wizard will guide you to create a new project\n" +
                         "using the Direct/X extensions.\n\n" +
                         "This wizard expects the global variable \"dx\" to point\n" +
                         "to the appropriate DirectX SDK.\n" +
                         "This is the MS DirectX SDK for a Visual C++ Toolkit 2003 project\n" +
                         "and e.g. the DevPack folder for a GCC project.\n\n" +
                         "For a Visual C++ Toolkit 2003 project in addition the global variable\n" +
                         "\"psdk\" must point to the directory of the MS platform SDK.\n\n" +
                         "You will be asked to setup the variables accordingly. If this is\n" +
                         "not the case, verify \"Settings->Global variables\"\n" +
                         "after this wizard has completed.\n\n" +
                         "When you're ready to proceed, please click \"Next\"...");

    local dxpath_descr = _T("Please select the location of the Direct/X SDK on your computer.\n" +
                            "This is the top-level folder where Direct/X was installed (unpacked).\n" +
                            "To help you, this folder must contain the subfolders\n" +
                            "\"include\" and \"lib\".");

    Wizard.AddInfoPage(_T("DirectXIntro"), intro_msg);
    Wizard.AddProjectPathPage();
    Wizard.AddCompilerPage(_T(""), _T("gcc;msvctk"), true, true);
    Wizard.AddGenericSelectPathPage(_T("DirectXPath"), dxpath_descr, _T("Please select Direct/X's location:"), _T("$(#dx)"));
}

////////////////////////////////////////////////////////////////////////////////
// Direct/X's path page
////////////////////////////////////////////////////////////////////////////////

function OnLeave_DirectXPath(fwd)
{
    if (fwd)
    {
        local dir         = Wizard.GetTextControlValue(_T("txtFolder")); // txtFolder is the text control in GenericSelectPathPage
        local dir_nomacro = ReplaceMacros(dir, true);
        if (!IO.FileExists(dir_nomacro + _T("/include/d3d.h")))
        {
            ShowError(_T("The path you entered seems valid, but this wizard " +
                         "can't locate Direct/X's files in it..."));
            return false;
        }
        if (!IO.FileExists(dir_nomacro + _T("/include/d3d9.h")))
        {
            ShowError(_T("The path you entered is valid, but this wizard " +
                         "requires at least the Direct/X 9.0c SDK..."));
            return false;
        }

        if (GetCompilerFactory().CompilerInheritsFrom(Wizard.GetCompilerID(), _T("msvc*")))
        {
            local psdk = ReplaceMacros(_T("$(#psdk)"), true);
            if (!IO.DirectoryExists(psdk))
            {
                ShowError(_T("The path to the platform SDK seems not to be valid.\n" +
                             "This setup requires the MS platform SDK..."));
                return false;
            }
        }

        DirectXPath = dir;
    }
    return true;
}

// return the files this project contains
function GetFilesDir()
{
    return _T("directx/files");
}

// setup the already created project
function SetupProject(project)
{
    // set project options
    local gvar = ReplaceMacros(_T("$(#dx)"), true);

    // set compiler/linker search paths
    // see if the Direct/X SDK matches the global var. if it does, use the var instead...
    if (gvar.Matches(DirectXPath))
    {
        project.AddIncludeDir(_T("$(#dx.include)"));
        project.AddLibDir(_T("$(#dx.lib)"));
    }
    else
    {
        project.AddIncludeDir(DirectXPath + _T("/include"));
        project.AddLibDir(DirectXPath + _T("/lib/x86"));
    }

    // set compiler options
    project.AddCompilerOption(_T("-DWIN32"));
    project.AddCompilerOption(_T("-D_WINDOWS"));
    project.AddCompilerOption(_T("-D_MBCS"));

    // set linker options
    project.AddLinkLib(_T("kernel32"));
    project.AddLinkLib(_T("user32"));
    project.AddLinkLib(_T("gdi32"));
    project.AddLinkLib(_T("winspool"));
    project.AddLinkLib(_T("comdlg32"));
    project.AddLinkLib(_T("advapi32"));
    project.AddLinkLib(_T("shell32"));
    project.AddLinkLib(_T("ole32"));
    project.AddLinkLib(_T("oleaut32"));
    project.AddLinkLib(_T("uuid"));
    project.AddLinkLib(_T("odbc32"));
    project.AddLinkLib(_T("odbccp32"));
    project.AddLinkLib(_T("d3d9"));

    // set additional path's for MS VC++ Toolkit
    if (GetCompilerFactory().CompilerInheritsFrom(Wizard.GetCompilerID(), _T("msvc*")))
    {
        // set project options for MS Visual C++ Toolkit
        project.AddIncludeDir(_T("$(#psdk.include)"));
        project.AddLibDir(_T("$(#psdk.lib)"));
    }

    // enable compiler warnings (project-wide)
    WarningsOn(project, Wizard.GetCompilerID());

    // Debug
    local target = project.GetBuildTarget(Wizard.GetDebugName());
    if (!IsNull(target))
    {
        target.SetTargetType(ttConsoleOnly); // ttConsoleOnly: console for debugging
        target.SetOutputFilename(Wizard.GetDebugOutputDir() + Wizard.GetProjectName() + DOT_EXT_EXECUTABLE);
        target.SetWorkingDir(Wizard.GetDebugOutputDir());
        // enable generation of debugging symbols for target
        DebugSymbolsOn(target, Wizard.GetCompilerID());
        if (GetCompilerFactory().CompilerInheritsFrom(Wizard.GetCompilerID(), _T("gcc")))
        {
            target.AddCompilerOption(_T("-D_DEBUG"));
            target.AddCompilerOption(_T("-ggdb")); // Build for GDB
            target.AddLinkLib(_T("d3dx9d"));
        }
    }

    // Release
    target = project.GetBuildTarget(Wizard.GetReleaseName());
    if (!IsNull(target))
    {
        target.SetTargetType(ttExecutable); // ttExecutable: no console
        target.SetOutputFilename(Wizard.GetReleaseOutputDir() + Wizard.GetProjectName() + DOT_EXT_EXECUTABLE);
        target.SetWorkingDir(Wizard.GetReleaseOutputDir());
        // enable optimizations for target
        OptimizationsOn(target, Wizard.GetCompilerID());
        if (GetCompilerFactory().CompilerInheritsFrom(Wizard.GetCompilerID(), _T("gcc")))
        {
            //target.AddCompilerOption(_T("-march=athlon-xp"));
            target.AddLinkLib(_T("d3dx9"));
            target.AddCompilerOption(_T("-DNDEBUG"));
        }
    }

    return true;
}