The needed headers are now included in the repo, which for these libraries is possible thanks to a stable ABI (at least on Windows, the other platforms still need to be checked but the headers only add, never remove or change existing content.)
The big advantage of this setup is that it allows building the project on Windows without any necessary setup - all that needs to be provided is the DLLs from the binary package.
This still requires some fixes for macOS and Linux. On MacOS the proper library names are missing and the ones for Linux are not verified. Both platforms should work, though, if the dynamic loading is disabled.
- Replaced GTK/OS X (note different from Cocoa) clipboard code with SDL clipboard API.
- Removed requirement to link to GTK in order to compile with GTK support.
- GTK is no longer init'd if the GTK IWAD picker is not used.
- Our usage of GTK is such that the dynamic loader can work with both GTK2 and GTK3 depending on what's installed.
- Since we're accumulating a lot of library loaders I've built a generic interface as FModule which replaces TOptWin32Proc and the loaders in the OpenAL and Fluidsynth code.
Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library
# Conflicts:
# src/sound/oalsound.cpp
# src/sound/oalsound.h
At least with KDevelop4, macros like this interefere with contextual info by
causing it to show information about the macro itself (where it's defined and
what it defines to), rather than the function (parameters, comments, etc). It
also gets in the way of auto-completion.
The reason for this is that on my system, the static or delay loaded method always picks the (obsolete) system-installed OpenAL version (needed for some old games) which is not wanted here if there's another one in the local ZDoom directory.
This also removes the dependency on the broken import library that comes with OpenAL Soft which causes compile errors with more modern MSVC compilers on default settings.