linux 编译通过
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@ -1,6 +1,6 @@
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#pragma once
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#include <Fostbite2D/core/types.h>
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#include <fostbite2D/core/types.h>
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#include <algorithm>
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#include <glm/vec4.hpp>
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@ -49,7 +49,11 @@ int main(int argc, char **argv) {
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}
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// 加载字体(使用系统默认字体或项目字体)
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#ifdef _WIN32
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std::string fontPath = "C:/Windows/Fonts/arial.ttf"; // Windows 系统字体
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#else
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std::string fontPath = "/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf"; // Linux 系统字体
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#endif
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FontAtlas *font = nullptr;
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// 尝试加载字体
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@ -10,4 +10,59 @@ target("Frostbite2D")
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add_packages("libsdl2")
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add_packages("glm")
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-- 复制着色器文件到输出目录
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after_build(function (target)
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-- 复制 shaders 目录
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local shaders_dir = path.join(os.projectdir(), "shaders")
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local output_dir = target:targetdir()
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local target_shaders_dir = path.join(output_dir, "shaders")
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if os.isdir(shaders_dir) then
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-- 确保目标目录存在
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if not os.isdir(target_shaders_dir) then
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os.mkdir(target_shaders_dir)
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end
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-- 复制所有着色器文件
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for _, file in ipairs(os.files(path.join(shaders_dir, "*.*"))) do
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local filename = path.filename(file)
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local target_file = path.join(target_shaders_dir, filename)
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os.cp(file, target_file)
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end
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end
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-- 复制 SDL2 DLL
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local sdl2_lib = target:pkg("libsdl2")
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if sdl2_lib then
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local libfiles = sdl2_lib:get("libfiles")
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if libfiles then
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for _, libfile in ipairs(libfiles) do
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-- 查找 DLL 文件
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if libfile:endswith(".dll") then
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local target_dll = path.join(output_dir, path.filename(libfile))
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os.cp(libfile, target_dll)
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print("Copy DLL: " .. path.filename(libfile))
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end
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end
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end
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end
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-- 尝试从 xmake 包目录复制 SDL2.dll
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local sdl2_dll_paths = {
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path.join(os.getenv("USERPROFILE") or "", ".xmake/packages/l/libsdl2/**/bin/SDL2.dll"),
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path.join(os.getenv("USERPROFILE") or "", ".xmake/packages/l/libsdl2/**/lib/SDL2.dll"),
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}
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for _, dll_pattern in ipairs(sdl2_dll_paths) do
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local dll_files = os.files(dll_pattern)
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for _, dll_file in ipairs(dll_files) do
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local target_dll = path.join(output_dir, "SDL2.dll")
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if not os.isfile(target_dll) then
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os.cp(dll_file, target_dll)
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print("Copy SDL2.dll from: " .. dll_file)
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end
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end
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end
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end)
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target_end()
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