Comments (6)
而且尝试使用仓库的Makefile来make了一下也出现了include的问题
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感谢作者提供的这个很好的开源库。
我有一个解决方案,到官网https://www.painterengine.com/下载【PainterEngine(源码-sources only)】解压这个压缩包,然后配置xmake.lua
target("libpe")
set_kind("static")
set_toolchains("gcc")
add_files("core/*.c","kernel/*.c","platform/windows/*.c","platform/windows/*.cpp","runtime/*.c")
add_defines("libpe")
同时将该xmake.lua放置到解压的源代码的根目录下,命令提示窗口执行 xmake -v 编译完成后到build目录下将libpe.lib改名为libpe.a同时将所有的*.c和*.cpp删除,只保留*.h文件并保证目录结构不变。将所有的*.h 和libpe.a 放置到mingw64\x86_64-w64-mingw32的include和lib目录下,编译过程中添加链接参数 -lpe -lwinmm -ld2d1 -lws2_32 -ldsound -lcomdlg32 -mwindows
enjoy!
from painterengine.
感谢作者提供的这个很好的开源库。
我有一个解决方案,到官网[https://www.painterengine.com/下载【PainterEngine(源码-sources](https://www.painterengine.com/%E4%B8%8B%E8%BD%BD%E3%80%90PainterEngine(%E6%BA%90%E7%A0%81-sources) only)】解压这个压缩包,然后配置xmake.lua
target("libpe") set_kind("static") set_toolchains("gcc") add_files("core/*.c","kernel/*.c","platform/windows/*.c","platform/windows/*.cpp","runtime/*.c") add_defines("libpe")同时将该xmake.lua放置到解压的源代码的根目录下,命令提示窗口执行 xmake -v 编译完成后到build目录下将libpe.lib改名为libpe.a同时将所有的*.c和*.cpp删除,只保留*.h文件并保证目录结构不变。将所有的*.h 和libpe.a 放置到mingw64\x86_64-w64-mingw32的include和lib目录下,编译过程中添加链接参数 -lpe -lwinmm -ld2d1 -lws2_32 -ldsound -lcomdlg32 -mwindows
enjoy!
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CMake 主要是给有外部依赖的项目用的,pe没有任何外部依赖,其实是没什么必要的,写C一般我还是建议使用ide。
from painterengine.
谢谢你!!非常详细
from painterengine.
谢谢你们啦
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Related Issues (20)
- 拼写错误 HOT 1
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- 我在docker linux gcc环境下make,make报错 HOT 1
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- windows平台的编译目标设置错误
- 既然是跨平台的,能不能支持下 macOS 呢? HOT 1
- 如何让PainterEngine使用平台相关的2D渲染器? HOT 1
- Translate much of the untranslated Chinese documentations and PainterEngine Make application into English. HOT 4
- 官网好像挂了 HOT 1
- PX_LoadTextureFromFile load bmp and jpg image crash HOT 1
- does painter engine support gradient color to fill shape? HOT 2
- macos amd64 编译出错 HOT 1
- 请问支持口型驱动吗?
- A bug appear when compile on the linux HOT 2
- JpgDecoder memory leak and crash HOT 1
- 想问下有文档吗? HOT 1
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