| Summary: | SDL fork compatibility | ||
|---|---|---|---|
| Product: | SDL | Reporter: | x414e54 |
| Component: | *don't know* | Assignee: | Ryan C. Gordon <icculus> |
| Status: | RESOLVED INVALID | QA Contact: | Sam Lantinga <slouken> |
| Severity: | normal | ||
| Priority: | P2 | CC: | dmitry.rekman |
| Version: | don't know | ||
| Hardware: | x86_64 | ||
| OS: | Linux | ||
|
Description
x414e54
2015-03-22 06:32:43 UTC
(In reply to x414e54 from comment #0) > I just wanted to draw your attention back over to the UE4 SDL-gui-backend > fork before things get too crazy over there. We are already working with Epic to get their changes upstreamed as appropriate. If they break ABI in their builds, they need to deal with the consequences of that, though (which might mean that people need to manage a separate fork, etc. Since UE4 source code is readily available, this isn't ideal, but it's not the worst problem ever. In perfect world, they're working with a standard SDL that has features they need, though). (if they change the SDL_DYNAPI_VERSION, they should change it to something large, like 0xFFFFFFF, or better yet, turn off DynAPI entirely.) --ryan. The long term goal is to upstream changes made in the UE4 fork and/or otherwise make UE4 shippable on stock SDL. For the time being it might be wise to indeed disable the DynAPI. (In reply to Dmitry 'RCL' Rekman from comment #2) > For the time being it might be wise to indeed disable the DynAPI. To do this, you should edit SDL/src/dynapi/SDL_dynapi.h and look for this: #else /* everyone else. */ #define SDL_DYNAMIC_API 1 Change that to 0 and rebuild everything. --ryan. |