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Windows: Slight changes to ARM64 support.
* Disable NSIS installer if we're compiling for Windows ARM64. * Allow arbitrary files to be added as LOVE_EXTRA_DLLS
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+21
-7
@@ -53,12 +53,15 @@ else()
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set(LOVE_TARGET_PLATFORM x86)
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endif()
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if(APPLE)
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option(LOVE_JIT "Use LuaJIT" FALSE)
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if(APPLE OR MEGA_ARM64)
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set(LOVE_DEFAULT_JIT FALSE)
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else()
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option(LOVE_JIT "Use LuaJIT" TRUE)
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set(LOVE_DEFAULT_JIT TRUE)
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endif()
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option(LOVE_JIT "Use LuaJIT" ${LOVE_DEFAULT_JIT})
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if(LOVE_JIT)
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if(APPLE)
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message(WARNING "JIT not supported yet on Mac.")
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@@ -119,12 +122,16 @@ if(MEGA)
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${MEGA_OPENAL}
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)
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if(LOVE_JIT)
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set(LOVE_LUA_LIBRARY ${MEGA_LUAJIT_LIB})
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# LOVE_EXTRA_DLLS are non-runtime DLLs which should be bundled with the
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# love binary in installers, etc. It's only needed for external
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# (non-CMake) targets, i.e. LuaJIT.
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set(LOVE_EXTRA_DLLS ${MEGA_LUAJIT_DLL})
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if(NOT DEFINED LOVE_EXTRA_DLLS)
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set(LOVE_EXTRA_DLLS)
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endif()
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if(LOVE_JIT)
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set(LOVE_LUA_LIBRARY ${MEGA_LUAJIT_LIB})
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set(LOVE_EXTRA_DLLS ${LOVE_EXTRA_DLLS} ${MEGA_LUAJIT_DLL})
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set(LOVE_EXTRA_DEPENDECIES luajit)
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set(LOVE_INCLUDE_DIRS
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@@ -1998,6 +2005,14 @@ message(STATUS "Version: ${LOVE_VERSION_STR}")
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###################################
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install(TARGETS ${LOVE_EXE_NAME} ${LOVE_CONSOLE_EXE_NAME} ${LOVE_LIB_NAME} RUNTIME DESTINATION .)
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# Our install script (and NSIS) doesn't fully support Windows ARM64 yet.
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if(MEGA_ARM64)
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set(CPACK_GENERATOR ZIP)
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set(CPACK_SYSTEM_NAME woa64)
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else()
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set(CPACK_GENERATOR ZIP NSIS)
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endif()
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# Extra DLLs.
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if(LOVE_EXTRA_DLLS)
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foreach(DLL ${LOVE_EXTRA_DLLS})
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@@ -2040,7 +2055,6 @@ install(FILES
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${CMAKE_CURRENT_SOURCE_DIR}/extra/nsis/game.ico
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DESTINATION .)
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set(CPACK_GENERATOR ZIP NSIS)
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set(CPACK_PACKAGE_NAME "love")
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set(CPACK_PACKAGE_VENDOR "love2d.org")
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set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "LOVE -- It's awesome")
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@@ -262,11 +262,9 @@ std::vector<Window::ContextAttribs> Window::getContextAttribsList() const
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}
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}
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if (!preferGLES)
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{
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const char *gleshint = SDL_GetHint("LOVE_GRAPHICS_USE_OPENGLES");
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if (gleshint != nullptr)
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preferGLES = (gleshint != nullptr && gleshint[0] != '0');
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}
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// Do we want a debug context?
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bool debug = love::graphics::isDebugEnabled();
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