Moved the appveyor script to a subfolder and updated it to properly choose Visual Studio 2012 and to create a post-build zip file.

This commit is contained in:
Alex Szpakowski
2015-06-28 21:39:56 -03:00
parent 74fd145fa9
commit af06203a4a
4 changed files with 19 additions and 9 deletions
+12 -2
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@@ -25,12 +25,22 @@ install:
- move love libs\love - move love libs\love
before_build: before_build:
- cmake -H. -Bbuild - cmake -G "Visual Studio 12" -H. -Bbuild
build_script: build_script:
- cmake --build build --target love/love --config Release - cmake --build build --target love/love --config Release
after_build:
# TODO: Find the C++ and C runtime .dll's and zip them.
- 7z a love.zip %APPVEYOR_BUILD_FOLDER%\build\love\Release\*.dll
- 7z a love.zip %APPVEYOR_BUILD_FOLDER%\build\love\Release\love.exe
- 7z a love.zip %APPVEYOR_BUILD_FOLDER%\build\love\changes.txt
- 7z a love.zip %APPVEYOR_BUILD_FOLDER%\build\love\license.txt
before_test: before_test:
test_script: test_script:
artifacts:
- path: love.zip
+3 -3
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@@ -92,7 +92,7 @@ void OpenGL::setupContext()
GLint maxvertexattribs = 1; GLint maxvertexattribs = 1;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs); glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
state.enabledAttribArrays = 1u << uint32(maxvertexattribs - 1); state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
useVertexAttribArrays(0); useVertexAttribArrays(0);
// Get the current viewport. // Get the current viewport.
@@ -391,8 +391,8 @@ void OpenGL::useVertexAttribArrays(uint32 arraybits)
state.enabledAttribArrays = arraybits; state.enabledAttribArrays = arraybits;
// glDisableVertexAttribArray will make the constant value for a vertex // glDisableVertexAttribArray will make the constant value for a vertex
// attribute undefined. We rely on the per-vertex color attribte being white // attribute undefined. We rely on the per-vertex color attribute being
// when no per-vertex color is used, so we set it here. // white when no per-vertex color is used, so we set it here.
// FIXME: Is there a better place to do this? // FIXME: Is there a better place to do this?
if ((diff & ATTRIBFLAG_COLOR) && !(arraybits & ATTRIBFLAG_COLOR)) if ((diff & ATTRIBFLAG_COLOR) && !(arraybits & ATTRIBFLAG_COLOR))
glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f); glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
+3 -3
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@@ -63,7 +63,7 @@ static size_t vorbisRead(void *ptr /* ptr to the data that the vorbis files need
if (actualSizeToRead) if (actualSizeToRead)
{ {
// Copy the data from the start of the file PLUS how much we have already read in // Copy the data from the start of the file PLUS how much we have already read in
memcpy(ptr, (char *)vorbisData->dataPtr + vorbisData->dataRead, actualSizeToRead); memcpy(ptr, (const char *)vorbisData->dataPtr + vorbisData->dataRead, actualSizeToRead);
// Increase by how much we have read by // Increase by how much we have read by
vorbisData->dataRead += (actualSizeToRead); vorbisData->dataRead += (actualSizeToRead);
} }
@@ -109,7 +109,7 @@ static int vorbisSeek(void *datasource /* ptr to the data that the vorbis files
vorbisData->dataRead = vorbisData->dataSize+1; vorbisData->dataRead = vorbisData->dataSize+1;
break; break;
default: default:
throw love::Exception("Unknown seek command in vorbisSeek\n"); throw love::Exception("Unknown seek command in vorbisSeek");
break; break;
}; };
@@ -143,7 +143,7 @@ VorbisDecoder::VorbisDecoder(Data *data, const std::string &ext, int bufferSize)
#endif #endif
// Initialize OGG file // Initialize OGG file
oggFile.dataPtr = (char *) data->getData(); oggFile.dataPtr = (const char *) data->getData();
oggFile.dataSize = (int) data->getSize(); oggFile.dataSize = (int) data->getSize();
oggFile.dataRead = 0; oggFile.dataRead = 0;
+1 -1
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@@ -40,7 +40,7 @@ namespace lullaby
// Struct for handling data // Struct for handling data
struct SOggFile struct SOggFile
{ {
char *dataPtr; // Pointer to the data in memory const char *dataPtr; // Pointer to the data in memory
int dataSize; // Size of the data int dataSize; // Size of the data
int dataRead; // How much we've read so far int dataRead; // How much we've read so far
}; };