We do now include HaikuBuildCompatibility.h and link against libhaikucompat.a
automatically for all BeOS compatible target platforms but Haiku. This should allow more Haiku code to build for BeOS. Disclaimer: I couldn't really test it, since my BeOS working tree is switched to my layout branch and under Linux I obviously can't test building for BeOS. So, if you have complaints, keep them to yourself and just fix the problem. ;-) git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@18372 a95241bf-73f2-0310-859d-f6bbb57e9c96
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-7
@@ -587,21 +587,29 @@ switch $(HOST_PLATFORM) {
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#pragma mark -
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# In case we build for a BeOS compatible platform, but not for Haiku, we
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# include the HaikuBuildCompatibility.h header and link against
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# libhaikucompat.a.
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if $(TARGET_PLATFORM) != haiku && $(TARGET_PLATFORM_BEOS_COMPATIBLE) {
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# headers and flags
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local compatibilityHeader = -include [ FDirName $(HAIKU_TOP) headers build
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HaikuBuildCompatibility.h ] ;
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TARGET_CCFLAGS += $(compatibilityHeader) ;
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TARGET_C++FLAGS += $(compatibilityHeader) ;
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# compatibility library
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TARGET_HAIKU_COMPATIBILITY_LIBS = libhaikucompat.a ;
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}
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# special target libbe_test
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if $(TARGET_PLATFORM) = libbe_test {
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# headers and flags
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TARGET_HDRS += [ PublicHeaders app game interface storage support ]
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[ PrivateHeaders $(DOT) ] ;
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local compatibilityHeader = -include [ FDirName $(HAIKU_TOP) headers build
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HaikuBuildCompatibility.h ] ;
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TARGET_CCFLAGS += $(compatibilityHeader) ;
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TARGET_C++FLAGS += $(compatibilityHeader) ;
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TARGET_DEFINES += __HAIKU__ ;
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# compatibility library
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TARGET_HAIKU_COMPATIBILITY_LIBS = libhaikucompat.a ;
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# directories
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TARGET_OBJECT_BASE_DIR
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= [ FDirName $(HAIKU_OBJECT_DIR) $(TARGET_PLATFORM) ] ;
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