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
This commit is contained in:
Ingo Weinhold
2006-08-03 17:50:19 +00:00
parent 9cb421d375
commit 5abaa7ebb1
+15 -7
View File
@@ -587,21 +587,29 @@ switch $(HOST_PLATFORM) {
#pragma mark -
# In case we build for a BeOS compatible platform, but not for Haiku, we
# include the HaikuBuildCompatibility.h header and link against
# libhaikucompat.a.
if $(TARGET_PLATFORM) != haiku && $(TARGET_PLATFORM_BEOS_COMPATIBLE) {
# headers and flags
local compatibilityHeader = -include [ FDirName $(HAIKU_TOP) headers build
HaikuBuildCompatibility.h ] ;
TARGET_CCFLAGS += $(compatibilityHeader) ;
TARGET_C++FLAGS += $(compatibilityHeader) ;
# compatibility library
TARGET_HAIKU_COMPATIBILITY_LIBS = libhaikucompat.a ;
}
# special target libbe_test
if $(TARGET_PLATFORM) = libbe_test {
# headers and flags
TARGET_HDRS += [ PublicHeaders app game interface storage support ]
[ PrivateHeaders $(DOT) ] ;
local compatibilityHeader = -include [ FDirName $(HAIKU_TOP) headers build
HaikuBuildCompatibility.h ] ;
TARGET_CCFLAGS += $(compatibilityHeader) ;
TARGET_C++FLAGS += $(compatibilityHeader) ;
TARGET_DEFINES += __HAIKU__ ;
# compatibility library
TARGET_HAIKU_COMPATIBILITY_LIBS = libhaikucompat.a ;
# directories
TARGET_OBJECT_BASE_DIR
= [ FDirName $(HAIKU_OBJECT_DIR) $(TARGET_PLATFORM) ] ;