digitalmars.D - WinAPI for druntime and OpenGL for deimos.
- Gor Gyolchanyan (18/18) Nov 23 2012 I'm translating OpenGL headers, taken from opengl.org (glcorearb.h,
- Jacob Carlborg (9/25) Nov 23 2012 For OpenGL there's Derelict:
- Gor Gyolchanyan (5/38) Nov 23 2012 --
I'm translating OpenGL headers, taken from opengl.org (glcorearb.h, glext.h, wglext.h, glxext.h) and I'm going to translate WinAPI headers (all except DirectX and deprecated, like winsock1) after that. As we all know, the WinAPI binding in druntime as well as the static libraries of WinAPI, which come with DMD are in horrendous state. I can translate the headers with a bunch of moderately complex regexp search/replace operations, some manual tweaks and compilations with RDMD to ensure correctness. The questions are: 1. Can the DMD folks update the static libraries for WinAPI, so they match with what I'm gonna submit for druntime? 2. What requirements are there (except keeping WinAPI names unmodified) for the translated headers to end up in druntime? 3. Can the deimos folks please make an OpenGL repo so I can place my translated headers in there? Yes, I know the rules of deimos. -- Bye, Gor Gyolchanyan.
Nov 23 2012
On 2012-11-23 12:15, Gor Gyolchanyan wrote:I'm translating OpenGL headers, taken from opengl.org <http://opengl.org> (glcorearb.h, glext.h, wglext.h, glxext.h) and I'm going to translate WinAPI headers (all except DirectX and deprecated, like winsock1) after that. As we all know, the WinAPI binding in druntime as well as the static libraries of WinAPI, which come with DMD are in horrendous state. I can translate the headers with a bunch of moderately complex regexp search/replace operations, some manual tweaks and compilations with RDMD to ensure correctness. The questions are: 1. Can the DMD folks update the static libraries for WinAPI, so they match with what I'm gonna submit for druntime? 2. What requirements are there (except keeping WinAPI names unmodified) for the translated headers to end up in druntime? 3. Can the deimos folks please make an OpenGL repo so I can place my translated headers in there? Yes, I know the rules of deimos.For OpenGL there's Derelict: http://www.dsource.org/projects/derelict For WinAPI and DirectX there's the bindings project: http://www.dsource.org/projects/bindings For translating headers there's DStep, but that doesn't work yet on Windows: https://github.com/jacob-carlborg/dstep -- /Jacob Carlborg
Nov 23 2012
See my previous posts in this thread regarding those. On Fri, Nov 23, 2012 at 4:07 PM, Jacob Carlborg <doob me.com> wrote:On 2012-11-23 12:15, Gor Gyolchanyan wrote:-- Bye, Gor Gyolchanyan.I'm translating OpenGL headers, taken from opengl.org <http://opengl.org> (glcorearb.h, glext.h, wglext.h, glxext.h) and I'm going to translate WinAPI headers (all except DirectX and deprecated, like winsock1) after that. As we all know, the WinAPI binding in druntime as well as the static libraries of WinAPI, which come with DMD are in horrendous state. I can translate the headers with a bunch of moderately complex regexp search/replace operations, some manual tweaks and compilations with RDMD to ensure correctness. The questions are: 1. Can the DMD folks update the static libraries for WinAPI, so they match with what I'm gonna submit for druntime? 2. What requirements are there (except keeping WinAPI names unmodified) for the translated headers to end up in druntime? 3. Can the deimos folks please make an OpenGL repo so I can place my translated headers in there? Yes, I know the rules of deimos.For OpenGL there's Derelict: http://www.dsource.org/**projects/derelict<http://www.dsource.org/projects/derelict> For WinAPI and DirectX there's the bindings project: http://www.dsource.org/**projects/bindings<http://www.dsource.org/projects/bindings> For translating headers there's DStep, but that doesn't work yet on Windows: https://github.com/jacob-**carlborg/dstep<https://github.com/jacob-carlborg/dstep> -- /Jacob Carlborg
Nov 23 2012