Closed fetzerch closed 7 years ago
The libretro cores are specified as dependencies. Does building against Kodi also process the dependencies?
originally we built the core with the main build system. the build on windows relies on a supplied mingw environment. this environment is a dependency on windows. in the process of adding this, the cores were made dependencies themself for some reason. i guess it was the familiarity of specifying url et al in a .txt file that was attractive.
shameless self-plug on top of your self-plug; https://github.com/notspiff/xbmc/commits/stuff_for_sheeps contains some stuff related to this. if you want to test it you can use e.g. https://github.com/notspiff/screensaver.electricsheep to see it in action. if you in the process happen to confirm that my shit works on a second machine that would be just a tragedy.
Can this be closed?
Hi @garbear,
I hope it's ok to misuse an issue for the topic, but I'd have a question on your binary addons extension.
When you build Kodi with CMake you can now develop binary addons against it by just building an addon with
cmake -DKODI_BUILD_DIR=<kodi build dir> -DCMAKE_PREFIX_PATH=<kodi build dir>/build <myaddon source dir>
. This also deploys the addon in the kodi build dir, so that Kodi finds it. If I apply https://github.com/xbmc/xbmc/pull/9804 and https://github.com/xbmc/xbmc/pull/9671, this also works with your retroplayer branch. I've testedgame.libretro
andperipheral.joystick
.Do you or maybe @notspiff have an idea how we could do the same thing for the cores? Their CMake file just do a
find_package(<LIBRETRO CORE>)
which fails because the core has not been built.What I'm looking for is basically a simple way to build and deploy a core in debug mode to launch it for debugging with a self compiled kodi.
Thanks much, Christian