Partially needed to avoid build breakages because Corrade itself
switched as well, partially because a cleanup is always good. Done
except for (STL-heavy) code that's deprecated or SceneGraph-related APIs
that are still quite full of STL as well.
So people new to the plugin stuff can quickly get to usage introduction
and code snippets. The plugins alone don't list anything like that and
it may be *very* confusing otherwise.
Again, similarly to what's done for custom MeshAttribute and SceneField
values already. I'm bumping the importer interface version as adding new
virtual functions is a silent ABI breakage, but it's good to do in any
case as the AnimationTrackTarget enum was extended to 16 bits and the
values got shifted.
This might eventually be a supported case (an object referencing three
meshes with different primitives), but let's just cover the existing
code for now.
Basically just making use of all APIs that got invented over the last 10
years, such as using instanced test cases instead of repeatedly having
the same test code with just different strings or accessing meshes
directly by name instead of meshForName().
Additionally the test files were renamed to better group them visually,
with invalid cases being separated from valid cases so it's possible to
have instanced tests for those.
When for example only CMAKE_RUNTIME_OUTPUT_DIRECTORY is set, but not the
others, the original code skipped overriding the locations altogether.
This is a valid use case, as e.g. ARCHIVE and LIBRARY_OUTPUT_DIRECTORY
tend to mess with the way Visual Studio produces and consumes *.lib
files.
Furthermore, this now also handles CMAKE_*_OUTPUT_DIRECTORY_<CONFIG> in
a similar way, which is what Conan uses for example.
Similar to the change done in Corrade, see the commit for details:
878624ac36
Wow, this is probably the most backwards-compatibility code I've ever
written. Can't wait until I can drop all that.
It limits the support for CMake 3.12+, but it's much less verbose and I
don't expect people to use ancient CMake versions with IDEs like Xcode
or VS anyway, so this should be fine.
Except for file callbacks, for these I have another change planned for
zero-copy import and it would be unwise to break stuff twice, providing
two sets of backwards compatibility wrappers. The image / scene
converter plugins went through a similar change earlier already and the
shader converters were made sane since the very beginning. OTOH audio
importers and text stuff are scheduled for merging with Trade or a
larger rework anyway, so I didn't see any point in updating those.
It's mostly a trivial change, except that returned String instances are
now also checked for non-default deleters same as Arrays because yes,
wow such flexibility compared to STL strings. Same was done for
ShaderTools::AbstractConverter already anyway, so nothing unheard-of
either.
The importer plugin interface version is bumped as this likely breaks
ABI in a nasty way that would lead to crashes.
Since the plugin implementations rely on the base plugin interfaces for
file handling, this affected only the tests. Also took this as an
opportunity to use the new TestSuite::Compare::StringHasPrefix etc. in
various places.
With the previous commits, existing plugin implementations built and ran
against the new code, however it introduced several ABI breaks meaning
that existing plugin binaries would crash. This forces them to be
recompiled to match the new version string.
It doesn't really work for tests that depend on more than one plugin
(because there i would need to handle all combinations, somehow), but it
does the job when the end user has such use case.
The plugin interface version got bumped to avoid ABI issues when loading
plugins that weren't updated for the change, but apart from that this
shouldn't be a breaking change, as the API returns a type that can be
both an Optional and a Pointer.
This makes it possible to:
- finally use Magnum as a CMake subproject on Windows and have your
executables not fail to run with a "DLL missing" error (and the
setting is put to cache so superprojects just implicitly make use of
that)
- run tests on Windows without having to install first
- use dynamic plugins from a CMake subproject on any platform without
having to install first or load them by filename --- and the plugin
directory is now easily discovered as relative to
libraryLocation() of the library implementing given plugin interface
No matter how broken iOS is in CMake 3.6, $<CONFIG> seems to work there,
so reducing the amount of code and putting the configure into a single
place independently of what generator or what system/build is used.
Compared to current state it always adds Debug/configure.h instead of
putting it directly to the ${CMAKE_CURRENT_BINARY_DIR}, but the
alternative would be some CMake branching again and I just removed that,
so no.
This also prepares everything for plugin libraries being put into a
central place -- the config files don't depend on their location
anymore.