/usr/lib/perl5/Module/Build/SDL.pm is in libsdl-perl 2.540-5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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use strict;
use warnings;
use base 'Module::Build';
__PACKAGE__->add_property(parinput => '');
__PACKAGE__->add_property(paroutput => '');
__PACKAGE__->add_property(parlibs => [ qw/SDL SDL-1.2 SDLmain/ ]);
__PACKAGE__->add_property(parmods => []);
use File::Spec;
use File::Find qw[finddepth];
use Archive::Zip qw( :ERROR_CODES :CONSTANTS );
use Alien::SDL;
sub new {
my $self = shift;
my %args = @_;
$args{share_dir} ||= 'data'; #set default sharedir name 'data' instead of 'share'
$self->SUPER::new(%args);
}
sub ACTION_par {
my ($self) = @_;
$self->depends_on('code');
$self->depends_on('installdeps');
#checking if we have the pp installed
die 'Need PAR::Packer' if !( eval ' use PAR::Packer; 1' );
#here comes the code from https://github.com/PerlGameDev/SDL-Par-Packager/blob/master/SDLpp.pl
my $output = $self->paroutput || (($^O eq 'MSWin32') ? 'a.exe' : 'a');
my $input = $self->parinput;
my @sdl_libs = @{$self->parlibs};
my $extra = join ' ', (map {"-M$_"} @{$self->parmods}); # = '-MModname::A -MModname::B ...'
my $Include = './lib';
die 'parinput needs to be specified' unless $input;
print "BUILDING PAR \n";
my $exclude_modules = '-X Alien::SDL::ConfigData -X SDL::ConfigData';
my $include_modules = '-M ExtUtils::CBuilder::Base -M Data::Dumper -M SDL -M Alien::SDL';
$include_modules .= " $extra" if $extra;
my $out_par = $output . '.par';
my $par_cmd = "pp -B $exclude_modules $include_modules";
$par_cmd .= " -I $Include" if $Include;
$par_cmd .= " -p -o $out_par $input";
print "\t $par_cmd \n";
`$par_cmd` if !-e $out_par;
print "PAR: $out_par\n" if -e $out_par;
print "SEARCHING FOR ConfigData files \n";
my $lib;
my $AS_path;
my $SD_path;
finddepth( sub {
my ($f, $d) = ($File::Find::name, $File::Find::dir);
if ( $_ =~ /ConfigData/ ) {
$AS_path = $f if $f =~ 'Alien/SDL/ConfigData.pm';
$SD_path = $f if $f =~ 'SDL/ConfigData.pm' && $f !~ 'Alien/SDL/ConfigData.pm';
$lib = $d if ( $AS_path && $SD_path );
}
}, @INC );
die "Cannot find lib/SDL/ConfigData.pm or lib/Alien/SDL/ConfigData.pm \n" if ( !$AS_path || !$SD_path );
print "Found ConfigData files in $lib \n";
print "READING PAR FILE \n";
my $par_file = Archive::Zip->new();
unless ( $par_file->read($out_par) == AZ_OK ) {
die 'read error on ' . $out_par;
}
$par_file->addFile( $AS_path, 'lib/Alien/SDL/ConfigData.pm' );
$par_file->addFile( $SD_path, 'lib/SDL/ConfigData.pm' );
my $share = Alien::SDL::ConfigData->config('share_subdir');
my @shares = $par_file->membersMatching($share);
my $alien_sdl_auto = $shares[0]->fileName;
$alien_sdl_auto =~ s/$share(\S+)// if $alien_sdl_auto;
my @auto_folder = $par_file->membersMatching("$alien_sdl_auto(?!$share)");
my @sdl_not_runtime = $par_file->membersMatching( $share . '/include' ); #TODO remove extra fluff in share_dri
push @sdl_not_runtime, @auto_folder; #remove non share dir stuff
push @sdl_not_runtime, $par_file->membersMatching( $share . '/etc' );
push @sdl_not_runtime, $par_file->membersMatching( $share . '/share' );
push @sdl_not_runtime, $par_file->membersMatching( $share . '/lib' ) if $^O eq 'MSWin32';
my @non = ();
my @sdl_libs_to_keep = ();
foreach (@sdl_libs) {
if ( $^O eq 'MSWin32' ) {
@non = $par_file->membersMatching( $share . "/bin(\\S+)" );
#push @sdl_not_runtime ,$par_file->membersMatching( $share."/bin(\\S+)(?!$_)" )
}
else {
@non = $par_file->membersMatching( $share . "/lib(\\S+)" );
}
print "Removing non $_ shared objs \n";
my $lib_look = 'lib' . $_;
map {
my $n = $_->fileName;
if ( $n =~ /$lib_look\.(so|a|dll|dylib)/ ) {
push( @sdl_libs_to_keep, $_ );
}
} @non;
}
print "found $#sdl_libs_to_keep sdl libs to keep \n";
my $regex_search = ']';
map {
print "\t " . $_->fileName . "\n";
$regex_search .= ']' . $_->fileName
} @sdl_libs_to_keep;
$regex_search =~ s/\]\]//g;
$regex_search =~ s/\]/\|/g;
$regex_search = '(' . $regex_search . ')';
map {
my $n = $_->fileName;
my $star = ' ';
if ( $n !~ $regex_search ) {
push @sdl_not_runtime, $_;
}
} @non;
push @sdl_not_runtime, $par_file->membersMatching( $share . '/bin' )
unless $^O eq 'MSWin32';
print "REMOVING NON RUNTIME $#sdl_not_runtime files from \n";
open( my $FH, '>', 'DeleteRecords.txt' ) or die $!;
foreach (@sdl_not_runtime) {
if ( $_->fileName eq $alien_sdl_auto . $share ) {
print $FH "Not deleting " . $_->fileName . " \n";
}
else {
$par_file->removeMember($_);
print $FH $_->fileName . "\n";
}
}
close $FH;
my @config_members = $par_file->membersMatching('ConfigData.pm');
foreach (@config_members) {
$_->desiredCompressionLevel(1);
$_->unixFileAttributes(0644);
}
unlink $out_par . '2';
unless ( $par_file->writeToFileNamed( $out_par . '2' ) == AZ_OK ) {
die 'write error';
}
$par_cmd = "pp -o $output " . $out_par . "2";
`$par_cmd`;
print "MADE $output \n" if -e $output;
unlink $out_par . '2';
unlink $out_par;
}
sub ACTION_run {
my ($self) = @_;
$self->depends_on('code');
$self->depends_on('installdeps');
my $bd = $self->{properties}->{base_dir};
# prepare INC
local @INC = @INC;
local @ARGV = @{$self->args->{ARGV}};
my $script = shift @ARGV;
unshift @INC, (File::Spec->catdir($bd, $self->blib, 'lib'), File::Spec->catdir($bd, $self->blib, 'arch'));
if ($script) {
# scenario: ./Build run bin/scriptname param1 param2
do($script);
}
else {
# scenario: ./Build run
my ($first_script) = ( glob('bin/*') ); # take the first script in bin subdir
print STDERR "No params given to run action - gonna start: '$first_script'\n";
do($first_script);
}
}
# TODO: later move app skeleton generation into SDL::Devel (or something like this)
sub generate_sdl_module {
my ($path, $name) = @_;
#Make the path and directory stuff
mkdir $path or
Carp::croak "Cannot make a SDL based module at $path : $!";
mkdir "$path/lib";
mkdir "$path/bin";
mkdir "$path/data";
open my $FH, ">>$path/bin/sdl_app.pl";
print $FH "use string;\nuse warnings;\nuse SDL;\n";
close $FH;
open $FH, ">>$path/Build.PL";
print $FH
"use strict;\nuse warnings;\nuse Module::Build::SDL;
my \$builder = Module::Build::SDL->new(
module_name => '$name',
dist_version => '1.01',
dist_abstract => 'Put something in here',
dist_author => 'developer <developer\@example.com>',
license => 'perl',
)->create_build_script();
";
}
1;
__END__
=head1 NAME
Module::Build::SDL - Module::Build subclass for building SDL apps/games [not stable yet]
=head1 SYNOPSIS
When creating a new SDL application/game you can create Build.PL like this:
use Module::Build::SDL;
my $builder = Module::Build::SDL->new(
module_name => 'Games::Demo',
dist_version => '1.00',
dist_abstract => 'Demo game based on Module::Build::SDL',
dist_author => 'coder@cpan.org',
license => 'perl',
requires => {
'SDL' => 0,
},
#+ others Module::Build options
)->create_build_script();
Once you have created a SDL application/game via Module::Build::SDL as described
above you can use some extra build targets/actions:
=over
=item * you can create a PAR distribution like:
$ perl ./Build.PL
$ ./Build
$ ./Build par
There are some extra parameters related to 'par' action you can pass to Module::Build::SDL->new():
parinput => 'bin/scriptname.pl'
paroutput => 'filename.par.exe',
parlibs => [ qw/SDL SDL_main SDL_gfx/ ], #external libraries (.so/.dll) to be included into PAR
parmods => [ qw/Module::A Module::B/ ], #extra modules to be included into PAR
=item * to run the game from distribution directory you can use:
$ perl ./Build.PL
$ ./Build
$ ./Build run
=item * TODO: maybe some additional actions: parexe, parmsi, deb, rpm
=back
=head1 DESCRIPTION
Module::Build::SDL is a subclass of L<Module::Build|Module::Build> created
to make easy some tasks specific to SDL applications - e.g. packaging SDL
application/game into PAR archive.
=head1 APPLICATION/GAME LAYOUT
Module::Build::SDL expects the following layout in project directory:
#example: game with the main *.pl script + data files + modules (*.pm)
Build.PL
lib/
Games/
Demo.pm
bin/
game-script.pl
data/
whatever_data_files_you_need.jpg
the most simple game should look like:
#example: simple one-script apllication/game
Build.PL
bin/
game-script.pl
In short - there are 3 expected subdirectories:
=over
=item * B<bin> - one or more perl scripts (*.pl) to start the actual
application/game
=item * B<lib> - application/game specific modules (*.pm) organized
in dir structure in "usual perl manners"
=item * B<data> - directory for storing application data (pictures,
sounds etc.). This subdirectory is handled as a "ShareDir"
(see L<File::ShareDir|File::ShareDir> for more details)
=item * As the project is (or could be) composed as a standard perl
distribution it also support standard subdirectory B<'t'> (with tests).
=back
=head1 RULES TO FOLLOW
When creating a SDL application/game based on Module::Build::SDL it is
recommended to follow these rules:
=over
=item * Use the name for your game from I<Games::*> namespace; it will make
the later release to CPAN much easier.
=item * Put all data files into B<data> subdirectory and access the B<data>
subdir only via L<File::ShareDir|File::ShareDir>
(namely by calling L<distdir()|File::ShareDir/dist_dir> function)
=item * TODO: maybe add more
=back
=cut
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