[Kde-games-devel] Re: KGoldrunner now uses TagaroAudio, OpenAL and SndFile

Parker Coates parker.coates at kdemail.net
Thu May 12 15:52:22 CEST 2011


On Wed, May 11, 2011 at 22:57, Ian Wadham wrote:
> On Wednesday 11 May 2011 11:54:09 pm Parker Coates wrote:
>> On Wed, May 11, 2011 at 05:02, Ian Wadham wrote:
>>> On Tuesday 10 May 2011 7:54:15 am Mathias Kraus wrote:
>>>> If you want to make OpenAL and SndFile a hard dependency for
>>>> KGoldrunner...
>>>
>>> Yes I do want to make OpenAL and SndFile a hard dependency for
>>> KGoldrunner.
>>>
>>> I am poised, ready to commit (first thing Thursday) a version of
>>> kgoldrunner/CMakeLists.txt that has the line:
>>>    find_package(OpenAL REQUIRED)
>>> instead of:
>>>    macro_optional_find_package(OpenAL QUIET)
>>
>> You should also update kdegames/CMakeLists.txt to check for OpenAL and
>> SndFile and then attempt to build KGoldrunner only if they're found,
>> much the same as is already done for OpenGL, QCA and Python.
>>
> I wrote to Stefan privately about that. He has replied on this list that we
> should keep the build details and TagaroAudio source code at the KGr and
> Granatier level for now, but do a proper job with libtagaro (or whatever it
> is eventually called) for KDE 4.8, including move of kdegames to git.
>
> Kubrick is not built if there is no OpenGL support, because it is useless
> without that.  KSudoku builds OK, but conditionally builds the 3-D variant
> and always builds the 2-D variants.  The KGoldrunner case is rather like
> KSudoku.  KGoldrunner can be built without sound and works fine, but
> maybe it is less fun.  So I am looking either for OpenAL sound or no sound.

Maye this is just a matter of terminology, but the term "hard
dependency" and use of "find_package(OpenAL REQUIRED)" both imply to
me that KGoldrunner will NOT build without sound. Of course, if
building without OpenAL is still an option (which I think is a good
idea), there's no need to modify kdegames/CMakeLists.txt.

Parker


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