Overview
Comment: | Merge trunk into 1.0 branch |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | 1.0 |
Files: | files | file ages | folders |
SHA3-256: |
8d693c2d5f5c0c9874dc35607323fb4b |
User & Date: | js on 2020-05-31 16:19:54 |
Other Links: | branch diff | manifest | tags |
Context
2020-07-06
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23:42 | Merge trunk into branch "1.0" check-in: 98f0907d36 user: js tags: 1.0 | |
2020-05-31
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16:19 | Merge trunk into 1.0 branch check-in: 8d693c2d5f user: js tags: 1.0 | |
16:07 | README.md: Adapt instructions for Fossil check-in: b388ccc6b0 user: js tags: trunk | |
2020-05-28
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23:49 | Remove OFSCTPSocket, as it is not ready for 1.0 check-in: 3ea919f393 user: js tags: 1.0 | |
Changes
Modified Doxyfile from [91048eb344] to [51b1f8245c].
1 2 | PROJECT_NAME = "ObjFW" OUTPUT_DIRECTORY = docs/ | | | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | PROJECT_NAME = "ObjFW" OUTPUT_DIRECTORY = docs/ INPUT = src src/exceptions src/runtime FILE_PATTERNS = *.h *.m HTML_OUTPUT = . GENERATE_LATEX = NO HIDE_UNDOC_CLASSES = YES HIDE_UNDOC_MEMBERS = YES PREDEFINED = __OBJC__ \ DOXYGEN \ OF_BOXABLE \ OF_CONSUMED \ OF_DESIGNATED_INITIALIZER \ OF_GENERIC(...)= \ OF_HAVE_BLOCKS \ OF_HAVE_FILES \ OF_HAVE_SANDBOX \ |
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Modified README.md from [c2eecac5f0] to [dd3a0fa902].
1 2 3 4 5 6 7 8 9 | ObjFW is a portable, lightweight framework for the Objective C language. It enables you to write an application in Objective C that will run on any platform supported by ObjFW without having to worry about differences between operating systems or various frameworks that you would otherwise need if you want to be portable. See https://objfw.nil.im/ for more information. | | < | | | | | | | | < | | | < | | | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 | ObjFW is a portable, lightweight framework for the Objective C language. It enables you to write an application in Objective C that will run on any platform supported by ObjFW without having to worry about differences between operating systems or various frameworks that you would otherwise need if you want to be portable. See https://objfw.nil.im/ for more information. <h1 id="table-of-contents">Table of Contents</h1> * [Installation](#installation) * [macOS and iOS](#macos-and-ios) * [Building as a framework](#building-framework) * [Using the macOS or iOS framework in Xcode](#framework-in-xcode) * [Broken Xcode versions](#broken-xcode-versions) * [Windows](#windows) * [Getting MSYS2](#getting-msys2) * [Updating MSYS2](#updating-msys2) * [Installing MinGW-w64 using MSYS2](#installing-mingw-w64) * [Getting, building and installing ObjFW](#steps-windows) * [Nintendo DS, Nintendo 3DS and Wii](#nintendo) * [Nintendo DS](#nintendo-ds) * [Nintendo 3DS](#nintendo-3ds) * [Wii](#wii) * [Amiga](#amiga) * [Writing your first application with ObjFW](#first-app) * [Bugs and feature requests](#bugs) * [Commercial use](#commercial-use) <h1 id="installation">Installation</h1> To install ObjFW, just run the following commands: $ ./configure $ make $ make install In case you checked out ObjFW from the Fossil or Git repository, you need to run the following command first: $ ./autogen.sh <h2 id="macos-and-ios">macOS and iOS</h2> <h3 id="building-framework">Building as a framework</h3> When building for macOS or iOS, everything is built as a `.framework` by default if `--disable-shared` has not been specified to `configure`. To build for iOS, use something like this: $ clang="clang -isysroot $(xcrun --sdk iphoneos --show-sdk-path)" $ export OBJC="$clang -arch armv7 -arch arm64" $ export OBJCPP="$clang -arch armv7 -E" $ export IPHONEOS_DEPLOYMENT_TARGET="9.0" $ ./configure --prefix=/usr/local/ios --host=arm-apple-darwin To build for the iOS simulator, use something like this: $ clang="clang -isysroot $(xcrun --sdk iphonesimulator --show-sdk-path)" $ export OBJC="$clang -arch i386 -arch x86_64" $ export OBJCPP="$clang -arch i386 -E" $ export IPHONEOS_DEPLOYMENT_TARGET="9.0" $ ./configure --prefix=/usr/local/iossim --host=i386-apple-darwin <h3 id="framework-in-xcode">Using the macOS or iOS framework in Xcode</h3> To use the macOS framework in Xcode, you need to add the `.framework`s to your project and add the following flags to `Other C Flags`: -fconstant-string-class=OFConstantString -fno-constant-cfstrings <h3 id="broken-xcode-versions">Broken Xcode versions</h3> Some versions of Xcode shipped with a version of Clang that ignores `-fconstant-string-class=OFConstantString`. This will manifest in an error like this: OFAllocFailedException.m:94:10: error: cannot find interface declaration for 'NSConstantString' |
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94 95 96 97 98 99 100 | Xcode 11 Beta 4 to Xcode 11.3 work, the bug was unfortunately reintroduced in Xcode 11.4.1 and a fix is not expected before Xcode 11.6. You can get older versions of Xcode [here](https://developer.apple.com/download) by clicking on "More" in the top-right corner. | | < | | | > | | | | > > | < | | | | < | < | 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 | Xcode 11 Beta 4 to Xcode 11.3 work, the bug was unfortunately reintroduced in Xcode 11.4.1 and a fix is not expected before Xcode 11.6. You can get older versions of Xcode [here](https://developer.apple.com/download) by clicking on "More" in the top-right corner. <h2 id='windows'>Windows</h2> Windows is only officially supported when following these instructions, as there are many MinGW versions that behave slightly differently and often cause problems. <h3 id="getting-msys2">Getting MSYS2</h3> The first thing to install is [MSYS2](https://www.msys2.org) to provide a basic UNIX-like environment for Windows. Unfortunately, the binaries are not signed and there is no way to verify their integrity, so only download this from a trusted connection. Everything else you will download using MSYS2 later will be cryptographically signed. <h3 id="updating-msys2">Updating MSYS2</h3> The first thing to do is updating MSYS2. It is important to update things in a certain order, as `pacman` (the package manager MSYS2 uses, which comes from Arch Linux) does not know about a few things that are special on Windows. First, update the mirror list: $ pacman -Sy pacman-mirrors Then proceed to update the `msys2-runtime` itself, `bash` and `pacman`: $ pacman -S msys2-runtime bash pacman mintty Now close the current window and restart MSYS2, as the current window is now defunct. In a new MSYS2 window, update the rest of MSYS2: $ pacman -Su Now you have a fully updated MSYS2. Whenever you want to update MSYS2, proceed in this order. Notice that the first `pacman` invocation includes `-y` to actually fetch a new list of packages. <h3 id="installing-mingw-w64">Installing MinGW-w64 using MSYS2</h3> Now it's time to install MinGW-w64. If you want to build 32 bit binaries: $ pacman -S mingw-w64-i686-clang mingw-w64-i686-gcc-objc For 64 bit binaries: $ pacman -S mingw-w64-x86_64-clang mingw-w64-x86_64-gcc-objc There is nothing wrong with installing them both, as MSYS2 has created two entries in your start menu: `MinGW-w64 Win32 Shell` and `MinGW-w64 Win64 Shell`. So if you want to build for 32 or 64 bit, you just start the correct shell. Finally, install a few more things needed to build ObjFW: $ pacman -S autoconf automake fossil make <h3 id="steps-windows">Getting, building and installing ObjFW</h3> Start the MinGW-w64 Win32 or Win64 Shell (depening on what version you want to build - do *not* use the MSYS2 Shell shortcut, but use the MinGW-w64 Win32 or Win64 Shell shortcut instead!) and check out ObjFW: $ fossil clone https://objfw.nil.im objfw.fossil $ mkdir objfw && cd objfw $ fossil open ../objfw.fossil You can also download a release tarball if you want. Now go to the newly checked out repository and build and install it: $ ./autogen.sh && ./configure && make -j16 install If everything was successfully, you can now build projects using ObjFW for Windows using the normal `objfw-compile` and friends. <h2 id="nintendo">Nintendo DS, Nintendo 3DS and Wii</h2> Download and install [devkitPro](https://devkitpro.org/wiki/Getting_Started). <h3 id="nintendo-ds">Nintendo DS</h3> Follow the normal process, but instead of `./configure` run: $ ./configure --host=arm-none-eabi --with-nds <h3 id="nintendo-3ds">Nintendo 3DS</h3> Follow the normal process, but instead of `./configure` run: $ ./configure --host=arm-none-eabi --with-3ds <h3 id="wii">Wii</h3> Follow the normal process, but instead of `./configure` run: $ ./configure --host=powerpc-eabi --with-wii <h2 id="amiga">Amiga</h2> Install [amiga-gcc](https://github.com/bebbo/amiga-gcc). Then follow the normal process, but instead of `./configure` run: $ ./configure --host=m68k-amigaos <h1 id="first-app">Writing your first application with ObjFW</h1> To create your first, empty application, you can use `objfw-new`: $ objfw-new app MyFirstApp This creates a file `MyFirstApp.m`. The `-[applicationDidFinishLaunching]` method is called as soon as ObjFW finished all initialization. Use this as |
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222 223 224 225 226 227 228 | $ objfw-compile -o MyFirstApp MyFirstApp.m `objfw-compile` is a tool that allows building applications and libraries using ObjFW without needing a full-blown build system. If you want to use your own build system, you can get the necessary flags from `objfw-config`. | | < | < | 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 | $ objfw-compile -o MyFirstApp MyFirstApp.m `objfw-compile` is a tool that allows building applications and libraries using ObjFW without needing a full-blown build system. If you want to use your own build system, you can get the necessary flags from `objfw-config`. <h1 id="bugs">Bugs and feature requests</h1> If you find any bugs or have feature requests, feel free to send a mail to js@nil.im! <h1 id="commercial-use">Commercial use</h1> If for whatever reason neither the terms of the QPL nor those of the GPL work for you, a proprietary license for ObjFW including support is available upon request. Just write a mail to js@nil.im and we can find a reasonable solution for both parties. |
Modified src/OFSPXSocket.h from [b8282e6d38] to [ae1adc1c6f].
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14 15 16 17 18 19 20 | * LICENSE.GPLv2 or LICENSE.GPLv3 respectively included in the packaging of this * file. */ #import "OFSequencedPacketSocket.h" #import "OFRunLoop.h" | < < | 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | * LICENSE.GPLv2 or LICENSE.GPLv3 respectively included in the packaging of this * file. */ #import "OFSequencedPacketSocket.h" #import "OFRunLoop.h" OF_ASSUME_NONNULL_BEGIN /*! @file */ @class OFSPXSocket; @class OFString; |
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Modified src/OFSPXStreamSocket.h from [722b6414cf] to [fc99b018b5].
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14 15 16 17 18 19 20 | * LICENSE.GPLv2 or LICENSE.GPLv3 respectively included in the packaging of this * file. */ #import "OFStreamSocket.h" #import "OFRunLoop.h" | < < | 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | * LICENSE.GPLv2 or LICENSE.GPLv3 respectively included in the packaging of this * file. */ #import "OFStreamSocket.h" #import "OFRunLoop.h" OF_ASSUME_NONNULL_BEGIN /*! @file */ @class OFSPXStreamSocket; @class OFString; |
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Modified src/OFTCPSocket.h from [cedf99692f] to [34998132f3].
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14 15 16 17 18 19 20 | * LICENSE.GPLv2 or LICENSE.GPLv3 respectively included in the packaging of this * file. */ #import "OFStreamSocket.h" #import "OFRunLoop.h" | < < | 14 15 16 17 18 19 20 21 22 23 24 25 26 27 | * LICENSE.GPLv2 or LICENSE.GPLv3 respectively included in the packaging of this * file. */ #import "OFStreamSocket.h" #import "OFRunLoop.h" OF_ASSUME_NONNULL_BEGIN /*! @file */ @class OFTCPSocket; @class OFString; |
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Modified src/runtime/ObjFWRT.h from [ce979e873f] to [439a147585].
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49 50 51 52 53 54 55 56 57 58 | # endif #endif #if !__has_feature(objc_arc) && !defined(__unsafe_unretained) # define __unsafe_unretained #endif #define Nil (Class _Null_unspecified)0 #define nil (id _Null_unspecified)0 #define YES true | > > > > > > > > > > > > > > > > > > > > > | > > > > > > > > > > > > > > > > > > > > > > | > > > > > > > > > > > > > > > > > > > > > > > > > > | > > > > > > | > > > > > > | > > > > > > > > > | 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 | # endif #endif #if !__has_feature(objc_arc) && !defined(__unsafe_unretained) # define __unsafe_unretained #endif /*! * @brief A value representing no class. */ #define Nil (Class _Null_unspecified)0 /*! * @brief A value representing no object. */ #define nil (id _Null_unspecified)0 /*! * @brief An Objective-C boolean representing true. * * @note This is a legacy from before C had a boolean type. Prefer the standard * C99 true instead! */ #define YES true /*! * @brief An Objective-C boolean representing false. * * @note This is a legacy from before C had a boolean type. Prefer the standard * C99 false instead! */ #define NO false /*! @file */ /*! * @brief A pointer to a class. */ typedef struct objc_class *Class; /*! * @brief A pointer to any object. */ typedef struct objc_object *id; /*! * @brief A selector. * * A selector is the name of a method including the colons and an optional type * encoding. */ typedef const struct objc_selector *SEL; /*! * @brief A method. * * A method consists of a selector with a type encoding and an implementation. */ typedef const struct objc_method *Method; /*! * @brief A protocol. */ #if defined(__OBJC__) && !defined(DOXYGEN) @class Protocol; #else typedef const struct objc_protocol *Protocol; #endif /*! * @brief An instance variable. */ typedef const struct objc_ivar *Ivar; /*! * @brief A property. */ typedef const struct objc_property *objc_property_t; #if !defined(__wii__) && !defined(__amigaos__) /*! * @brief An Objective-C boolean. Either @ref YES or @ref NO. * * @note This is a legacy from before C had a boolean type. Prefer the standard * C99 bool instead! */ typedef bool BOOL; #endif /*! * @brief A method implemenation. * * @param object The messaged object * @param selector The selector sent */ typedef id _Nullable (*IMP)(id _Nonnull object, SEL _Nonnull selector, ...); /*! * @brief A handler for uncaught exceptions. * * @param exception The exception which was not caught. */ typedef void (*objc_uncaught_exception_handler_t)(id _Nullable exception); /*! * @brief A handler for mutation during enumeration. * * @param object The object that was mutated during enumeration */ typedef void (*objc_enumeration_mutation_handler_t)(id _Nonnull object); /*! * @brief A struct representing a call to super. */ struct objc_super { /*! * @brief The object on which to perform the super call. */ id __unsafe_unretained _Nullable self; /*! * @brief The class from which to take the method. */ #ifdef __cplusplus Class _Nonnull class_; #else Class _Nonnull class; #endif }; |
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Modified tests/TestsAppDelegate.m from [a12f3dbba3] to [77e78bfed7].
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43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 | #ifdef OF_NINTENDO_DS # define asm __asm__ # include <nds.h> # undef asm #endif #ifdef OF_NINTENDO_3DS # include <3ds.h> #endif #ifdef OF_PSP static int exit_cb(int arg1, int arg2, void *arg) { sceKernelExitGame(); | > > > | 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 | #ifdef OF_NINTENDO_DS # define asm __asm__ # include <nds.h> # undef asm #endif #ifdef OF_NINTENDO_3DS /* Newer versions of libctru started using id as a parameter name. */ # define id id_3ds # include <3ds.h> # undef id #endif #ifdef OF_PSP static int exit_cb(int arg1, int arg2, void *arg) { sceKernelExitGame(); |
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