Re: [AD] Internal headers |
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On 07/03/2012 09:58 PM, Thomas Fjellstrom wrote: > On Tue Jul 3, 2012, Hilton Medeiros wrote: >> On 07/03/2012 08:56 PM, Thomas Fjellstrom wrote: >>> On Tue Jul 3, 2012, Hilton Medeiros wrote: >>>> Hello, >>>> >>>> is there a reason why only some internal headers are not installed by >>>> 'make install', like for instance aintern_aatree.h? >>> Because they are internal. They aren't part of the api at all, and none >>> of the public api bits need their contents, so theres no reason to >>> install them. >> Thanks for the answer. That is true for games but if a developer wants >> to distribute an addon library source and he makes use of internal >> headers, the addon ends up not being compilable >> by users that install allegro with 'make install' or a package from some >> distro, for instance. >> >> I was assuming at least addon libraries could make use of internal >> headers when I started coding, they >> are very handy after all. :) >> >> I can just copy what I need, of course, as a last resource. > I suppose if there is enough reason to make them less private we could. But if > you really wanted to keep using the internal headers in an addon, you could > submit your addon for inclusion. Then it'd have access to the headers just > fine. I see but I think they are a little too specialized to be bundled together with Allegro, considering how general is the purpose of the current addons. > Also I think if you drop your addon in a folder called "deps" in either the > source or build directories, allegro will go and build that along with > allegro, which might give it access to allegro's internals. > > But remember, internal APIs are subject to change without notice. > I didn't know about this 'deps' folder, I will take a look at that. Thanks a lot for the clarification. Cheers, Hilton
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