Re: [AD] Internal headers |
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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.
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.
--
Thomas Fjellstrom
tfjellstrom@xxxxxxxxxx