use std::env; // #[cfg(feature = "generate-gl")] // use gl_generator::{Api, Fallbacks, Profile, Registry}; fn main() { // let dest = PathBuf::from(&env::var("OUT_DIR").unwrap()); let target = env::var("TARGET").unwrap_or_else(|e| panic!("{}", e)); let is_android = cfg!(target_os = "android") || (cfg!(target_os = "linux") && target.contains("android")); // hack println!("cargo:rerun-if-changed=build.rs"); // // #[cfg(feature = "generate-gl")] // { // let mut file = File::create(&dest.join("gl_bindings.rs")).unwrap(); // // Registry::new(Api::Gles2, (3, 0), Profile::Core, Fallbacks::All, []) // .write_bindings(gl_generator::StructGenerator, &mut file) // .unwrap(); // } if target.contains("darwin") { println!("cargo:rustc-env=MACOSX_DEPLOYMENT_TARGET=10.12"); println!("cargo:rustc-link-arg=-weak_framework"); println!("cargo:rustc-link-arg=GameController"); println!("cargo:rustc-link-arg=-weak_framework"); println!("cargo:rustc-link-arg=CoreHaptics"); } if is_android { println!("cargo:rustc-link-lib=dylib=GLESv2"); println!("cargo:rustc-link-lib=dylib=EGL"); } }