graphene/graphene.spec

155 lines
5.8 KiB
RPMSpec

#
# spec file for package graphene
#
# Copyright (c) 2016 SUSE LINUX GmbH, Nuernberg, Germany.
#
# All modifications and additions to the file contributed by third parties
# remain the property of their copyright owners, unless otherwise agreed
# upon. The license for this file, and modifications and additions to the
# file, is the same license as for the pristine package itself (unless the
# license for the pristine package is not an Open Source License, in which
# case the license is the MIT License). An "Open Source License" is a
# license that conforms to the Open Source Definition (Version 1.9)
# published by the Open Source Initiative.
# Please submit bugfixes or comments via http://bugs.opensuse.org/
#
Name: graphene
Version: 1.5.2
Release: 0
Summary: A thin layer of types for graphic libraries
License: MIT
Group: Development/Languages/C and C++
Url: http://ebassi.github.io/graphene/
Source: https://download.gnome.org/sources/graphene/1.5/%{name}-%{version}.tar.xz
BuildRequires: gobject-introspection-devel
BuildRequires: meson >= 0.36.0
BuildRequires: pkgconfig
BuildRequires: pkgconfig(gobject-2.0) >= 2.30.0
BuildRoot: %{_tmppath}/%{name}-%{version}-build
%description
When creating graphic libraries you most likely end up dealing with points
and rectangles. If you're particularly unlucky, you may end up dealing
with affine matrices and 2D transformations. If you're writing a graphic
library with 3D transformations, though, you are going to hit the jackpot:
4x4 matrices, projections, transformations, vectors, and quaternions.
This library provides types and their relative API; it does not deal with
windowing system surfaces, drawing, scene graphs, or input. You're
supposed to do that yourself, in your own canvas implementation, which is
the whole point of writing the library in the first place.
%package -n libgraphene-1_0-0
Summary: A thin layer of types for graphic libraries -- System library
Group: System/Libraries
%description -n libgraphene-1_0-0
When creating graphic libraries you most likely end up dealing with points
and rectangles. If you're particularly unlucky, you may end up dealing
with affine matrices and 2D transformations. If you're writing a graphic
library with 3D transformations, though, you are going to hit the jackpot:
4x4 matrices, projections, transformations, vectors, and quaternions.
This library provides types and their relative API; it does not deal with
windowing system surfaces, drawing, scene graphs, or input. You're
supposed to do that yourself, in your own canvas implementation, which is
the whole point of writing the library in the first place.
%package -n typelib-1_0-Graphene-1_0
Summary: A thin layer of types for graphic libraries -- GObject introspection
Group: System/Libraries
%description -n typelib-1_0-Graphene-1_0
When creating graphic libraries you most likely end up dealing with points
and rectangles. If you're particularly unlucky, you may end up dealing
with affine matrices and 2D transformations. If you're writing a graphic
library with 3D transformations, though, you are going to hit the jackpot:
4x4 matrices, projections, transformations, vectors, and quaternions.
This library provides types and their relative API; it does not deal with
windowing system surfaces, drawing, scene graphs, or input. You're
supposed to do that yourself, in your own canvas implementation, which is
the whole point of writing the library in the first place.
%package -n libgraphene-devel
Summary: A thin layer of types for graphic libraries -- Development files
Group: Development/Languages/C and C++
Requires: libgraphene-1_0-0 = %{version}
Requires: typelib-1_0-Graphene-1_0 = %{version}
%description -n libgraphene-devel
When creating graphic libraries you most likely end up dealing with points
and rectangles. If you're particularly unlucky, you may end up dealing
with affine matrices and 2D transformations. If you're writing a graphic
library with 3D transformations, though, you are going to hit the jackpot:
4x4 matrices, projections, transformations, vectors, and quaternions.
This library provides types and their relative API; it does not deal with
windowing system surfaces, drawing, scene graphs, or input. You're
supposed to do that yourself, in your own canvas implementation, which is
the whole point of writing the library in the first place.
%prep
%setup -q
# Workaround for an apparent mesa issue
sed -i "s/©/(c)/" src/graphene-version.h.in
%build
%ifarch i586
# on i586, the compiler drops 'libm' and then g-ir-scanner fails to resolve it
# See gh#ebassie/graphene#82
export SUSE_ASNEEDED=0
%endif
mkdir build
pushd build
meson \
--prefix=%{_prefix} \
--bindir=%{_bindir} \
--datadir=%{_datadir} \
--libdir=%{_libdir} \
--includedir=%{_includedir} \
--libexecdir=%{_libexecdir} \
--sysconfdir=%{_sysconfdir} \
--mandir=%{_mandir} \
--default-library=shared \
.. # sources are in the parent directory
ninja %{?_smp_mflags}
%install
pushd build
DESTDIR=%{buildroot} ninja %{?_smp_mflags} install
%check
pushd build
ninja test
%post -n libgraphene-1_0-0 -p /sbin/ldconfig
%postun -n libgraphene-1_0-0 -p /sbin/ldconfig
%files -n libgraphene-1_0-0
%defattr(-,root,root)
%doc LICENSE
%{_libdir}/libgraphene-1.0.so.*
%files -n typelib-1_0-Graphene-1_0
%defattr(-,root,root)
%{_libdir}/girepository-1.0/Graphene-1.0.typelib
%files -n libgraphene-devel
%defattr(-,root,root)
%{_includedir}/graphene-1.0/
%{_prefix}/lib/installed-tests/
%{_libdir}/libgraphene-1.0.so
%{_libdir}/pkgconfig/graphene-1.0.pc
%{_libdir}/pkgconfig/graphene-gobject-1.0.pc
%dir %{_libdir}/graphene-1.0
%dir %{_libdir}/graphene-1.0/include
%{_libdir}/graphene-1.0/include/graphene-config.h
%{_datadir}/gir-1.0/Graphene-1.0.gir
%changelog