Hi,
I am new to Swift and I am trying to add support for Windows to SwfitSDL. I figured the best way would be to add Windows support via an artifactbundle that way the Windows binary can be stored elsewhere and downloaded as part of the package when built (if I understand artifactbundles correctly).
But I seem to be failing at the first hurdle. I've stored a build of SDL locally in the dependency folder under SDL3-Windows.artifactbundle with an info.json that describes the artifact for Windows. I then added it to the Package.swift file as a binary target, but not add it as a dependency to anything else, and I get an SDL3-Windows.artifactbundle does not contain a binary artifact error.
I'm like 99% certain the names of the folders are correct, so I am not certain why it can't find the SDL.dll I put in there. Any assistance would be appreciated.
// Tree of my dependency folder
C:\Dev\SwiftSDL\Dependencies\SDL3-Windows.artifactbundle
│ info.json
│
└───sdl3-windows-msvc
│ module.modulemap
│
├───bin
│ SDL3.dll
│
├───include
│ └───SDL3
│ SDL.h
│ // other headers
│
└───lib
│ SDL3.lib
│ SDL3_test.lib
│
└───pkgconfig
sdl3.pc
And the additional binary target added to the Package.swift
.binaryTarget(
name: "CSDL3Windows",
path: "Dependencies/SDL3-Windows.artifactbundle"
),