Add initial support for CodeBlocks IDE. [ci skip]

This commit is contained in:
Yao Wei Tjong 姚伟忠 2014-05-24 09:04:44 +08:00
Родитель 0a4f813389
Коммит cf654822c4
4 изменённых файлов: 49 добавлений и 17 удалений

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@ -38,12 +38,17 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
-# Run CMake in the root directory with your preferred toolchain specified to generate the build files. You can use the provided batch files or shell scripts on the respective platform.\n
- Windows: cmake_vs2008.bat, cmake_vs2010.bat, cmake_vs2012.bat, or cmake_mingw.bat,\n
- Linux: cmake_gcc.sh or cmake_eclipse.sh,\n
- Mac OS X: cmake_gcc.sh or cmake_macosx.sh.\n\n
-# For Visual Studio, open Urho3D.sln from the Build directory and build the configuration(s) you like.\n
For Eclipse, import the Eclipse's project generated by CMake into the workspace as a general project. Note that Eclipse requires CDT plugin to build C/C++ project.\n
For GCC, execute make in the Build directory (by default, cmake_gcc.sh specifies to make a Release build).\n
For Xcode, open Urho3D.xcodeproj and build.
- Linux: cmake_gcc.sh, cmake_eclipse.sh, or cmake_codeblocks.sh\n
- Mac OS X: cmake_gcc.sh or cmake_macosx.sh.
-# Open the CMake's generated project file in the IDE of your choice. Change the build configuration (Debug/Release) and then build all the targets.\n
- Visual Studio: open Urho3D.sln from the Build directory.\n
- Xcode: open Urho3D.xcodeproj.\n
- CodeBlocks: open Urho3D.cbp.\n
- Eclipse: import project using File|Import "Existing Projects into Workspace".\n
- GCC: execute make from the Build directory in a terminal/console.
Note that Eclipse requires CDT plugin to build C/C++ project.
If using MinGW to compile, DirectX headers may need to be acquired separately. They can be copied to the MinGW installation eg. from the following package: http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz These will be missing some of the headers related to shader compilation, so a MinGW build will use OpenGL by default. To build in Direct3D9 mode, the MinGW-w64 port is necessary: http://mingw-w64.sourceforge.net/ Using it, Direct3D9 can be enabled with the CMake option -DURHO3D_OPENGL=0.

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@ -183,20 +183,19 @@ process has two steps:
Windows: cmake_vs2008.bat, cmake_vs2010.bat, cmake_vs2012.bat, or
cmake_mingw.bat,
Linux: cmake_gcc.sh or cmake_eclipse.sh,
Linux: cmake_gcc.sh, cmake_eclipse.sh, or cmake_codeblocks.sh,
Mac OS X: cmake_gcc.sh or cmake_macosx.sh.
2) For Visual Studio, open Urho3D.sln from the Build directory and build the
configuration(s) you like.
For Eclipse, import the Eclipse's project generated by CMake into
the workspace as a general project. Note that Eclipse requires CDT plugin to
build C/C++ project.
2) Open the CMake's generated project file in the IDE of your choice. Change the
build configuration (Debug/Release) and then build all the targets.
For GCC, execute make in the Build directory (by default, cmake_gcc.sh
specifies to make a Release build).
Visual Studio: open Urho3D.sln from the Build directory.
Xcode: open Urho3D.xcodeproj.
CodeBlocks: open Urho3D.cbp.
Eclipse: import project using File|Import "Existing Projects into Workspace".
GCC: execute make from the Build directory in a terminal/console.
For Xcode, open Urho3D.xcodeproj and build.
Note that Eclipse requires CDT plugin to build C/C++ project.
If using MinGW to compile, DirectX headers may need to be acquired separately.
They can be copied to the MinGW installation eg. from the following package:
@ -688,4 +687,4 @@ V1.1 - Object and scene model refactoring.
- Added OpenGL and cross-platform support.
- Switched to kNet library for networking.
V1.0 - Original release.
V1.0 - Original release.

25
cmake_codeblocks.sh Executable file
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@ -0,0 +1,25 @@
#
# Copyright (c) 2008-2014 the Urho3D project.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#
$( dirname $0 )/cmake_gcc.sh codeblocks $@
# vi: set ts=4 sw=4 expandtab:

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@ -37,6 +37,9 @@ IFS=#
GENERATOR="Unix Makefiles"
[[ $1 =~ ^eclipse$ ]] && GENERATOR="Eclipse CDT4 - Unix Makefiles" && shift && xmlstarlet --version >/dev/null 2>&1 && HAS_XMLSTARLET=1
# Add support for CodeBlocks IDE
[[ $1 =~ ^codeblocks$ ]] && GENERATOR="CodeBlocks - Unix Makefiles"
# Add support for both native and cross-compiling build for Raspberry Pi
[[ $( uname -m ) =~ ^armv6 ]] && PLATFORM="-DRASPI=1"