Add initial support for CodeBlocks IDE. [ci skip]
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@ -38,12 +38,17 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
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-# 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
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- Windows: cmake_vs2008.bat, cmake_vs2010.bat, cmake_vs2012.bat, or cmake_mingw.bat,\n
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- Linux: cmake_gcc.sh or cmake_eclipse.sh,\n
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- Mac OS X: cmake_gcc.sh or cmake_macosx.sh.\n\n
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-# For Visual Studio, open Urho3D.sln from the Build directory and build the configuration(s) you like.\n
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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
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For GCC, execute make in the Build directory (by default, cmake_gcc.sh specifies to make a Release build).\n
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For Xcode, open Urho3D.xcodeproj and build.
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- Linux: cmake_gcc.sh, cmake_eclipse.sh, or cmake_codeblocks.sh\n
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- Mac OS X: cmake_gcc.sh or cmake_macosx.sh.
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-# 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
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- Visual Studio: open Urho3D.sln from the Build directory.\n
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- Xcode: open Urho3D.xcodeproj.\n
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- CodeBlocks: open Urho3D.cbp.\n
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- Eclipse: import project using File|Import "Existing Projects into Workspace".\n
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- GCC: execute make from the Build directory in a terminal/console.
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Note that Eclipse requires CDT plugin to build C/C++ project.
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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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21
Readme.txt
21
Readme.txt
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@ -183,20 +183,19 @@ process has two steps:
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Windows: cmake_vs2008.bat, cmake_vs2010.bat, cmake_vs2012.bat, or
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cmake_mingw.bat,
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Linux: cmake_gcc.sh or cmake_eclipse.sh,
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Linux: cmake_gcc.sh, cmake_eclipse.sh, or cmake_codeblocks.sh,
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Mac OS X: cmake_gcc.sh or cmake_macosx.sh.
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2) For Visual Studio, open Urho3D.sln from the Build directory and build the
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configuration(s) you like.
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For Eclipse, import the Eclipse's project generated by CMake into
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the workspace as a general project. Note that Eclipse requires CDT plugin to
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build C/C++ project.
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2) Open the CMake's generated project file in the IDE of your choice. Change the
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build configuration (Debug/Release) and then build all the targets.
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For GCC, execute make in the Build directory (by default, cmake_gcc.sh
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specifies to make a Release build).
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Visual Studio: open Urho3D.sln from the Build directory.
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Xcode: open Urho3D.xcodeproj.
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CodeBlocks: open Urho3D.cbp.
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Eclipse: import project using File|Import "Existing Projects into Workspace".
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GCC: execute make from the Build directory in a terminal/console.
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For Xcode, open Urho3D.xcodeproj and build.
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Note that Eclipse requires CDT plugin to build C/C++ project.
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If using MinGW to compile, DirectX headers may need to be acquired separately.
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They can be copied to the MinGW installation eg. from the following package:
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@ -688,4 +687,4 @@ V1.1 - Object and scene model refactoring.
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- Added OpenGL and cross-platform support.
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- Switched to kNet library for networking.
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V1.0 - Original release.
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V1.0 - Original release.
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@ -0,0 +1,25 @@
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#
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# Copyright (c) 2008-2014 the Urho3D project.
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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#
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$( dirname $0 )/cmake_gcc.sh codeblocks $@
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# vi: set ts=4 sw=4 expandtab:
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@ -37,6 +37,9 @@ IFS=#
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GENERATOR="Unix Makefiles"
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[[ $1 =~ ^eclipse$ ]] && GENERATOR="Eclipse CDT4 - Unix Makefiles" && shift && xmlstarlet --version >/dev/null 2>&1 && HAS_XMLSTARLET=1
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# Add support for CodeBlocks IDE
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[[ $1 =~ ^codeblocks$ ]] && GENERATOR="CodeBlocks - Unix Makefiles"
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# Add support for both native and cross-compiling build for Raspberry Pi
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[[ $( uname -m ) =~ ^armv6 ]] && PLATFORM="-DRASPI=1"
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