diff --git a/Docs/GettingStarted.dox b/Docs/GettingStarted.dox index 17b95cce3..21940f618 100644 --- a/Docs/GettingStarted.dox +++ b/Docs/GettingStarted.dox @@ -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. diff --git a/Readme.txt b/Readme.txt index 7c29e416d..0aed62ad3 100644 --- a/Readme.txt +++ b/Readme.txt @@ -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. \ No newline at end of file +V1.0 - Original release. diff --git a/cmake_codeblocks.sh b/cmake_codeblocks.sh new file mode 100755 index 000000000..805f1ea4f --- /dev/null +++ b/cmake_codeblocks.sh @@ -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: diff --git a/cmake_gcc.sh b/cmake_gcc.sh index 0789b174c..920e371f6 100755 --- a/cmake_gcc.sh +++ b/cmake_gcc.sh @@ -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"