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.
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 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.
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 GCC, execute make in the Build directory (by default, cmake_gcc.sh
specifies to make a Release build).
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:

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"