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MakeiOS
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MakeiOS
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@ -2,6 +2,7 @@
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ARCH=i386
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SDK_VER=11.2
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MIN_IOS_VER=8.0
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# MIN_IOS_VER must be 8.0 or higher
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OUTPUT_DIR=Bin/iOS
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URHO_DIR=Urho3D/Urho3D_iOS
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URHO_SOURCE_DIR=Urho3D/Source
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README.md
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README.md
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@ -10,25 +10,32 @@ documentation](http://developer.xamarin.com/guides/cross-platform/urho/introduct
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The bindings for Urho3D are licensed under the MIT license, as found
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on the LICENSE file.
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Supported platforms:
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**Key advantages:**
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- Lightweight - ~10mb per platform including basic assets
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- Embeddable - can be embedded into any app as a subview (UIView, NSView, Panel, etc).
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- Open-source - C# bindings and the underlying C++ engine Urho3D are licensed under the MIT License
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- Powerfull 3rd parties: Bullet, Box2D, Recast/Detour, kNet, FreeType
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- PBR, Skeletal animation, Inverse Kinematics
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**Supported platforms:**
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- Windows, WPF, WinForms
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- iOS, tvOS
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- macOS
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- Android
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- UWP (x86 only)
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- HoloLens (3D holograms)
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- UWP
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- AR: HoloLens, ARKit, ARCore
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- Mixed Reality
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- Xamarin.Forms (iOS, Android, UWP)
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UrhoSharp can be embedded into any of these platforms as a custom view (UIView, Grid, Surface, etc).
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Samples
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=======
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Sample code lives in https://github.com/xamarin/urho-samples and
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repository has them as a git submodule. Samples use UrhoSharp via nuget.
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![Sample](https://github.com/xamarin/urho-samples/raw/master/SamplyGame/Screenshots/Video.gif) ![Sample](https://github.com/xamarin/urho-samples/raw/master/FormsSample/Screenshots/Android.gif)
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![Sample](https://github.com/xamarin/urho-samples/blob/master/HoloLens/03_Mutant/Screenshots/Video.gif)
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![Sample](Screenshots/Android.gif) ![Sample](Screenshots/SamplyGame.gif)
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![Sample](Screenshots/ARKit.gif)
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# Setup
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@ -59,11 +66,10 @@ Windows and OS X environment. Please follow these steps:
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**1. Install:**
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- XCode
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- Xamarin Studio
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- Visual Studio for Mac
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- CMake (`brew install cmake`)
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- Mono 64 bit (Mono 4.4+ or `brew install mono`)
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- Command Line tools (`xcode-select --install`)
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- Android NDK (and ANDROID_NDK variable)
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- Android NDK + ANDROID_NDK_HOME environment variable
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**2. Clone the repository including submodules**
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@ -71,84 +77,69 @@ Windows and OS X environment. Please follow these steps:
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git clone git@github.com:xamarin/urho.git --recursive
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```
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**3. Compile Urho.pch**
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**3. Compile Urho.pch, SharpieBinder and generate bindigs**
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The following command will download Clang 3.7.0 if you do not have it
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installed, and use this to scan the Urho header files:
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installed, and use this to scan the Urho header files, then compile the sources
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to PCH, parse it via SharpieBinder and generate C# bindings. Additionally
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there is a perl script to generate bindings to Urho3D events.
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```
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make PchMac
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make Generated
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```
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**4. Generate C# bindings from Urho.pch**
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Open SharpieBinder/SharpieBinder.sln via Xamarin Studio and change
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.NET runtime to 64 bit mono (installed from homebrew is usually
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located in "/usr/local/Cellar/4.x.x.x"). Run SharpieBinder project and
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make sure it generated *.cs files in /bindings/generated dir.
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Alternatively, you can do `make SharpieBinder`.
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Then execute:
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```
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make ParseEventsMac
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```
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it should generate bindings/generated/events.cpp file
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**5. Compile UrhoSharp for Mac (fat dylib)**
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**4. Compile UrhoSharp for Mac (fat dylib)**
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```
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make Mac
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```
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it takes 5-10 minutes.
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**6. Compile UrhoSharp for iOS (fat dylib: i386, x86_64, armv7, arm64)**
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**5. Compile UrhoSharp for iOS (fat dylib: i386, x86_64, armv7, arm64)**
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```
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make iOS
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make iOS SDK_VER=11.2
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```
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Note: Make sure you have an iOS 9.0 simulator target or modify
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[SDKVER](https://github.com/xamarin/urho/blob/master/MakeiOS#L3) to
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target another simulator.
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**7. Compile UrhoSharp for Android (armeabi, armeabi-v7a, arm64, x86, x86_64)**
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**6. Compile UrhoSharp for Android (armeabi, armeabi-v7a, arm64, x86, x86_64)**
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```
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make -j5 Android
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```
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-j5 means a job per ABI. Make sure you have installed Android SDK and NDK (see MakeAndroid file)
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This target can also be executed on Windows.
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**8. Compile UrhoSharp for Windows (64 bit)**
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**7. Compile UrhoSharp for Windows (64 bit)**
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Obviously you can't do it on OS X so you have to switch to Windows
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environment. Make sure you have installed:
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- Visual Studio 2015
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- CMake
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- GNU make (cygwin)
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SharpieBinder doesn't work on Windows yet so you will have to copy
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bindings/generated folder from OS X environment to Windows.
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- Visual Studio 2017
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- CMake 3.10
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- GNU make (cygwin) - the easiest way to install it is to follow instructions to install mono:
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- Download Cygwin from www.cygwin.com (setup-x86-64.exe)
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- Run the following command in cmd.exe to install the required packages:
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`setup-x86_64.exe -P autoconf,automake,bison,gcc-core,gcc-g++,mingw64-i686-runtime,mingw64-i686-binutils,mingw64-i686-gcc-core,mingw64-i686-gcc-g++,mingw64-i686-pthreads,mingw64-i686-w32api,mingw64-x86_64-runtime,mingw64-x86_64-binutils,mingw64-x86_64-gcc-core,mingw64-x86_64-gcc-g++,mingw64-x86_64-pthreads,mingw64-x86_64-w32api,libtool,make,python,gettext-devel,gettext,intltool,libiconv,pkg-config,git,curl,wget,libxslt,bc,patch`
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Execute:
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```
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make Windows64 (or Windows32)
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make Windows
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```
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(you can also compile Android on Windows via *"make Android"*)
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Then, open Urho.sln and compile MonoUrho.Windows project in Release configuration.
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Then, open Urho.sln and compile `UrhoSharp.Windows` project in Release configuration.
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By default, Urho on windows uses OpenGL, but you can also use DirectX11. In order order
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to use it, execute:
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```
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make Windows_D3D11
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```
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And compile `UrhoSharp.WindowsD3D' project.
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All compiled binaries could be found in the Bin/{platform} folder.
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**9. Compile UrhoSharp for UWP and HoloLens
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**8. Compile UrhoSharp for UWP and HoloLens**
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Execute:
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```
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make UWP32
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make UWP
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make SharpReality
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```
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And compile MonoUrho.UWP and MonoUrho.HoloLens projects in Release (x86 only) configuration.
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And compile UrhoSharp.UWP and UrhoSharp.SharpRealitys projects in Release configuration.
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Updating Documentation
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======================
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