Update README to reflect the scons build
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README.md
56
README.md
@@ -29,28 +29,54 @@ Apart from minor bugfixes, it should not be altered. The src/ directory
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is to be the official codebase now. As of the time of this writing, it
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is to be the official codebase now. As of the time of this writing, it
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has a few major issues on Windows which are being worked on.
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has a few major issues on Windows which are being worked on.
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CBOE relies on a few libraries, and XCode needs to be told where they are. The graphics
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Building
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library we're using is SFML, which is a Framework that can be found
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--------
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[here](http://www.sfml-dev.org/). They need to be linked in the Project Build Phases menu.
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You might also need to include zlib in the same place, but being that it's a builtin lib,
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that might be handled automatically in future builds.
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The other dependency is Boost, a C++ library, which can be found
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There are currently four ways to build Blades of Exile:
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[here](http://www.boost.org/), however the most straightforward way to install it is via
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homebrew or some similar package manager. Wherever you put it, XCode needs to be linked to
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- The build.sh shell-script, which builds and runs a Makefile.
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it via the Project Build Settings, under Linking->Other Linking flags, which should look
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- XCode 4 or later
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similar to this:
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- Microsoft Visual Studio 2013 or later
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- scons
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The officially supported method is scons. The script is currently a work-in-progress and
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as such may be a little fragile, but we're working on that. With luck, just running
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`scons` will simply do the right thing and build a working executable under _build/Blades
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of Exile_. If not, though, you may have to adjust a few things.
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You can pass the following parameters to scons:
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- OS=windows|darwin - Override platform auto-detection (only partially implemented)
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- LIBPATH=pathlist - Specify where to look for non-system dynamic libraries to link
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against.
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- FRAMEWORKPATH=pathlist (Mac only) - Specify where to look for non-system frameworks.
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- INCLUDEPATH=pathlist - Specify where to look for non-system header files.
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If you can't get that to work, you can copy the required dependencies into _deps/lib_ (for
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dynamic libraries and frameworks) or _deps/include_ (for headers). That means that
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_deps/include_ would have two subfolders _boost/_ and _SFML/_.
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The following dependencies are required:
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- [SFML](http://www.sfml-dev.org/) - all components except sfml-net.
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- [Boost](http://www.boost.org/) - Filesystem, System, and Thread, plus several header-only
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libraries; if you're picky, you can run scons and see it enumerate exactly which
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libraries are needed
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- ZLib - This is included with the system on the Mac, but you may need to install it if
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compiling on Windows.
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If you're using XCode, you may need to adjust the project file settings to specify the
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correct place to search. For example, if you installed Boost via Homebrew, you may need to
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add something like the following to the Project Build Settings, under Linking->Other
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Linking Flags:
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-lboost_filesystem -lboost_system -L/usr/local/Cellar/boost/1.57.0/lib
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-lboost_filesystem -lboost_system -L/usr/local/Cellar/boost/1.57.0/lib
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With the path in the third include being wherever you put the boost lib folder. The
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Again with Homebrew, you may also need to add the following to Apple LLVM Custom
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includes need to be flagged in the Project Build Settings, under Apple LLVM Custom
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Compiler Flags -> Other C++ Flags:
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Compiler Flags -> Other C++ Flags, flags to which you should append something like this:
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-isystem/usr/local/Cellar/boost/1.57.0/include
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-isystem/usr/local/Cellar/boost/1.57.0/include
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Again, the filepath just needs to point to Boost's includes.
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Helpful Links
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Helpful Links
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-------------
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-------------
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* [Jenkins Server](http://te.calref.net:8080/) - Runs a build after
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* [Jenkins Server](http://te.calref.net:8080/) - Runs a build after
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