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@@ -127,443 +127,16 @@ See section "Documentation build" below on how to automate documentation
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generation as part of the build process.
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generation as part of the build process.
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The documentation is also available online at
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The documentation is also available online at
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-http://urho3d.github.io/documentation/HEAD/index.html
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+ http://urho3d.github.io/documentation/HEAD/index.html
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+Documentation on how to build Urho3D:
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+ http://urho3d.github.io/documentation/HEAD/_building.html
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+Documentation on how to use Urho3D as external library
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+ http://urho3d.github.io/documentation/HEAD/_using_library.html
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-Building prerequisites
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-----------------------
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-
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-Although all required third-party libraries are included as source code, there
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-are system-level dependencies that must be satisfied before Urho3D can be built
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-successfully:
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-
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-- For Windows, the June 2010 DirectX SDK needs to be installed.
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-
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-- For Linux, the following development packages need to be installed:
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- libx11-dev, libxrandr-dev, libasound2-dev on Debian-based distros;
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- libX11-devel, libXrandr-devel, alsa-lib-devel on RedHat-based distros.
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- Also install the package libgl1-mesa-dev (Debian) or mesa-libGL-devel (RH)
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- if your GPU driver does not include OpenGL headers & libs. Building as 32-bit
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- on a 64-bit system requires installing also the 32-bit versions of the
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- development libraries.
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-
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-- For Raspberry Pi, the following development packages need to be installed:
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- libraspberrypi0, libraspberrypi-dev, libasound2-dev, libudev-dev on Raspbian;
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- raspberrypi-vc-libs, raspberrypi-vc-libs-devel, alsa-lib-devel, systemd-devel
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- on Pidora. The first two packages which contain the Broadcom VideoCore IV
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- libraries and development headers should normally come preinstalled.
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-
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-- For Mac OS X, the Xcode developer tools package should include everything
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- necessary.
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-
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-- For Android, the Android SDK and Android NDK (minimum API level 12) need to be
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- installed. Optionally, also install Eclipse ADT plugin for building and
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- deployment via Eclipse.
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-
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-To run Urho3D, the minimum system requirements are:
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-
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-- Windows: CPU with SSE instructions support, Windows XP or newer, DirectX 9.0c,
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- GPU with Shader Model 2 support (Shader Model 3 recommended.)
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-
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-- Linux & Mac OS X: CPU with SSE instructions support, GPU with OpenGL 2.0
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- support, EXT_framebuffer_object and EXT_packed_depth_stencil extensions.
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-
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-- Raspberry Pi: Model B revision 2.0 with at least 128 MB of 512 MB SDRAM
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- allocated for GPU. OpenGL ES 2.0 capable GPU.
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-
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-- Android: OS version 2.3 or newer, OpenGL ES 2.0 capable GPU.
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-
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-- iOS: OpenGL ES 2.0 capable GPU.
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-
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-SSE requirement can be eliminated by disabling the use of SSE instruction set,
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-see "Build options" below.
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-
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-
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-Desktop build process
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----------------------
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-
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-On desktop systems Urho3D uses CMake (http://www.cmake.org) to build. The
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-process has two steps:
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-
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-1) Run CMake in the root directory with your preferred toolchain specified to
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- generate the build files. You can use the provided batch files or shell
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- scripts on the respective platform.
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-
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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, 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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-
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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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-
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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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-
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-Note that Eclipse requires CDT plugin to build C/C++ project.
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-
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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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-http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz. These will
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-be missing some of the headers related to shader compilation, so a MinGW build
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-will use OpenGL by default. To build in Direct3D9 mode, the MinGW-w64 port is
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-necessary: http://mingw-w64.sourceforge.net/. Using it, Direct3D9 can be
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-enabled with the CMake option -DURHO3D_OPENGL=0.
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-
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-After the build is complete, the programs can be run from the Bin directory.
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-These include the Urho3D player application, which can run application scripts,
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-the tools, and C++ sample applications if they have been enabled.
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-
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-To run the Urho3D player application from the Visual Studio debugger, set the
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-Urho3DPlayer project as the startup project and enter its relative path and
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-filename into Properties -> Debugging -> Command: ..\..\..\Bin\Urho3DPlayer.exe.
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-Additionally, entering -w into Debugging -> Command Arguments is highly
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-recommended. This enables startup in windowed mode: without it running into an
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-exception or breakpoint will be obnoxious as the mouse cursor will likely be
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-hidden. To actually make the Urho3DPlayer application do something useful, it
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-must be supplied with the name of the script file it should load and run. You
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-can try for example the following arguments: Scripts/NinjaSnowWar.as -w
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-
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-To run from Eclipse on Linux, locate and select the Urho3DPlayer executable in
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-the Project Explorer. From the menu, choose "Run Configurations" to create a new
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-launch configuration for "C/C++ Application". Switch to "Arguments" tab, specify
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-the argument required by Urho3DPlayer executable.
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-
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-To run from Xcode on Mac OS X, edit the Product Scheme to set "Run" setting
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-to execute "Urho3DPlayer" in the "Info" tab. In the "Arguments" tab, specify the
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-arguments required by Urho3DPlayer executable. Ensure the check boxes are ticked
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-on the argument entries that you want to be active.
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-
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-CMake caches some internal variables to speed up the subsequent invocation of
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-the CMake build script. This is normally a good thing. However, there are cases
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-when this is not desirable, for instance when switching CMake generators or
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-after upgrading development software components. In such cases, it is recomended
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-to first clean the CMake cache by invoking cmake_clean.bat or cmake_clean.sh.
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-
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-
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-Android build process
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----------------------
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-
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-First, if you are building under Windows host without MKLINK support then copy
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-Bin/Data and Bin/CoreData directories to the Source/Android/assets directory
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-(you can use the provided batch file CopyData.bat). This step is not necessary
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-for Windows with MKLINK support and non-Windows host because the build script
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-uses symbolic links for host development environments that support it.
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-
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-Set the ANDROID_NDK environment variable to point to your Android NDK. On
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-Windows, ensure that make.exe from the Android NDK is included in the path and
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-is executable from the command line.
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-
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-On Windows, execute cmake_android.bat. If your user account has privilege to use
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-MKLINK then you have the option to provide the build option "-DURHO3D_MKLINK=1"
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-when invoking the cmake_android.bat to generate out-of-source build tree. Then
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-go to the build tree directory which could be either 'Source/Android' or
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-'android-Build' (when using MKLINK) and execute the below commands to start the
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-build.
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-
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-- android update project -p . -t 1 (replace id to match the desired target API)
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-- make -j8 (replace the number to match your host's number of logical CPU cores)
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-- ant debug
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-
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-On OS X or Linux, execute cmake_gcc.sh (the presence of ANDROID_NDK environment
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-variable instructs the shell script to also generate project file for Android
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-build besides normal desktop build). Then go to the build tree (which is
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-currently defaulted to 'android-Build' directory) and execute the same commands
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-as above.
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-
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-After the commands finish successfully, the APK should have been generated in
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-the build tree's "bin" subdirectory, from where it can be installed on a device
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-or an emulator. The command "ant installd" can be used for this. After the debug
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-APK has been installed, you can use "rake android" command to automate the test
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-running of the APK on the attached Android device.
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-
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-For a release build, use the "ant release" command instead of "ant debug" and
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-follow the Android SDK instructions on how to sign your APK properly.
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-
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-By default the Android package for Urho3D is com.googlecode.urho3d. For a real
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-application you must replace this with your own package name. The Urho3D
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-activity subclasses the SDLActivity from org.libsdl.app package, whose name (or
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-the JNI code from SDL library) does not have to be changed.
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-
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-Note that the native code is built by default for armeabi-v7a ABI. To make your
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-program compatible also with old Android devices, build also an armeabi version
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-by executing the CMake batch file or shell script again with the build option
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-"-DANDROID_ABI=armeabi" added, then execute make again in the build directory.
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-Similarly, the native code can be built using 64-bit ABI by changing the value
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-of this build option. See \ref Build_Options "Build options" for all the
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-possible values.
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-
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-You can also build and deploy using Eclipse IDE with ADT plugin. To do that,
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-after setting the ANDROID_NDK environment variable then run cmake_eclipse.sh
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-instead of cmake_gcc.sh. Import "Existing Android Code into Workspace" from the
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-CMake generated Eclipse project file in the build tree. Switch Eclipse IDE to
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-use Java Perspective. Update project properties to choose the desired Android
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-API target. Choose "Run" to let ADT automatically build and deploy the
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-application to Android (virtual) device.
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-
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-
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-iOS build process
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------------------
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-
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-Run cmake_ios.sh. This generates an Xcode project named Urho3D.xcodeproj.
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-
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-Open the Xcode project and check the properties for the Urho3D project (topmost
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-in the Project Navigator.) In Architectures -> Base SDK, choose your iOS SDK
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-(CMake would automatically select latest iOS when generating the Xcode project).
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-In Code Signing, enter your developer identity as necessary.
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-
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-The Urho3DPlayer target will actually build the application bundle and copy
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-resources from Bin/Data and Bin/CoreData directories. Edit its build scheme to
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-choose debug or release mode.
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-
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-To run from Xcode on iPhone/iPad Simulator, edit the Product Scheme to set "Run"
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-destination setting to "iPhone Simulator" or "iPad Simulator", and executable
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-to "Urho3DPlayer.app".
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-
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-
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-Raspberry Pi build process
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---------------------------
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-
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-For native build on Raspberry Pi itself, use the similar process for Linux
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-Desktop build described above.
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-
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-For cross-compiling build on another build/host machine, firstly set the
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-RASPI_TOOL environment variable to point to your Raspberry Pi Cross-Compiling
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-tool where all the arm-linux-gnueabihf-* executables are located. You can setup
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-the tool using crosstool-NG (http://crosstool-ng.org/) or just download one
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-from https://github.com/raspberrypi/tools. Secondly, set the RASPI_ROOT
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-environment variable to point to your Raspbian or Pidora system root. You must
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-install the Urho3D prerequisites software development packages for Raspberry Pi
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-(see "Building_Prerequisites") in the system root before attempting to do the
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-Urho3D cross-compiling build. You can download a Raspbian system root from
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-https://github.com/urho3d/rpi-sysroot.
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-
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-When running cmake_gcc.sh with RASPI_TOOL environment variable set, it tells
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-build script to generate additional raspi-Build directory for cross-compiling.
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-Go to this raspi-Build directory and proceed to execute make. After the build
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-is complete, the ARM executables can be found in Bin-CC output directory.
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-
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-You can also build, deploy, run/debug (as C/C++ Remote Application) using
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-Eclipse IDE, if you run cmake_eclipse.sh to generate the project file. Import
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-the CMake generated Eclipse project in the raspi-Build directory into Eclipse's
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-workspace. Build the project as usual. Use the URHO3D_SCP_TO_TARGET build option
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-to automatically deploy the ARM executables to target Raspberry Pi as part of
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-every project build or configure Eclipse to perform a "download to target path"
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-in the Run/Debug configuration for C/C++ Remote Application. Either way, you
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-have to configure the Run/Debug configuration how to reach your target Raspberry
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-Pi.
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-
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-
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-MinGW cross-compile build process
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----------------------------------
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-
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-It is possible to cross-compile Urho3D for Windows using a Linux system. The
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-process is largely the same as for the Linux Desktop build process described
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-above.
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-
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-To cross-compile, the MinGW tool-chain (compiler, linker and w32api) needs to be
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-installed on the system. You will also need the DirectX header files, those can
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-be downloaded and installed from the following packet:
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-http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz.
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-
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-For activating the MinGW tool-chain, and to allow it to find the correct
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-compiler, the MINGW_PREFIX environment variable needs to be set when running
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-cmake_gcc.sh. This variable should be set to the prefix of the compiler name.
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-So, if for example your MinGW compiler is named i686-pc-mingw32-gcc, the
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-MINGW_PREFIX should read i686-pc. Most likely you also need to set MINGW_ROOT
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-environment variable to point to your mingw32 system root.
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-
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-Running cmake_gcc.sh with the MINGW_PREFIX environment variable set, produces
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-an additional mingw-Build directory. Go to this directory and execute make to
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-start the build process. When the build is complete, the Windows executables can
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-be found in the mingw-Bin output directory.
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-
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-
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-Desktop 64bit build
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--------------------
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-
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-When using MSVC compiler, the Urho3D CMake build script will configure the
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-Urho3D project to be built in 32-bit by default. When using other non-MSVC
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-compilers (like GCC or clang), the CMake build script will set the default to
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-32-bit or 64-bit based on the installed toolchain in the host system. You can
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-use the build option "URHO3D_64BIT" to override the default, by setting the
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-option to '0' (for 32-bit) and '1' (for 64-bit) explicitly. For MSVC on Windows
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-platform, setting the option to '1' also instructs the build script to use a
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-64-bit solution generator.
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-
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-
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-Library build
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--------------
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-
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-As of v1.31, the build process first builds the Urho3D library target (either
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-static or shared). The library is then linked against by other targets like
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-tools and samples that reference Urho3D as one of the external libraries. The
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-Urho3D library type is defaulted to static, so the build process would generate
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-standalone executables as previous releases. The Urho3D library type can be
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-changed using "URHO3D_LIB_TYPE" build option.
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-
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-To install the Urho3D library (or should we call it SDK), use the usual
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-'make install' command when using Makefile. There is an equivalent command in
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-Visual Studio and Xcode IDE to build 'install' target instead of the default
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-'all' target. This could be useful when you want your application to always link
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-against a 'stable' installed version of the Urho3D library, while keeping your
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-Urho3D project root tree in sync with origin/master. That is, install the newly
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-built library after you have tested the changes do not break your application
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-during development.
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-
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-Refer to "Using Urho3D as external library" on how to setup your own project to
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-use Urho3D as external library.
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-
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-
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-Documentation build
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--------------------
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-
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-If URHO3D_DOCS build option is set then a normal (ALL) build would not only
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-build Urho3D software but also Urho3D documentation automatically. If it is not
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-then the documentation can be generated by manually invoking 'make doc' command
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-or its equivalent command in IDE.
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-
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-The prerequisites are Doxygen and Graphviz. Tools to dump the AngelScript API
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-for the default scripting subsystem and the LuaScript API (when the LuaScript
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-subsystem is also enabled) will be built internally when all the tools are being
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-built.
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-
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-
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-Compiling Direct3D shaders
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---------------------------
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-
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-When building with the Windows 8 SDK, copy d3dcompiler_46.dll from
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-C:/Program Files (x86)/Windows Kits/8.0/bin/x86 to Urho3D Bin directory so that
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-Urho3D executables will run correctly.
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-
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-Note that you can also force an OpenGL mode build on Windows by using the CMake
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-option in the table below; OpenGL does not depend on a separate shader compiler
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-DLL.
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-
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-
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-Build options
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--------------
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-
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-A number of build options can be defined explicitly when invoking the above
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-cmake_xxxx batch files or shell scripts.
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-
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-|---------------------|-|------------------------------------------------------|
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-|Build Option |V|Description |
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-|---------------------|-|------------------------------------------------------|
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-|URHO3D_64BIT |-|Enable 64bit build, on MSVC default to 0, on other |
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-| | | compilers the default is set based on the installed |
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-| | | toolchain on host system |
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|
-|URHO3D_ANGELSCRIPT |1|Enable AngelScript scripting support |
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-|URHO3D_LUA |0|Enable Lua scripting support |
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|
-|URHO3D_LUAJIT |0|Enable Lua scripting support using LuaJIT (check |
|
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|
|
-| | | LuaJIT's CMakeLists.txt for more options) |
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|
-|URHO3D_LUAJIT_AMALG |0|Enable LuaJIT amalgamated build (LuaJIT only) |
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|
-|URHO3D_SAFE_LUA |0|Enable Lua C++ wrapper safety checks (when Lua |
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|
-| | | scripting support is enabled only) |
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-|URHO3D_NETWORK |1|Enable Networking support |
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|
-|URHO3D_PHYSICS |1|Enable Physics support |
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-|URHO3D_NAVIGATION |1|Enable Navigation support |
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|
-|URHO3D_URHO2D |1|Enable 2D rendering & physics support |
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|
-|URHO3D_SAMPLES |0|Build sample applications |
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|
-|URHO3D_TOOLS |1|Build standalone tools (Desktop and RPI only; |
|
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|
|
-| | | on Android only build Lua standalone tools) |
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|
-|URHO3D_EXTRAS |0|Build extras (Desktop and RPI only) |
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|
-|URHO3D_DOCS |0|Generate documentation as part of normal build (the |
|
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|
-| | | 'doc' builtin target can be used to generate |
|
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|
-| | | documentation regardless of this option's value) |
|
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|
-|URHO3D_DOCS_QUIET |0|Generate documentation as part of normal build, |
|
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|
|
-| | | suppress generation process from sending anything to |
|
|
|
|
|
-| | | stdout |
|
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|
|
-|URHO3D_SSE |1|Enable SSE instruction set |
|
|
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|
|
-|URHO3D_MINIDUMPS |1|Enable minidumps on crash (VS only) |
|
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|
|
-|URHO3D_FILEWATCHER |1|Enable filewatcher support |
|
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|
|
-|URHO3D_PROFILING |1|Enable profiling support |
|
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|
|
-|URHO3D_LOGGING |1|Enable logging support |
|
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|
|
-|URHO3D_TESTING |0|Enable testing support |
|
|
|
|
|
-|URHO3D_TEST_TIME_OUT |5|Number of seconds to test run the executables (when |
|
|
|
|
|
-| | | testing support is enabled only) |
|
|
|
|
|
-|URHO3D_OPENGL |0|Use OpenGL instead of Direct3D (Windows platform only)|
|
|
|
|
|
-|URHO3D_MKLINK |0|Use mklink command to create symbolic links (Windows |
|
|
|
|
|
-| | | Vista and above only) |
|
|
|
|
|
-|URHO3D_STATIC_RUNTIME|0|Use static C/C++ runtime libraries and eliminate the |
|
|
|
|
|
-| | | need for runtime DLLs installation (VS only) |
|
|
|
|
|
-|URHO3D_LIB_TYPE |*|Specify Urho3D library type, possible values are |
|
|
|
|
|
-| | | STATIC (*default) and SHARED |
|
|
|
|
|
-|URHO3D_SCP_TO_TARGET |-|Use scp to transfer executables to target system (non-|
|
|
|
|
|
-| | | Android cross-compiling build only), SSH digital key |
|
|
|
|
|
-| | | must be setup first for this to work, typical value |
|
|
|
|
|
-| | | has a pattern of usr@tgt:remote-loc |
|
|
|
|
|
-|CMAKE_BUILD_TYPE |*|Specify CMake build configuration (single- |
|
|
|
|
|
-| | | configuration generator only), possible values are |
|
|
|
|
|
-| | | Release (*default), RelWithDebInfo, and Debug |
|
|
|
|
|
-|CMAKE_OSX_ |-|Specify Mac OS X deployment target (OSX build only); |
|
|
|
|
|
-| DEPLOYMENT_TARGET | | default to current running OS X if not specified |
|
|
|
|
|
-|IPHONEOS_ |-|Specify iPhone OS deployment target (iOS build only); |
|
|
|
|
|
-| DEPLOYMENT_TARGET | | default to latest installed iOS SDK if not specified |
|
|
|
|
|
-|ANDROID_ABI |*|Specify target ABI (Android build only), possible |
|
|
|
|
|
-| | | values are arm64-v8a, armeabi, armeabi-v6 with VFP, |
|
|
|
|
|
-| | | armeabi-v7a (*default), armeabi-v7a with NEON, |
|
|
|
|
|
-| | | armeabi-v7a with VFPV3, mips, mips64, x86, and x86_64|
|
|
|
|
|
-|ANDROID_NATIVE_API |*|Specify target API level (Android build only), |
|
|
|
|
|
-| _LEVEL | | possible values depends on installed NDK version, |
|
|
|
|
|
-| | | default to API level 12 on 32-bit ABIs, |
|
|
|
|
|
-| | | default to API level 21 on 64-bit ABIs |
|
|
|
|
|
-|ANDROID_NDK_GDB |0|Enable ndk-gdb support (Android Debug build only) |
|
|
|
|
|
-|---------------------|-|------------------------------------------------------|
|
|
|
|
|
-
|
|
|
|
|
-Note that build option values specified via command line are cached by CMake.
|
|
|
|
|
-The cached values will be used by CMake in the subsequent invocation. That is,
|
|
|
|
|
-the same build options are not required to be specified again and again. Once a
|
|
|
|
|
-non-default build option value is being cached, it can only be reverted back to
|
|
|
|
|
-its default value by explicitly setting it via command line. That is, simply by
|
|
|
|
|
-NOT passing the corresponding build option would not work. One way to revert all
|
|
|
|
|
-the build options to their default values is by clearing the CMake cache by
|
|
|
|
|
-calling cmake_clean.bat or cmake_clean.sh.
|
|
|
|
|
-
|
|
|
|
|
-
|
|
|
|
|
-Using cmake-gui to configure and generate Urho3D project file
|
|
|
|
|
--------------------------------------------------------------
|
|
|
|
|
-
|
|
|
|
|
-Instead of using one of the provided batch files or shell scripts, you can use
|
|
|
|
|
-cmake-gui to configure and generate Urho3D project file. However, you have to
|
|
|
|
|
-adhere to the current limitations:
|
|
|
|
|
-
|
|
|
|
|
-- The build directory must be located inside the Urho3D project root directory
|
|
|
|
|
- and sibling of the "Source" directory.
|
|
|
|
|
-- The build directory must be named accordingly based on the target platform.
|
|
|
|
|
- - On desktop/native platform: Build
|
|
|
|
|
- - On Windows platform using MinGW: mingw-Build
|
|
|
|
|
- - On iOS platform: ios-Build
|
|
|
|
|
- - On Android platform: android-Build
|
|
|
|
|
- - On Raspberry Pi platform: raspi-Build
|
|
|
|
|
-- The runtime and archive output directories are automatically set based on the
|
|
|
|
|
- target platform regardless of the build directory name (should you choose not
|
|
|
|
|
- to adhere with the above). For example on Android platform, they will be
|
|
|
|
|
- android-Bin and android-Lib, respectively.
|
|
|
|
|
- If you choose not to adhere with this build directory naming convention then
|
|
|
|
|
- you will have to install the Urho3D library into your local filesystem in
|
|
|
|
|
- order to use the Urho3D library in your external project.
|
|
|
|
|
- See http://urho3d.github.io/documentation/HEAD/_building.html#Building_Library
|
|
|
|
|
- and http://urho3d.github.io/documentation/HEAD/_using_library.html#FromSDK.
|
|
|
|
|
-- All the post-CMake workaround and/or bug fixes that are scripted in the batch
|
|
|
|
|
- files or shell scripts are not applied to the generated project file.
|
|
|
|
|
-
|
|
|
|
|
-Steps to configure:
|
|
|
|
|
-
|
|
|
|
|
-1. In the Urho3D project root directory, invoke "cmake-gui Source".
|
|
|
|
|
-2. Set the build directory name.
|
|
|
|
|
-3. Configure and update the build options as many times as necessary until there
|
|
|
|
|
- are no more new options in red. For the first configuration, choose the
|
|
|
|
|
- generator you like to use. Click the Group check box to group the build
|
|
|
|
|
- options.
|
|
|
|
|
- - In the Ungrouped Entries: check IOS option when targeting it on Xcode.
|
|
|
|
|
- - In the URHO3D group: check any of the options you desire. Some of the
|
|
|
|
|
- options when checked may cause new options to be made available in the
|
|
|
|
|
- subsequent configuration loop.
|
|
|
|
|
-4. Generate when all the configurations are done.
|
|
|
|
|
|
|
+Replace HEAD with a specific release version in the above links to obtain the
|
|
|
|
|
+documentation pertinent to the specified release. Alternatively, use the
|
|
|
|
|
+document-switcher in the documentation website to do so.
|
|
|
|
|
|
|
|
|
|
|
|
|
History
|
|
History
|