Browse Source

Build documentation update.

Lasse Öörni 12 years ago
parent
commit
76161aaecf
2 changed files with 33 additions and 31 deletions
  1. 7 6
      Docs/GettingStarted.dox
  2. 26 25
      Readme.txt

+ 7 - 6
Docs/GettingStarted.dox

@@ -40,16 +40,16 @@ Urho3D uses CMake (http://www.cmake.org) to build. The process has two steps:
     - 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 and build the configuration(s) you like.\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" sub-directory (by default, cmake_gcc.sh specifies to make a Release build).\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.
 
 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
 
 After the build is complete, the programs can be run from the Bin directory. These include the Urho3D script host application, which can run application scripts, the tools, and C++ sample applications if they have been enabled.
 
-To run the Urho3D application from the Visual Studio debugger, set the Urho3D project as the startup project and enter its relative path and filename into Properties -> Debugging -> Command: ..\..\Bin\Urho3D.exe. Additionally, entering -w into Debugging -> Command Arguments is highly recommended. This enables startup in windowed mode: without it running into an exception or breakpoint will be obnoxious as the mouse cursor will likely be hidden. To actually make the Urho3D application do something useful, it must be supplied with the name of the script file it should load and run. You can try for example the following arguments: Scripts/NinjaSnowWar.as -w
+To run the Urho3D application from the Visual Studio debugger, set the Urho3D project as the startup project and enter its relative path and filename into Properties -> Debugging -> Command: ../../../Bin/Urho3D.exe. Additionally, entering -w into Debugging -> Command Arguments is highly recommended. This enables startup in windowed mode: without it running into an exception or breakpoint will be obnoxious as the mouse cursor will likely be hidden. To actually make the Urho3D application do something useful, it must be supplied with the name of the script file it should load and run. You can try for example the following arguments: Scripts/NinjaSnowWar.as -w
 
 To run from Eclipse on Linux, locate and select the Urho3D executable in the Project Explorer. From the menu, choose "Run Configurations" to create a new launch configuration for "C/C++ Application". Switch to "Arguments" tab, specify the argument required by Urho3D executable.
 
@@ -57,11 +57,11 @@ To run from Xcode on Mac OS X, edit the Product Scheme to set "Run" setting to e
 
 \section Building_Android Android build process
 
-First, if you are building under Windows platform, copy Bin/Data and Bin/CoreData directories to the Android/assets directory (you can use the provided batch file CopyData.bat). This step is not necessary for non-Windows platform because the build script uses symbolic links for platforms that support it.
+First, if you are building under Windows platform, copy Bin/Data and Bin/CoreData directories to the Source/Android/assets directory (you can use the provided batch file CopyData.bat). This step is not necessary for non-Windows platform because the build script uses symbolic links for platforms that support it.
 
 Set the ANDROID_NDK environment variable to point to your Android NDK. On Windows, ensure that make.exe from the Android NDK is included in the path and is executable from the command line.
 
-On Windows, execute cmake_android.bat then go to the Android directory and execute the following commands. On OS X or Linux, execute cmake_gcc.sh (the ANDROID_NDK environment variable distinguishes from a normal desktop build) then go to the android-Build directory (which is a GCC out-of-source build) and execute the following commands.
+On Windows, execute cmake_android.bat then go to the Source/Android directory and execute the following commands. On OS X or Linux, execute cmake_gcc.sh (the ANDROID_NDK environment variable distinguishes from a normal desktop build) then go to the android-Build directory (which is a GCC out-of-source build) and execute the following commands.
 
 - android update project -p . -t 1 (only needed on the first time,
                                     replace '-t 1' with desired target-id)
@@ -69,7 +69,7 @@ On Windows, execute cmake_android.bat then go to the Android directory and execu
             host/build system)
 - ant debug
 
-After the commands finish successfully, the APK should have been generated to the Android/bin directory, from where it can be installed on a device or an emulator. The command "ant installd" can be used for this.
+After the commands finish successfully, the APK should have been generated to the build's "bin" subdirectory, from where it can be installed on a device or an emulator. The command "ant installd" can be used for this.
 
 For a release build, use the "ant release" command instead of "ant debug" and follow the Android SDK instructions on how to sign your APK properly.
 
@@ -195,6 +195,7 @@ Key and mouse controls:
 WSAD        Move
 Left mouse  Attack
 Space       Jump
+ESC         Exit
 F1          Toggle console
 F2          Toggle profiling display
 F3          Toggle physics debug geometry

+ 26 - 25
Readme.txt

@@ -114,9 +114,9 @@ successfully:
   libx11-dev, libxrandr-dev, libasound2-dev on Debian-based distros;
   libX11-devel, libXrandr-devel, alsa-lib-devel on RedHat-based distros.
   Also install the package libgl1-mesa-dev (Debian) or mesa-libGL-devel (RH)
-  if your GPU driver does not include OpenGL headers & libs. Building as 32-bit on
-  a 64-bit system requires installing also the 32-bit versions of the development
-  libraries.
+  if your GPU driver does not include OpenGL headers & libs. Building as 32-bit 
+  on a 64-bit system requires installing also the 32-bit versions of the 
+  development libraries.
 
 - For Raspberry Pi, the following development packages need to be installed:
   libraspberrypi0, libraspberrypi-dev, libasound2-dev on Raspbian;
@@ -163,13 +163,14 @@ process has two steps:
     Linux: cmake_gcc.sh or cmake_eclipse.sh,
     Mac OS X: cmake_gcc.sh or cmake_macosx.sh.
 
-2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
+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.
 
-   For GCC, execute make in the "Build" sub-directory (by default, cmake_gcc.sh
+   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.
@@ -184,13 +185,13 @@ scripts, the tools, and C++ sample applications if they have been enabled.
 
 To run the Urho3D application from the Visual Studio debugger, set the Urho3D
 project as the startup project and enter its relative path and filename into
-Properties -> Debugging -> Command: ..\..\Bin\Urho3D.exe. Additionally, entering
--w into Debugging -> Command Arguments is highly recommended. This enables
-startup in windowed mode: without it running into an exception or breakpoint
-will be obnoxious as the mouse cursor will likely be hidden. To actually make
-the Urho3D application do something useful, it must be supplied with the name of
-the script file it should load and run. You can try for example the following 
-arguments: Scripts/NinjaSnowWar.as -w
+Properties -> Debugging -> Command: ..\..\..\Bin\Urho3D.exe. Additionally, 
+entering -w into Debugging -> Command Arguments is highly recommended. This
+enables startup in windowed mode: without it running into an exception or break-
+point will be obnoxious as the mouse cursor will likely be hidden. To actually
+make the Urho3D application do something useful, it must be supplied with the
+name of the script file it should load and run. You can try for example the 
+following arguments: Scripts/NinjaSnowWar.as -w
 
 To run from Eclipse on Linux, locate and select the Urho3D executable in the
 Project Explorer. From the menu, choose "Run Configurations" to create a new
@@ -207,19 +208,19 @@ Android build process
 ---------------------
 
 First, if you are building under Windows platform, copy Bin/Data and Bin/CoreData
-directories to the Android/assets directory (you can use the provided batch file
-CopyData.bat). This step is not necessary for non-Windows platform because the
-build script uses symbolic links for platforms that support it.
+directories to the Source/Android/assets directory (you can use the provided 
+batch file CopyData.bat). This step is not necessary for non-Windows platform 
+because the build script uses symbolic links for platforms that support it.
 
-Set the ANDROID_NDK environment variable to point to your Android NDK. On Windows,
-ensure that make.exe from the Android NDK is included in the path and is executable
-from the command line.
+Set the ANDROID_NDK environment variable to point to your Android NDK. On 
+Windows, ensure that make.exe from the Android NDK is included in the path and
+is executable from the command line.
 
-On Windows, execute cmake_android.bat then go to the Android directory and execute
-the following commands. On OS X or Linux, execute cmake_gcc.sh (the ANDROID_NDK
-environment variable distinguishes from a normal desktop build) then go to the
-android-Build directory (which is a GCC out-of-source build) and execute the
-following commands.
+On Windows, execute cmake_android.bat then go to the Source/Android directory
+and execute the following commands. On OS X or Linux, execute cmake_gcc.sh (the 
+ANDROID_NDK environment variable distinguishes from a normal desktop build) then 
+go to the android-Build directory (which is a GCC out-of-source build) and execute
+the following commands.
 
 - android update project -p . -t 1 (only needed on the first time,
                                     replace '-t 1' with desired target-id)
@@ -228,8 +229,8 @@ following commands.
 - ant debug
 
 After the commands finish successfully, the APK should have been generated to the
-Android/bin directory, from where it can be installed on a device or an emulator.
-The command "ant installd" can be used for this.
+build's "bin" subdirectory, from where it can be installed on a device or an
+emulator. The command "ant installd" can be used for this.
 
 For a release build, use the "ant release" command instead of "ant debug" and
 follow the Android SDK instructions on how to sign your APK properly.