README.md 2.6 KB

UrhoSharp

Code to integrate with the Urho3D engine

This is designed to be a binding to the C++ API of the Urho3D engine.

For information on the binding strategy, see the document at:

https://docs.google.com/document/d/1uuPwkmnGWdlhRe0-8VqLVtYyo1Hv1cgl_ZxmjwxMiFA/edit#heading=h.ozhfa8u99ynm

How to build

In order to compile binaries for all platforms you will need both Windows and OS X environment. Please follow these steps:

1. Install:

  • XCode
  • Xamarin Studio
  • CMake (i.e. "brew install cmake")
  • Mono 64 bit (i.e. "brew install mono")
  • Command Line tools ("xcode-select --install")

2. Clone the repository including submodules

git clone [email protected]:xamarin/urho.git
git submodule update --init

3. Compile Urho.pch

The following command will download Clang 3.7.0 if you do not have it installed, and use this to scan the Urho header files:

make PchMac

4. Generate C# bindings from Urho.pch

Open SharpieBinder/SharpieBinder.sln via Xamarin Studio and change .NET runtime to 64 bit mono (installed from homebrew is usually located in "/usr/local/Cellar/4.x.x.x"). Run SharpieBinder project and make sure it generated *.cs files in /bindings/generated dir. Then execute:

make ParseEventsMac

it should generate bindings/generated/events.cpp file

5. Compile UrhoSharp for Mac (fat dylib)

make Mac

it takes 5-10 minutes.

6. Compile UrhoSharp for iOS (fat dylib: i386, armv7, arm64)

make iOS

7. Compile UrhoSharp for Android (armeabi, armeabi-v7a, x86)

make -j3 Android

-j3 means a job per ABI. Make sure you have installed Android SDK and NDK (see MakeAndroid file)

8. Compile UrhoSharp for Windows (64 bit)

Obviously you can't do it on OS X so you have to switch to Windows environment. Make sure you have installed:

  • Visual Studio 2015
  • CMake
  • Mingw
  • You have these environment variables: CMAKE_C_COMPILER, CMAKE_CXX_COMPILER. Bin folders of CMake and Mingw should be added to PATH.

SharpieBinder doesn't work on Windows yet so you will have to copy bindings/generated folder from OS X environment to Windows.

Execute:

make Windows

(you can also compile Android on Windows via "make Android") Then, open Urho.sln and compile MonoUrho.Windows project in Release configuration.

All compiled binaries could be found in the Bin/{platform} folder.

Sample

Sample code lives in https://github.com/xamarin/urho-samples and repository has them as a git submodule. Samples use Urho via nuget.

Very simple sample

Some screencasts: