822 lines
34 KiB
Plaintext
822 lines
34 KiB
Plaintext
Table of contents
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-----------------
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WARNING: Only intended for developers who'll build Speed Dreams from sources.
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I - Pre-requisites
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II - Linux Installation from sources
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1 - Introduction
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2 - Installation from the official tarballs
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3 - Installation from SVN (developers only)
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4 - Run Speed-Dreams
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5 - Getting Help
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III - Windows Installation from sources
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1 - CMake and MS VC++ 2010 (10) and newer under Windows
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IV - FreeBSD Installation from sources
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V - MacOS X installation from sources
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1 - CMake and McPorts
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2 - CMake and XCode (TODO)
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VI - Haiku
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(TODO)
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VII - Historical Windows CMake and MinGW : (NOTE: outdated!)
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I - Pre-requisites
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------------------
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- Working OpenGL Driver and header files / associated libraries
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- CMake https://cmake.org/download/
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- Java development kit (for sd2-trackeditor)
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- SDL 2.x.x http://www.libsdl.org/
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- PLIB 1.8.5 http://plib.sourceforge.net/
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Linux: Be careful to compile plib with -fPIC on AMD64 if you run a 64 bit version.
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- OpenAL soft 1.18 https://www.openal-soft.org/openal-releases/
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- libOGG 1.3.x http://downloads.xiph.org/releases/ogg/
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- libVorbis 1.3.x http://downloads.xiph.org/releases/vorbis/
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- ENet 1.3.x http://enet.bespin.org
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Linux: Be careful to compile ENet with -fPIC on AMD64 if you run a 64 bit build.
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- Expat 2 https://github.com/libexpat/libexpat/releases
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- libpng https://sourceforge.net/projects/libpng/files/
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- zlib https://sourceforge.net/projects/libpng/files/zlib/ OR https://github.com/madler/zlib/releases
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- libjpeg https://ijg.org/files
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- cURL 7.x https://curl.se/download/ OR https://github.com/curl/curl/releases
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- OpenSceneGraph https://github.com/openscenegraph/OpenSceneGraph/tags
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- FreeSOLID 2.1.2 http://sourceforge.net/projects/freesolid
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- FreeType 2 https://sourceforge.net/projects/freetype/files/
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- SDL2_mixer 2.x.x https://github.com/libsdl-org/SDL_mixer/releases
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WARNING: Under Windows, be careful to compile everything for multi-threaded DLL integration (/MD[d])
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For Windows pre-compiled versions of the above dependencies are available
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for Visual Studio 2015 and newer at https://sourceforge.net/projects/speed-dreams/files/3rd%20party/MSVC/
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There is also a CMake script for downloading and building them at:
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https://sourceforge.net/p/speed-dreams/code/HEAD/tree/trunk/packaging/3rdParty-devel/CMakeLists.txt
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On a fresh install of Linux Mint 19 the following packages were needed to be installed
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(a good starting point on any Ubuntu 18.04 variant):
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- build-essential
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- cmake-curses-gui or cmake
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- libopenscenegraph-3.4-dev
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- freeglut3-dev
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- libvorbis-dev
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- libsdl2-dev
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- libopenal-dev
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- libenet-dev
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- libexpat1-dev
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- libjpeg-dev
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- libplib-dev
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- libpng-dev
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- libcurl4-openssl-dev
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- subversion (only when you want to build the development version from the repository)
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These will install all other required packages as their dependencies.
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II - Linux installation from sources
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------------------------------------
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1 - Introduction
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There are 2 ways of building and installing Speed Dreams from sources :
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- from the official source tarballs,
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- from the subversion repository.
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Pick only one of the above options. If you have trouble during the installation,
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have a look in the FAQ on the above sites. In case you get stuck,
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please learn how to report the problem in the FAQ before filing a bug or contact us.
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Have fun,
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The Speed Dreams Team.
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2 - Installation from the official tarballs
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a - get these tarballs : please go to our SF.net download page at
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https://sourceforge.net/projects/speed-dreams/files/2.2.2/,
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and you should find :
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speed-dreams-src-base-2.2.2-r6545.tar.xz
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speed-dreams-src-hq-cars-and-tracks-2.2.2-r6545.tar.xz
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speed-dreams-src-more-hq-cars-and-tracks-2.2.2-r6545.tar.xz
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speed-dreams-src-wip-cars-and-tracks-2.2.2-r6545.tar.xz
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speed-dreams-src-unmaintained-2.2.2-r6545.tar.xz
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and
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speed-dreams-src-partial-build-patch-2.2.2-r6545.tar.xz
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At this point, you have 2 options :
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1. you want full game contents : you need to download the 4 first source packages
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("base", "hq-cars-and-tracks", "more-hq-cars-and-tracks", "wip-cars-and-tracks"),
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and even the 5th "unmaintained" one (if you really need it, you know it :-)
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2. you don't need full game contents : you need at least the "base" package,
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along with the "partial-build-patch" one ; you can optionally add 1 or more of any
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of the other source packages to your basket, as you like.
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Let's say that you downloaded your packages in $HOME/sd
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and that we'll extract them in the "2.2.2" folder
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(you can do as you like, but we'll use this folder in the explanations below).
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b - extract the tarballs :
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Whatever the chosen option (1 or 2) :
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$ cd $HOME/sd
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$ mkdir 2.2.2
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$ cd 2.2.2
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$ for file in ../*.xz; do tar xvfa $file; done
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If you chose option 2 (selected content), then you also have to :
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$ tar xvfa speed-dreams-src-partial-build-patch-2.2.2-r6545.tar.xz
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You should now see "cmake", "data" and "src" folders (among others).
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Advanced: If you chose option 2, and want to add another source package
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after following the above extraction instructions, always
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extract again at the end the "partial-build-patch" package
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before configuring and building; you can even add contents
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like this after configuring and building ... of course you'll
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then need to configure and build again.
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c - configure :
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1. create the build dir for CMake
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$ mkdir build
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$ cd build
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2. run CMake :
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- for a Release (optimised) build using default 3rd party libs
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Option 1 (full contents) :
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$ cmake -D OPTION_OFFICIAL_ONLY:BOOL=ON ..
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Option 2 (selected contents) :
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$ cmake .. # Don't care about "missing files / folder" messages, this is expected :-)
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- you may also want to override some default settings :
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for that, you can use the -D option of cmake :
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Example :
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$ cmake -D SD_LOCALDIR:STRING=~/dev/.sd-settings \
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-D CMAKE_PREFIX_PATH:STRING=/usr/local \
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-D CMAKE_BUILD_TYPE:STRING=Debug ..
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or else you can use ccmake to change the variables interactively :
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$ ccmake ..
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* press (t) for advanced options if needed
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* in order to change a variable :
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* select the associated line using the up/down arrow keys
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* press (enter)
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* edit the value
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* press (enter)
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* press (c) for configure
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* press (g) for generate
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* press (e) to exit
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Note, that usually you need to configure cmake / ccmake twice, before build files
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can be generated. So, if you do not see the (g) option appearing after configuration,
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try to configure it again without leaving ccmake. After changing variables in ccmake,
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another configuration is required before it can generate build files.
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Usefull CMake variables for Speed Dreams (note that some might be "advanced" ones) :
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- CMAKE_BUILD_TYPE:STRING :
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Debug, Release, RelWithDebInfo, MinSizeRel (def: Release)
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- OPTION_OFFICIAL_ONLY:BOOL :
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Build/install only official contents (def: OFF)
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- SD_LOCALDIR:STRING :
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User settings dir for run-time (def: ~/.speed-dreams-2)
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- CMAKE_PREFIX_PATH:STRING :
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Path prefixes for additional 3rdParty libraries (def:empty)
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(use /usr/local if you compiled some 3rdParty libs yourself)
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or (use /opt/local for MacPorts on OS X).
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- CMAKE_INSTALL_PREFIX:PATH :
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Install path for Speed Dreams (def: /usr/local)
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- OPTION_3RDPARTY_EXPAT:BOOL :
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Enable building against 3rd party Expat 2 library, rather than bundled txml (def: ON)
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Disable if "Expat 2 dev" is not available for your distro.
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- OPTION_3RDPARTY_SOLID:BOOL :
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Enable building against 3rd party Free Solid 2 library, rather than bundled one (def: OFF)
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Note: This is not set by default, because Free Solid 2 dev is not yet available
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on most Linux distros (amongst the big ones only Fedora has it right now, in 2018, August)
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Ask the dev team for any hint about building it ...
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- OPTION_OSGGRAPH:BOOL :
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Enable building of the WIP new OpenSceneGraph-based graphics module 'osggraph' (def: ON)
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Note: This requires new 3rd party libs : OpenSceneGraph
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Hint: Once built, to load it at race-time, goto Options->OpenGL
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- OPTION_TRACE:BOOL :
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Full run-time traces if ON (def: ON)
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- OPTION_TRACE_LEVEL:STRING :
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Run-time traces level integer threshold, only if OPTION_TRACE is ON
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(traces with higher level are not logged ;
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0=Fatal, 1=Error, 2=Warning, 3=Info, 4=Trace, 5=Debug, ...) (def: 5)
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- OPTION_UNLOAD_SSGGRAPH:BOOL :
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The 'ssggraph' graphics engine module will never be unloaded if OFF (def: ON)
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Usefull under some Linux configurations where this unloading badly crashes XOrg
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(see http://sourceforge.net/p/speed-dreams/tickets/209),
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or simply makes SD crash because PLib is shipped as a set of shared libraries
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(see http://sourceforge.net/p/speed-dreams/tickets/459).
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- OPTION_FORCE_DEBUG:BOOL :
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Enable debug symbols even in Release builds (def: OFF)
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(see http://sourceforge.net/p/speed-dreams/tickets/356).
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- OPTION_WEBSERVER:BOOL :
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Enable the WIP Webserver/Laplogger (def: ON)
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(see http://sourceforge.net/p/speed-dreams/tickets/912).
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Tips reported about some issues :
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- sometimes, ENET_INCLUDE_DIR is not detected correctly, resulting in something like
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/usr/include/enet or so, and, consequently, in bad compilation errors because
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/usr/include/enet contains a special time.h header file that conflicts with the standard
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one in /usr/include. Removing the "enet" postfix from ENET_INCLUDE_DIR should fix this
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(in cmake command line or interactively through ccmake).
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d - build:
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$ make
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e - install:
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$ sudo make install
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Notes:
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* sudo is only useful if your install PREFIX is a read-only folder (like default /usr/local)
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* sudo configuration : you may ask your system administrator to enable you to run
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'sudo make install' ; if he doesn't know how, you can tell him/her
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to add a line like this in /etc/sudoers (or something less permissive ;-) :
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<your login name> ALL=(ALL) NOPASSWD: ALL
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3 - Installation from SVN
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Before you start, be aware that the SVN trunk / branches might crash or even not compile
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sometimes.
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For the moment,
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- the developments for the next release are located in the trunk ;
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you can checkout the current _development_ state through :
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$ svn co https://svn.code.sf.net/p/speed-dreams/code/trunk sd-trunk
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- we make branches under the "branches" root dir ; as an exemple,
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you can get the "1.4.x" release maintenance branch current state through :
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$ svn co https://svn.code.sf.net/p/speed-dreams/code/branches/1.4.x sd-1.4.x
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- we make release tags under the "tags" root dir ;
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as an exemple, you can get the "2.0.0 RC 1" pre-release through :
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$ svn co https://svn.code.sf.net/p/speed-dreams/code/tags/2.0.0-rc1 sd-2.0.0-rc1
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See configure, build and install method above (2)
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(note however that branches/1.4.x and tags/1.4.0 are not built through cmake :
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please refer to the dedicated INSTALL file for these).
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4 - Run Speed-Dreams
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If the default CMake settings were kept, Speed Dreams is normally installed in /usr/local.
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So, if /usr/local/games is already in your PATH variable, simply try :
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$ speed-dreams-2
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If /usr/local/games is not already in your PATH variable, you probably want to add it ;
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to do so, simply add the line "export PATH=$PATH:/usr/local/games" to your ~/.bashrc file ;
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you can use :
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$ echo "export PATH=$PATH:/usr/local/games" >> ~/.bashrc" for that
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Then, the above startup command should work now :
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$ speed-dreams-2
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If not or if the game crashes, see right below "5 - Known run-time issues".
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Runtime options : type this command to get them explained :
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$ speed-dreams-2 --help
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Note: Running the next-generation graphics module "osggraph" :
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There's currently no GUI for selecting the graphics engine ;
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you have to manually change the "graphic" attribute of the "Modules" section
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in <user settings>/config/raceengine.xml, and give it the "osggraph" value,
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where <user settings> is what you set in SD_LOCALDIR,
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by default it is ~/.speed-dreams-2.
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5 - Known run-time issues :
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* Under some Linux configurations, the game crashes after restarting a race,
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or when exiting; we have a build-time workaround for this :
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see above, in II-2-c-2, the OPTION_UNLOAD_SSGGRAPH CMake option.
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* If you get all white rectangles or ugly fonts in the menus,
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it's likely that some game data was not properly installed;
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check again carefully the build and install instructions.
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6 - Getting Help
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From inside the game, press F1 at any time, you'll get a help page explaining
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the available keyboard shorcuts.
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If you are stuck please report problems through speed-dreams-users mailing list
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or our bug tracker at http://sourceforge.net/p/speed-dreams/tickets.
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III - Windows installation from sources
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---------------------------------------
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Note that these instructions work under Windows Vista, Windows 7 SP1, Windows 8, Windows 8.1;
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some tweaks might be needed for newer versions.
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0) Initial steps, common to all build methods
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a. Install CMake v2.8 or higher (recommend 3.4) http://www.cmake.org/cmake/resources/software.html
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b. Download the official Speed Dreams tarballs from SF.net
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http://sourceforge.net/projects/speed-dreams/files/2.2.2
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(speed-dreams-src-<package>-<version>.tar.xz)
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Note: See II.2.a above about which packages you really need.
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or
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Get the latest trunk from SVN (needed for building with MinGW : was not supported by 2.0.0).
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TODO: Add instructions explaining how to do so, including the minimal list
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of files and sub-dirs needed (not all trunk is needed, from far).
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c. Extract their contents to your local disk all in the same target folder
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(7Zip is an excellent tool for that http://www.7-zip.org/).
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Note: See II.2.b above about the order in which you need to extract the packages.
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2) CMake and MS VC++ 2010 (10) / 2012 (11) on Windows Vista 32, Windows 7, Windows 8, Windows 8.1
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a.b.c. See above 0) Initial steps, common to all build methods
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d. Download the apprpriate "3rdParty" binary package from SF.net for your compiler
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http://sourceforge.net/projects/speed-dreams/files/3rd%20party
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(they contain necessary 3rd party libs compiled with/for a specific MSVC compiler)
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(if your compiler is not listed See the Note below to compile your own)
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e. Extract from the zip file the "3rdParty" directory to where speed-dreams sources
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are installed.
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Example: If sources are in c:\gamesources\speed-dreams\src-2.2.0
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(inside which you should find at least the "src" and "data" folders),
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then extract 3rd party zip in c:\gamesources\speed-dreams\3rdParty
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(inside which you should find at least the "include" and "lib" folders),
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f. Startup CMake GUI and set :
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* "Where is the source code" to c:\gamesources\speed-dreams\src-2.2.0
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* "Where to build the binaries" to c:\gamesources\speed-dreams\src-2.2.0\build
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(if you follow the folder specs above).
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g. Press "Configure" button, answer "Yes, create the ...\build folder",
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select the right MSVC compiler version and don't change the "Use native compilers" option.
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Press the "Configure" button again, until the "Generate" button is no more greyed.
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h. Press the "Generate" button. CMake will generate the solution file "speed-dreams-2.sln"
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and associated project files (*.vcxproj) in the ...\build folder
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(Note : .sln/.vcxproj are OK for MSVC 2010, but you might get other files extensions
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for different MSVC versions).
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i. Load speed-dreams-2.sln in MSVC IDE.
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j. Select the build configuration (Debug, Release, ...).
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k. Build the whole Solution (Build / Build Solution)
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l. (optional)Build the 'INSTALL' project (right click on it and select Build).
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m. Double-click on speed-dreams-2.exe in c:\speed-dreams-2-build\bin
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Note: First-ever startups sometimes fail to correctly write the necessary stuff
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into <My documents>\speed-dreams-2.settings and this prevents the game from starting.
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If this happens, simply remove the <My documents>\speed-dreams-2.settings folder
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with Windows explorer, and restart the game : it should now work.
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Note : If you need to compile the 3rdParty package from sources:
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As of r6211 there is a work in progress CMake script at:
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https://svn.code.sf.net/p/speed-dreams/code/trunk/packaging/3rdParty-devel/CMakeLists.txt
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Please note: this CMake script uses CMake's ExternalProject module. It downloads the needed
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sources and builds them. This can use considerable bandwith! (and take a long time).
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Please see the readme.txt in that directory.
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IV - FreeBSD installation from sources
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--------------------------------------
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1 - Install CMake & Subversion
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sudo pkg install cmake
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sudo pkg install subversion
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2 - Get the dependencies
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sudo pkg install sdl2
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sudo pkg install sdl2_mixer
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sudo pkg install openal-soft
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sudo pkg install plib
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sudo pkg install enet
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sudo pkg install libogg
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sudo pkg install libvorbis
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sudo pkg install expat
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sudo pkg install zip
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sudo pkg install png
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sudo pkg install freetype2
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sudo pkg install curl
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sudo pkg install osg
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sudo pkg install openjdk8 OR sudo pkg install openjdk18
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3 - Get the source code
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Download Snapshot from:
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(https://sourceforge.net/p/speed-dreams/code/HEAD/tree/)
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OR checkout the Speed-Dreams sources from
|
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From a Terminal:
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1) cd /home/source/speed-dreams
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2) svn co svn://svn.code.sf.net/p/speed-dreams/code/trunk .
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4 - Build and Install
|
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From a Terminal:
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1) cd /home/source/speed-dreams
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2) mkdir build
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3) cd build
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4) cmake -G"Unix Makefiles" -D OPTION_OFFICIAL=true -D CMAKE_BUILD_TYPE=Release ..
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5) sudo make install
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V - MacOS X installation from sources
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--------------------------------------
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1 - CMake and McPorts via Terminal
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a. install xcode (from app store)
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1. If you haven't used it before, run xcode at least once. It might prompt you to agree to an Apple user agreement.
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b. xcode command-line tools (xcode-select --install)
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c. install Macports (https://www.macports.org/install.php)
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d. install CMake (http://www.cmake.org/download/) OR from Macports
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e. install the dependencies (via Macports)
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sudo port -t install subversion
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sudo port -t install cmake
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sudo port -t install python27
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sudo port -t install libsdl2
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sudo port -t install libsdl2_mixer
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sudo port -t install openal-soft
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sudo port -t install plib
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sudo port -t install FreeSOLID
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sudo port -t install libenet
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sudo port -t install libogg
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sudo port -t install libvorbis
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sudo port -t install expat
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sudo port -t install zlib
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sudo port -t install libpng
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sudo port -t install jpeg
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sudo port -t install jasper
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sudo port -t install freetype
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sudo port -t install curl
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sudo port -t install OpenSceneGraph
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sudo port -t install openjdk8
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f. Download or checkout the Speed-Dreams sources from
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(https://sourceforge.net/p/speed-dreams/code/HEAD/tree/)
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g. Unpack the source somewhere (eg /home/source/speed-dreams)
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h. From a Terminal:
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1) cd /home/source/speed-dreams
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2) mkdir build
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3) cd build
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4) cmake -G"Unix Makefiles" -D CMAKE_INSTALL_PREFIX=speed-dreams-2.app -D OPTION_OFFICIAL=true -D CMAKE_BUILD_TYPE=Release ..
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5) make install
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6) Double-click on speed-dreams-2.app in Finder or drag speed-dreams-2.app into your Apllications folder.
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2 - CMake and XCode (TODO)
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VI - Haiku
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----------
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(TODO)
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--------------------------------------
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VII - Historical Windows CMake and MinGW : (NOTE: outdated!)
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-----------------------------------------------------------
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Notes:
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* Tested with success with CMake 2.8.2 and 2.8.8 + MinGW 2012 April (gcc 4.7.0),
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* Also worked well with the version of MinGW shipped with Nokia Qt Creator 2.4.1 (gcc 4.4.0)
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(but needs a dedicated 3rd party binary package which has not been published).
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* Be aware that there are 2 different ways of building with CMake and MinGW :
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- through "MSYS Makefiles" CMake generator : you'll then run all the build commands
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(cmake and make) from the MSYS shell, (sort of a minimal "Linux + bash" environment)
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- through "MinGW Makefiles" CMake generator : it is not compatible with the MSYS way,
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but it works from inside the QtCreator IDE.
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a.b.c. See above 0) Initial steps, common to all build methods
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d. Install MinGW (and optionaly MSYS)
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Here's a simpler version of the instructions of http://www.mingw.org/wiki/Getting_Started
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(example here for the official release of 2012, April, featuring gcc 4.7.0) :
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* Download and run the latest mingw-get-inst version from
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https://sourceforge.net/projects/mingw/files/Installer/mingw-get-inst/
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=> mingw-get-inst-20120426.exe
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* Select the directory where to install MinGW, remembering the advice
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that the path to this directory should not contain any spaces.
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=> C:\MinGW
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* Select the "Download latest repository catalogues" option
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in order to get the latest Gcc (4.7.0 as of now)
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(if you choose "Use pre-packaged catalogues", you'll get an old Gcc 4.6.2,
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which is _not_ compatible with the below mentioned 3rd party binary package.
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* Select the minimal set of components to install :
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* C compiler (always)
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* C++ compiler (always)
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* MSYS (if you don't plan to use QtCreator).
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If you installed MSYS, then you might be interested in the following,
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otherwise, skip it and go to e.
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* Run MSYS, the MinGW Shell (bash) :
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Start Menu / Programs / MinGW / MinGW Shell
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Note: PATH is already configured for using all useful tools
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(try the command "echo $PATH")
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* Optional but usefull additional components :
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* rxvt (a Linux-like terminal) : mingw-get install msys-rxvt
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- customize rxvt terminal : in C:\MinGW\MSYS\1.0\msys.bat, line 98 : "start %WD%rxvt ...",
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. -geometry 120x40
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. -sl 9999
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- change MSYS Shell shortcut command : msys.bat --rxvt
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* vim (text elditor for Linux geeks) : mingw-get install msys-vim
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* patch : mingw-get install msys-patch
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* xargs and co : mingw-get install msys-findutils
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* bzip2 : mingw-get install msys-bzip2
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* xz : mingw-get install msys-xz
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* diff and co : mingw-get install msys-diffutils
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* Optional tweaks to /etc/profile (C:\MinGW\msys\1.0\etc\profile)
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* add your usual aliases : alias xx='command'
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* a simpler prompt : export PS1='\w $ '
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* Direct X 7 SDK for MinGW : Optional for building SD, but mandatory if you want
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to build yourself the 3rd party libraries SDL, PLib, and OpenAL :
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* download it from http://alleg.sourceforge.net/files/dx70_min.zip
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* extract it somewhere on your hard disk (let's say C:\dx7_mingw)
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* add the following line to /etc/fstab (C:\MinGW\msys\1.0\etc\fstab)
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C:\dx7_mingw /dxsdk # DX7 SDK for compiling SDL, PLib, OpenAL
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Note: The other newer versions from http://alleg.sourceforge.net/files didn't work for me.
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e. If you didn't install MSYS, you need to install QtCreator
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* Download and install the latest version :
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- the simplest way is to get the standalone version from
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http://qt.nokia.com/downloads/downloads#qt-creator
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- you can also get the much heavier full Qt SDK, from
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http://qt.nokia.com/downloads (on-line or off-line installed, as you will)
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which bundles QtCreator itself ... along with the Qt libraries and other dev. tools ...
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which are not needed for building SD.
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Note: It also ships a working MinGW, but probably not the version that we used
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for building the "3rdParty" binary package for SD (MinGW 4.7.0) ;
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so if you plan to use this version, be ready to build yourself (from sources)
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your own "3rdParty" binary package for SD
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(see http://sourceforge.net/projects/speed-dreams/files/3rd%20party/Sources/post-2.0.0/).
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* Configure it for using your MinGW installation (if not using the auto-detected one bundled with Qt SDK) :
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- start it,
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- Tools / Options opens the Options windows,
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- Select "Compile & Run" in the list of the left,
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- Select the "Compile chain" tab,
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- Click on the "Add / MinGW" button on the top right corner,
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- fill in the fields at the bottom :
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. Path to compiler : Browse and select the MinGW c++ compiler executable
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(C:\MinGW\bin\mingw32-c++.exe if you installed MinGW 4.7 as explained above)
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. Debugger : Browse and select the MinGW debugger executable
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(C:\MinGW\bin\gdb.exe if you installed MinGW 4.7 as explained above)
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. ABI, mkspec : leave as is,
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- Apply (at the bottom right corner),
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- Select the "CMake" tab,
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- Browse and select your CMake executable (ex: C:\Program Files\CMake 2.8\bin\cmake.exe),
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- OK (at the bottom right corner).
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f. Download the "MinGW 4.7.0" release of the Speed Dreams "3rdParty" binary package from SF.net
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http://sourceforge.net/projects/speed-dreams/files/3rd%20party/MinGW%204.7.0/
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(it contains necessary 3rd party libs compiled with/for MinGW 4.7.0)
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Note: If you plan to also build and run the new OpenSceneGraph-base graphics module (osggraph),
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you should also download the "OSG extension" of this 3rdparty package (same location).
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g. Install it in the right folder :
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* If you are using MSYS, extract it to the /usr folder from the MSYS shell :
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$ cd /usr
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$ tar xvfz .../3rdParty-2.1-win32-mingw470-g-O2.tar.gz
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# And if you plan to build osggraph (see above) :
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$ tar xvfz .../3rdParty-2.1-osg-win32-mingw470-O2.tar.gz
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Note: this will populate the MSYS /usr/local tree, just as under Linux :-)
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Or
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* If you are using QtCreator, extract it into the "3rdParty" folder,
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in the same folder as the one which contains your SD source tree :
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- let's say (as an example) that your SD trunk source tree is inside the "sd" folder :
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(so in this folder, you have the "trunk" folder, containing "src", "data", "credits.xml" and so on),
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- open 3rdParty-2.1-win32-mingw470-g-O2.tar.gz in your favorite archive manager
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(7zip is an excellent tool for this : http://www.7-zip.org/),
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- extract the whole "local" folder into the "sd" folder,
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- (same for 3rdParty-2.1-osg-win32-mingw470-O2.tar.gz if needed)
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- rename it to "3rdParty".
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h. Run CMake to configure the build (here we assume CMake 2.8, but newer versions should work) :
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* If you are using MSYS, in the MSYS shell :
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$ cd /path/to/sd/sources/trunk
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$ mkdir build
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$ cd build
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$ /c/Program\ Files/CMake\ 2.8/bin/cmake -G "MSYS Makefiles" -DOPTION_OFFICIAL_ONLY:BOOL=On -DCMAKE_PREFIX_PATH:STRING=/usr/local -DCMAKE_BUILD_TYPE:STRING=Release ..
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Note: The 'Release' build gives you -O3-optimised binaries.
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Note: See II.2.c above for more about possible / useful CMake arguments.
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Or
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* If you are using QtCreator (solution 1) :
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- Start QtCreator,
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- File / Open a file or project ...
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- Browse and select the master CMakeLists.txt of Speed Dreams
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(at the top of the source tree, next to the src and data folders)
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- Then the CMake wizard opens up :
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. Build location page :
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+ Browse and select a build folder (CMake will create and use it for building)
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(ex: <path to CMakeLists.txt/../build)
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. Next
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. Run CMake page : use :
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+ CMake generator : "MinGW generator" (mandatory choice here !)
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+ CMake arguments :
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-DOPTION_OFFICIAL_ONLY:BOOL=On -DCMAKE_BUILD_TYPE:STRING=Release
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+ Click on the Run CMake button
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Note: See II.2.c above for more about possible / useful CMake arguments.
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Note: The 'Release' build gives you -O3-optimised binaries.
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Apart from "won't build" or "won't install" message (don't care),
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all should go smoothly, especially the detection of the 3rd party libraries.
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. Done
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- Then QtCreator opens your brand new project !
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Note:
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. Later on, when starting again QtCreator, the project will be automatically
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loaded in the default session.
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. If you need to re-run CMake (sometimes, QtCreator can't detect it, like after adding
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new / removing files in the source tree, or if you need to change the configuration
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settings), simply use the menu : Compile / Run CMake.
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Or
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* If you are using QtCreator (solution 2) :
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You can also use standard CMake GUI to do this before opening the master CMakeLists.txt in QtCreator,
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but you have to first add C:\MinGW\bin to your PATH environment variable
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otherwise CMake GUI won't propose you the "MinGW generator", which is the one you have to use
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("MSYS makefiles" does not work with QtCreator).
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- See below 2)f.g.h for how to use CMake GUI, but BEWARE, you have to select
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the "MinGW generator" as the "compiler" (mandatory choice).
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Note: The 'Release' build gives you -O3-optimised binaries.
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Note: Apart from "won't build" or "won't install" message (don't care),
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all should go smoothly, especially the detection of the 3rd party libraries.
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- Start QtCreator,
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- File / Open a file or project ...
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- Browse and select the master CMakeLists.txt of Speed Dreams
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(at the top of the source tree, next to the src and data folders)
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- Then the CMake wizard opens up :
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. Build location page :
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+ Browse and select the build folder you chose when running CMake GUI
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. Next
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. Run CMake page : you normally don't need to change anything,
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as QtCreator read it from the CMake generated CMakeCache.txt file :
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+ CMake generator : "MinGW generator" (mandatory choice here !)
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+ CMake arguments : <leave empty>
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+ Click on the Run CMake button
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(Yes, CMake already ran, but needed again because ... hmmm ...
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TODO : discover and then explain why :-)
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Apart from "won't build" or "won't install" message (don't care),
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all should go smoothly, especially the detection of the 3rd party libraries.
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. Done
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- Then QtCreator opens the project !
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Note:
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. Later on, when starting again QtCreator, the project will be automatically
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loaded in the default session (or any session you saved it in).
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. If you need to re-run CMake (sometimes, QtCreator can't detect it, like after adding
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new / removing files in the source tree, or if you need to change the configuration
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settings), simply use the menu : Compile / Run CMake.
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i. Configure the build and deployment steps of your project
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* click on the "Projects" button on the left vertical bar
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in order to get the projects configuration panel
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* select your project's tab on the top
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* in the "Compile settings" sub-tab :
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- stay with the default" "all" compile configuration (we need only this)
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- don't change "CMake" section (note that you can re-run CMake from here,
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you'd get into the wizard we used at the beginning)
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- in the "Compilation steps" section, click on the "Details" button of the 1st step,
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and add some arguments to the default "mingw32-make.exe" command :
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. at least the "all" target, at the end of the argument line,
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. and may be some "-j2" of "-j4" boosting option if you own a dual/quad-core CPU :-)
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- leave the other sections as is, they are OK.
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* in the "Run settings" sub-tab :
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- in the "Deployment" section,
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. (cosmetic) change the name of the "Method" : "No deployment" => "Install"
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. click on the "Add the deployment step" button, and select "Make",
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. add the "install" argument to the default "mingw32-make.exe" command.
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j. Build
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* If you are using MSYS, in the MSYS shell :
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$ make # use -j2 or even -j4 if you own a dual/quad-core CPU
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* If you are using QtCreator :
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- "Build / Compile all" through the menu (or Shift-Ctrl-B)
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k. Install
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* If you are using MSYS, in the MSYS shell :
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$ make install
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* If you are using QtCreator :
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you have to "Run" Speed Dreams (no separate Install function :-(,
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it'll install le software before running it (see i. above)
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l. Run (and debug) Speed Dreams
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* Of course you can simply double click on the installed speed-dreams-2.exe executable
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(should be in /speed-dreams-2-build/bin with default CMake settings) ...
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* But you can run it from QtCreator : usefull for debugging it :-)
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* For this, you need one last configuration step in QtCreator :
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- click on the "Projects" button on the left vertical bar
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in order to get the projects configuration panel
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- select your project's tab on the top
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- in the "Run settings" sub-tab :
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. in the "Run" section, add a custom configuration
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(we can't run the generated speed-dreams-2.exe in place,
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we must use the "installed" one) :
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click on the "Add" button, and select "Custom executable",
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. Executable : Browse and select it
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(should be in /speed-dreams-2-build/bin with default CMake settings)
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. Check the "Run in a terminal" option, to get the run-time traces in a console.
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* You can now "Compile / Run" or "Debug / Start debugging / Start debugging" from the menu ! |