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DebugOXP/Debug.oxp | ||
Doc | ||
Mac-specific@1c68bb163d | ||
Oolite.xcodeproj | ||
Resources | ||
Schemata | ||
debian | ||
deps | ||
installers | ||
src | ||
tests@3426ffc6da | ||
tools | ||
.absolute_gitmodules | ||
.gitignore | ||
.gitmodules | ||
.travis.yml | ||
Doxyfile | ||
GNUmakefile | ||
GNUmakefile.postamble | ||
Makefile | ||
README.md | ||
config.make | ||
libjs.make |
README.md
Oolite for all platforms can be built from this repository. Here is a quick guide to the source tree.
Guidelines
Nothing except makefiles/xcode projects, directories, and this readme file
should appear in the top level directory.
The deps directory should contain dependencies that are useful to carry along
to build binary packages. The dependencies directory should be named:
Opsys-cpuarch-deps
Opsys should be exactly as reported by 'uname' with no flags (case
sensitive!). The cpuarch should be the cpu architecture reported by uname -p
(except i686, i586 etc should be translated to x86). This allows build scripts
to automatically package up the right dependency tree in tarball installers.
Cocoa-deps is an exception, because a different build system is used under
Mac OS X.
Contents
- autopackage: Directory for the apspec file for the Linux autopackage
- Asset Source: Files used to create the various PNG and sound files
- debian: Files to enable automatic setup under Linux using dpkg (Debian package manager) tools
- deps: Dependencies for all plaforms:
- Cocoa-deps: Dependencies for Mac OS X (macppc and macintel platforms)
- Linux-deps: Dependencies for Linux on x86 and x86_64 processors
- scripts: Scripts and script fragments for tarball/autopackage
- Doc: Documentation (including user guides)
- FreeDesktop: Files for GNOME/KDE desktop launchers
- installers: Files used to create various installers
- Oolite-importer: (OS X) The oolite Spotlight metadata importer
- Oolite.xcodeproj: The OS X Xcode project to build Oolite
- OSX-SDL: Project files for the SDL version of Oolite on OS X (very seldom used, more of a curiosity)
- Resources: Files that live in the application bundle's Contents/Resources directory (AI, config, textures etc).
- src: Objective-C and C sources, incuding header files:
- Core: Files that are compiled on all platforms
- SDL: Files that are only compiled for platforms that use SDL
- Cocoa: Files that are only compiled on Mac OS X without SDL
- BSDCompat: Support for BSDisms that gnu libc doesn't have (strl*)
- tools: Various tools for preparing files, builds, releases etc.
Building
On Mac OS X, you will need the latest version of Xcode and OS X 10.4 (Tiger). You will also need all the relevant frameworks (they come with Xcode). If you don't yet have Xcode you can get it from the Apple Developer Connection (see the Apple web site) - ADC membership to get Xcode is free, and it's a rather nice IDE. Then double click on the Xcode project in the Finder, and hit Build.
For Windows, see the Oolite wiki: http://wiki.alioth.net/index.php/Running_Oolite-Windows
On Linux, if you have the Debian package tools (installed by default with Debian and Ubuntu), use dpkg-buildpackage.
On Linux, BSD and other Unix platforms without dpkg tools, you will need to
get GNUstep and SDL development libraries in addition to what is usually
installed by default if you choose to install the development
headers/libraries etc. when initially installing the OS. For most Linux
distros, GNUstep and SDL development libraries come prepackaged - just
apt-get/yum install the relevant files. You may also need to install Mozilla
Spidermonkey (libmozjs). On others you may need to build them from source. In
particular, you need the SDL_Mixer library, which doesn't always come with the
base SDL development kit. Then just type make
, or, if you're using GNU make,
make -f Makefile
. On some systems, such as Gentoo, you may need to run
make -f Makefile OBJCFLAGS=-fobjc-exceptions
.
If you want to make the Linux autopackage, after getting the Autopackage
development kit, just type makeinstaller
, and a package file will be
deposited in the top level.
Running
On OS X, you can run from Xcode by clicking on the appropriate icon
(or choosing 'Build and Run').
On Linux/BSD/Unix, in a terminal, type openapp oolite
Git
The Oolite source is available from github.
Use git clone https://github.com/OoliteProject/oolite
to retrieve. Then git submodule update --init
to fetch the various submodules.
If you've cloned the source from a forked repository instead, this may not work - due to relative directory paths in .gitmodules, git tries to download the submodules from the fork instead of the original oolite repository. A workaround is to copy the file .absolute_gitmodules onto .gitmodules, then perform the submodules init, then replace .gitmodules with the relative path version. eg, on Unix:
$ cp .absolute_gitmodules .gitmodules
$ git submodule update --init
$ git checkout -- .gitmodules
You should now have access to the submodules, without git complaining that .gitmodules has changed or including .gitmodules in pull requests.