cmdrjames
e8b0593101
take the swich/case default back out so that the compiler tells us if we miss a case
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1956 127b21dd-08f5-0310-b4b7-95ae10353056
Grand Unified Source Tree for Oolite ==================================== Oolite for all platforms can be built from this repository. Here is a quick guide to the source tree. 1. 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. 2. 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-x86-deps Dependencies for Linux on x86 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. 3. 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'. 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. 4. 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'
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