Minor documentation updates.
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@ -3,5 +3,7 @@ PhysicsFS; a portable, flexible file i/o abstraction.
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https://icculus.org/physfs/
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https://icculus.org/physfs/
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Please see the docs directory for documentation, licensing, and information.
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Please see the docs directory for documentation.
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Please see LICENSE.txt for licensing information.
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@ -152,8 +152,8 @@ Many Unix-like platforms might "just work" with CMake. Some of these platforms
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tested at all. PhysicsFS is, as far as we know, 64-bit and byteorder clean,
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tested at all. PhysicsFS is, as far as we know, 64-bit and byteorder clean,
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and is known to compile on several compilers across many platforms. To
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and is known to compile on several compilers across many platforms. To
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implement a new platform or archiver, please read the heavily-commented
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implement a new platform or archiver, please read the heavily-commented
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physfs_internal.h and look at the platform_* and archiver_* source files
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physfs_internal.h and look at the physfs_platform_* and physfs_archiver_*
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for examples.
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source files for examples.
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--ryan. (icculus@icculus.org)
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--ryan. (icculus@icculus.org)
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@ -3,7 +3,7 @@
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*
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*
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* This archiver handles the archive format utilized by Quake 1 and 2.
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* This archiver handles the archive format utilized by Quake 1 and 2.
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* Quake3-based games use the PkZip/Info-Zip format (which our
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* Quake3-based games use the PkZip/Info-Zip format (which our
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* archiver_zip.c handles).
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* physfs_archiver_zip.c handles).
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*
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*
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* ========================================================================
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* ========================================================================
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*
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*
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@ -3,7 +3,7 @@
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*
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*
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* Please see the file LICENSE.txt in the source's root directory.
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* Please see the file LICENSE.txt in the source's root directory.
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*
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*
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* This file is based on "platform_windows.c" by Ryan C. Gordon and Gregory S. Read.
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* This file is based on "physfs_platform_windows.c" by Ryan C. Gordon and Gregory S. Read.
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* Windows Runtime-specific additions and changes are made by Martin "T-Bone" Ahrnbom.
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* Windows Runtime-specific additions and changes are made by Martin "T-Bone" Ahrnbom.
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*
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*
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* Instructions for setting up PhysFS in a WinRT Universal 8.1 app in Visual Studio 2013:
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* Instructions for setting up PhysFS in a WinRT Universal 8.1 app in Visual Studio 2013:
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@ -26,7 +26,7 @@
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* 10. On the left, navigate to Configuration Properties -> C/C++ -> Preprocessor. In Preprocessor Definitions, add "_CRT_SECURE_NO_WARNINGS"
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* 10. On the left, navigate to Configuration Properties -> C/C++ -> Preprocessor. In Preprocessor Definitions, add "_CRT_SECURE_NO_WARNINGS"
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* 11. Hit the OK button.
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* 11. Hit the OK button.
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* 12. Repeat steps 8-11 but for PhysFS-WinRT.WindowsPhone.
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* 12. Repeat steps 8-11 but for PhysFS-WinRT.WindowsPhone.
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* 13. In the Solution Explorer, find "platform_winrt.cpp" in PhysFS-WinRT.Shared. Right click on it and select "Properties".
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* 13. In the Solution Explorer, find "physfs_platform_winrt.cpp" in PhysFS-WinRT.Shared. Right click on it and select "Properties".
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* 14. On the left, navigate to Configuration Properties -> C/C++ -> General. On the right, change "Consume Windows Runtime Extensions"
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* 14. On the left, navigate to Configuration Properties -> C/C++ -> General. On the right, change "Consume Windows Runtime Extensions"
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* from "No" to "Yes (/ZW)". Hit "OK".
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* from "No" to "Yes (/ZW)". Hit "OK".
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* 15. Near the top of the Visual Studio window, select BUILD -> Batch Build... Hit "Select All", and then "Build".
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* 15. Near the top of the Visual Studio window, select BUILD -> Batch Build... Hit "Select All", and then "Build".
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