Updated.
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CREDITS
4
CREDITS
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@ -2,7 +2,9 @@ Initial API interface and implementation,
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GRP driver,
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DIR driver,
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Unix support,
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Initial Win32 support,
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Win32 support,
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BeOS support,
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POSIX support,
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ZIP driver,
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MacOS Classic support:
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Ryan C. Gordon
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91
INSTALL
91
INSTALL
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@ -1,10 +1,6 @@
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-----------------------------------------------------------------------------
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Please note that the win32 and macos support files are out of date, but
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will be corrected shortly. --ryan.
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-----------------------------------------------------------------------------
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The latest PhysicsFS information and releases can be found at:
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http://icculus.org/physfs/
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Building is (ahem) very easy.
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@ -14,8 +10,11 @@ ALL PLATFORMS:
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Please understand your rights and mine: read the text file LICENSE in the root
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of the source tree. If you can't abide by it, delete this source tree now.
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The best documentation for the PhysicsFS API is physfs.h. It is VERY heavily
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commented, and makes an excellent, in-depth reference to all the functions.
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If you've got Doxygen (http://www.doxygen.org/) installed, you can run it
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without any command line arguments in the root of the source tree to generate
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the API reference. This is optional. You can browse the API docs online
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here: http://icculus.org/physfs/docs/
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UNIX and BeOS:
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@ -30,26 +29,28 @@ As root, run "make install".
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If you get sick of the library, run "make uninstall" as root and it will
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remove all traces of the library from the system paths.
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BeOS doesn't seem to be building shared libraries with the version of
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autoconf/automake I used (even though it swears it did). If anyone has some
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insight into this, I'd like to hear from you.
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WIN32:
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If building with CygWin, follow the Unix instructions, above.
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If building with CygWin, mingw32 or something else that uses the GNU
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toolchain, follow the Unix instructions, above.
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Otherwise, get http://icculus.org/physfs/downloads/physfs-win32-support.zip,
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and unpack in the root of the source directory, preserving directory names. If
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you did it correctly, there should be a file named "physfs.dsp" in the
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same directory as "physfs.h". That zipfile has Visual C project files for
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Visual Studio 6.0 and Visual Studio .NET. If you're using Visual C, point the
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IDE at physfs.dsp, and build. If you're using any other compiler, send me a
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patch when you get it working. :)
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Point Visual Studio 6.0 at "physfs.dsp" in the root of the source tree, and
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build. This will produce a "physfs.dll" and "physfs.lib" (shared library and
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import lib, respectively) in either a "Debug" or "Release" directory,
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depending on what configuration you chose to build. After building the lib,
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you can make sure it works by building the "test_physfs.dsp" project file,
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which will create "test_physfs.exe" in "Debug" or "Release". This EXE is
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linked against the DLL you built previously.
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IMPORTANT: If you are using anything older than Visual Studio.NET, you
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will _NEED_ to upgrade to the latest Platform SDK from Microsoft. It is a
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free download: http://www.microsoft.com/msdownload/platformsdk/sdkupdate/
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Be sure to install _at least_ the Core SDK and the WMI SDK. Even though you
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need these SDK updates, the compiled PhysicsFS DLL should work on any win32
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platform from Win95 and WinNT 4.0 and later. IF YOU ARE MISSING CONSTANTS
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AND/OR THE PROJECT REFUSES TO LINK, YOUR PLATFORM SDK IS OUT OF DATE. Do _not_
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complain to us. Suck it up and upgrade your libraries.
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Visual Studio.NET probably handles these files, but we'll have honest-to-god
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.vcproj files in the next official release.
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If you're using another compiler, send me a patch when you get it working. :)
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No one's tried building this for a WinCE (PocketPC) platform, but it may or
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may not work. Patches are welcome.
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@ -58,21 +59,47 @@ If someone is willing to maintain prebuilt PhysicsFS DLLs, I'd like to hear
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from you; send an email to icculus@clutteredmind.org.
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MACOS 8/9:
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Download http://icculus.org/physfs/downloads/mac_classic_support.sit and
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unpack it in the root of the physfs folder. It should produce a folder
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called "Mac Classic Support" that has CodeWarrior 6 project files.
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Double-click on "CWProjects.sit" in the root of the source tree. This will
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unpack into a folder called "Mac Classic Support", which has CodeWarrior 6
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project files.
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Point CodeWarrior at "physfs.mcp" in that new folder, and build. This will
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produce a "PhysicsFS" or "PhysicsFS Debug" shared library, depending on what
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configuration you chose to build. After building the lib, you can make sure
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it works by building the "test_physfs.mcp" project file, which will create
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"test_physfs" or "test_physfs Debug". These binaries are linked against the
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DLLs you built previously.
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If someone is willing to maintain prebuilt PhysicsFS Shared Libraries for
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the Mac, I'd like to hear from you; send an email to icculus@clutteredmind.org.
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MACOS X:
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You (currently) need to use the freeware Apple Developer Tools, which are
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based on the GNU toolchain. Fire up a terminal and run "cc"...if this reports
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"no input files" then you've got the tools installed.
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From a terminal, run "./configure --disable-shared --enable-static". Run
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"make". This will get you a static library and a "test_physfs" binary.
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I would love for someone to fix this so it will build shared libraries (since
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static libraries make it awkward to deal with the license terms), or send me
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Project Builder libraries.
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If someone is willing to maintain prebuilt PhysicsFS Shared Libraries for
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MacOS X, I'd like to hear from you; send an email to icculus@clutteredmind.org.
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OTHER PLATFORMS:
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Many platforms, such as Solaris and MacOS X, might "just work" with the Unix
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autoconf tools. Some of these platforms are known to have worked at one time,
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but have not been heavily tested, if tested at all. To implement a new
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platform or archiver, please read the heavily-commented physfs_internal.h
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and look in the platform/ and archiver/ directories for examples.
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Many Unix-like platforms might "just work" with the GNU autoconf tools. Some
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of these platforms are known to have worked at one time, but have not been
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heavily tested, if tested at all. To implement a new platform or archiver,
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please read the heavily-commented physfs_internal.h and look in the platform/
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and archiver/ directories for examples.
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--ryan. (icculus@clutteredmind.org)
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