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218 lines
5.9 KiB
218 lines
5.9 KiB
4 months ago
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# PGE Template Project v2.25
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This is a template project for use with the [olcPixelGameEngine](https://github.com/OneLoneCoder/olcPixelGameEngine). It serves as a jumping off point for you to build your masterpiece application.
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## Features
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CMake script for cross-platform building. Tested environments include:
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* Linux - with UNIX Makefiles, GNU GCC and LLVM Clang
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* MacOS - with UNIX Makefiles, XCode and LLVM Clang
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* Windows - with Visual Studio, NMake Makefiles, and MinGW Makefiles
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* Emscripten - with UNIX Makefiles, NMake Makefiles, and MinGW Makefiles
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# Preparing your Environment
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The instructions to prepare your environment have been broken up for convenience. Simply follow the instructions that are pertinent to your situation.
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## Linux
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### **Requirements**
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* C/C++ Toolchain for your Linux distro
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* CMake
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* Git
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* libpng
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* Mesa OpenGL Development Libraries
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### **Ubuntu and Ubuntu based distros**
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Update your package manager by issuing the following command:
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```
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sudo apt update
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```
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Install toolchain and required software by issuing the following command:
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```
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sudo apt install build-essential cmake git libpng-dev libglu1-mesa-dev
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```
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### **Arch, Manjaro, and Arch based distros**
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```
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sudo pacman -Sy base-devel cmake git libpng mesa
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```
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## MacOS
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### **Requirements**
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* XCode
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* [Homebrew Package Manager](https://brew.sh/)
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* libpng
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* CMake
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* git
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Install XCode from the App Store.
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Open the ``Terminal`` App from Finder. go to Applications -> Utilities
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Follow the instructions at the [Homebrew Website](https://brew.sh/) to install the Homebrew package manager.
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Once Homebrew is installed, issue the following command to install ``cmake``,``libpng``, and ``git``:
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```
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brew install libpng
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brew install cmake
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brew install git
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```
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## Windows
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### Requirements
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* Chocolatey
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* CMake
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* Toolchain (MinGW or Visual Studio / NMake)
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The following will be required whether you use MinGW or Visual Studio.You will need to open Powershell, as Administrator.
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Visit the [Chocolatey website](https://chocolatey.org/) for instructions on how to install Chocolatey.
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Once you've got Chocolatey installed, we can install CMake:
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```
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choco install cmake
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```
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Say ``yes`` to all of the scripts Chocolatey wants you to run!
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After the installation has completed, find the Cmake ``bin`` directory, it is typically ``C:\Program Files\CMake\bin`` and add it to your path!
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Confirm CMake is installed and in your path by issuing the following command in a Command Prompt:
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```
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cmake --version
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```
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If you recieve an ``command not found`` error double check that you have actually added CMake to your path.
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## MinGW
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Install MinGW via ``choco install mingw`` from Powershell as Administrator
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## Visual Studio / NMake
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Download and install [Visual Studio: Community Edition](https://visualstudio.microsoft.com/downloads/).
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Ensure that you have installed the Desktop C++ option!
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# **Usage**
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IF YOU HAVE MADE IT HERE AND YOU HAVE NOT SET UP YOUR DEVELOPMENT ENVIRONMENT, GO BACK UP AND READ THE INSTRUCTIONS AGAIN!
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## Linux / MacOS (with default toolchains)
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Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:
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```
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cmake . -B linux-build -G "Unix Makefiles"
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```
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CMake will generate UNIX Makefiles you can use to build the project, like so:
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```
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cmake --build linux-build
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```
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The compiled binary will be located in ``linux-build/bin`` directory.
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**NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!**
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## MacOS (with XCode)
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Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:
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```
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cmake . -B xcode-build -G "xcode"
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```
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CMake will generate an XCode project in ``xcode-build``. You can use it like any other XCode project.
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## Linux / MacOS (Emscripten)
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**These instructions assume you have Emscripten installed, activated, and have the environment set up for an active Terminal.**
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Open a Terminal and navigate to the directory which you downloaded the project. Issue the following command:
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```
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emcmake cmake . -B emscripten-build
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```
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Emscripten's ``emcmake`` utility will invoke CMake with all the magic required to make it work with Emscripten. Generating UNIX Makefiles you can use to build the project, like so:
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```
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cmake --build emscripten-build
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```
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The compiled HTML, Javascript, WebAssembly, and Data will be in the ``emscripten-build/bin`` directory.
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If you lack some sort of live server extension to your IDE, you can view it using the ``emrun`` utility, like so:
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```
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emrun path/to/build/bin/PROJECTNAME.html
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```
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This command should launch the project in your default web browser.
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## Windows (MinGW)
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Open the ``Command Prompt`` prompt and navigate to the directory which you downloaded the project. Issue the following command:
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```
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cmake . -B mingw-build -G "MinGW Makefiles"
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```
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CMake will generate MinGW Makefiles you can use to build the project, like so:
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```
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cmake --build mingw-build
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```
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The compiled binary will be located in the ``mingw-build/bin`` directory.
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**NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!**
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## Windows (NMake)
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Open the ``x64 Native Tools Command Prompt for VS 2022`` prompt and navigate to the directory which you downloaded the project. Issue the following command:
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```
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cmake . -B nmake-build -G "NMake Makefiles"
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```
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CMake will generate NMake Makefiles you can use to build the project, like so:
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```
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cmake --build nmake-build
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```
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The compiled binary will be located in ``nmake-build/bin`` directory.
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**NOTE: if you're executing the program, ensure you have the correct working directory, which contains the executable!**
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## Windows (Visual Studio)
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Open the ``Command Prompt`` prompt and navigate to the directory which you downloaded the project. Issue the following command:
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```
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cmake . -B vs-build
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```
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CMake will generate a Visual Studio solution and project in ``vs-build``. You can use it like any other Visual Studio Project.
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