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README.md
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README.md
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# MiniFB
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# MiniFB
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MiniFB (Mini FrameBuffer) is a small cross platform library that makes it easy to render (32-bit) pixels in a window. An example is the best way to show how it works:
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MiniFB (Mini FrameBuffer) is a small cross platform library that makes it easy to render (32-bit) pixels in a window.
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```c
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An example is the best way to show how it works:
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struct mfb_window *window = mfb_open_ex("my display", 800, 600, WF_RESIZABLE);
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if (!window)
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```c
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return 0;
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struct mfb_window *window = mfb_open_ex("my display", 800, 600, WF_RESIZABLE);
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if (!window)
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for (;;)
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return 0;
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{
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int state;
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buffer = (uint32_t *) malloc(800 * 600 * 4);
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// TODO: add some fancy rendering to the buffer of size 800 * 600
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do {
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int state;
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state = mfb_update(buffer);
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// TODO: add some fancy rendering to the buffer of size 800 * 600
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if (state < 0)
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break;
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state = mfb_update_ex(buffer, 800, 600);
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}
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```
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if (state < 0) {
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window = NULL;
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break;
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Furthermore, you can _add callbacks to the windows_:
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}
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} while(mfb_wait_sync(window));
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```c
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```
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void active(struct mfb_window *window, bool isActive) {
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...
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1. First the application creates a **window** calling **mfb_open** or **mfb_open_ex**.
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}
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2. Next it's the application responsibility to allocate a buffer to work with.
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3. Next calling **mfb_update** or **mfb_update_ex** the buffer will be copied over to the window and displayed. If this function return a value lower than 0 the window will have been destroyed internally and cannot be used anymore.
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void resize(struct mfb_window *window, int width, int height) {
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4. Last the code waits to synchronize with the monitor calling **mfb_wait_sync**.
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...
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// Optionally you can also change the viewport size
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Note that, by default, if ESC key is pressed **mfb_update** / **mfb_update_ex** will return -1 (and the window will have been destroyed internally).
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mfb_set_viewport(window, x, y, width, height);
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}
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See https://github.com/emoon/minifb/blob/master/tests/noise.c for a complete example.
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void keyboard(struct mfb_window *window, mfb_key key, mfb_key_mod mod, bool isPressed) {
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MiniFB has been tested on Windows, Mac OS X, Linux and iOS but may of course have trouble depending on your setup. Currently the code will not do any converting of data if not a proper 32-bit display can be created.
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...
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// Remember to close the window in some way
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## More features:
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if(key == KB_KEY_ESCAPE) {
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mfb_close(window);
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You can _add callbacks to the windows_:
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}
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```c
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fprintf(stdout, "%s > keyboard: key: %s (pressed: %d) [key_mod: %x]\n", window_title, mfb_get_key_name(key), isPressed, mod);
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void active(struct mfb_window *window, bool isActive) {
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...
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}
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}
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void char_input(struct mfb_window *window, unsigned int charCode) {
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void resize(struct mfb_window *window, int width, int height) {
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...
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...
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}
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// Optionally you can also change the viewport size
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mfb_set_viewport(window, x, y, width, height);
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void mouse_btn(struct mfb_window *window, mfb_mouse_button button, mfb_key_mod mod, bool isPressed) {
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}
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...
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}
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void keyboard(struct mfb_window *window, mfb_key key, mfb_key_mod mod, bool isPressed) {
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...
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// Use wisely this event. It can be sent too often
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// Remember to close the window in some way
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void mouse_move(struct mfb_window *window, int x, int y) {
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if(key == KB_KEY_ESCAPE) {
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...
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mfb_close(window);
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}
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}
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// Mouse wheel
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fprintf(stdout, "%s > keyboard: key: %s (pressed: %d) [key_mod: %x]\n", window_title, mfb_get_key_name(key), isPressed, mod);
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void mouse_scroll(struct mfb_window *window, mfb_key_mod mod, float deltaX, float deltaY) {
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...
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}
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}
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void char_input(struct mfb_window *window, unsigned int charCode) {
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struct mfb_window *window = mfb_open_ex("my display", 800, 600, WF_RESIZABLE);
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...
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if (!window)
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}
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return 0;
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void mouse_btn(struct mfb_window *window, mfb_mouse_button button, mfb_key_mod mod, bool isPressed) {
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mfb_set_active_callback(window, active);
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...
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mfb_set_resize_callback(window, resize);
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}
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mfb_set_keyboard_callback(window, keyboard);
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mfb_set_char_input_callback(window, char_input);
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// Use wisely this event. It can be sent too often
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mfb_set_mouse_button_callback(window, mouse_btn);
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void mouse_move(struct mfb_window *window, int x, int y) {
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mfb_set_mouse_move_callback(window, mouse_move);
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...
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mfb_set_mouse_scroll_callback(window, mouse_scroll);
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}
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```
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// Mouse wheel
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void mouse_scroll(struct mfb_window *window, mfb_key_mod mod, float deltaX, float deltaY) {
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Additionally you can _set data per window and recover it_:
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...
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}
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```c
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mfb_set_user_data(window, (void *) myData);
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struct mfb_window *window = mfb_open_ex("my display", 800, 600, WF_RESIZABLE);
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...
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if (!window)
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myData = (someCast *) mfb_get_user_data(window);
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return 0;
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```
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mfb_set_active_callback(window, active);
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mfb_set_resize_callback(window, resize);
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Finally, you can _get information about the events in the window directly_:
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mfb_set_keyboard_callback(window, keyboard);
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mfb_set_char_input_callback(window, char_input);
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```c
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mfb_set_mouse_button_callback(window, mouse_btn);
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bool mfb_is_window_active(struct mfb_window *window);
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mfb_set_mouse_move_callback(window, mouse_move);
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mfb_set_mouse_scroll_callback(window, mouse_scroll);
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unsigned mfb_get_window_width(struct mfb_window *window);
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```
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unsigned mfb_get_window_height(struct mfb_window *window);
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Or you can _get information about the window events directly_:
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int mfb_get_mouse_x(struct mfb_window *window); // Last mouse pos X
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int mfb_get_mouse_y(struct mfb_window *window); // Last mouse pos Y
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```c
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bool mfb_is_window_active(struct mfb_window *window);
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float mfb_get_mouse_scroll_x(struct mfb_window *window); // Mouse wheel X as a sum. When you call this function it resets.
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float mfb_get_mouse_scroll_y(struct mfb_window *window); // Mouse wheel Y as a sum. When you call this function it resets.
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unsigned mfb_get_window_width(struct mfb_window *window);
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unsigned mfb_get_window_height(struct mfb_window *window);
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const uint8_t * mfb_get_mouse_button_buffer(struct mfb_window *window); // One byte for every button. Press (1), Release 0. (up to 8 buttons)
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int mfb_get_mouse_x(struct mfb_window *window); // Last mouse pos X
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const uint8_t * mfb_get_key_buffer(struct mfb_window *window); // One byte for every key. Press (1), Release 0.
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int mfb_get_mouse_y(struct mfb_window *window); // Last mouse pos Y
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```
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float mfb_get_mouse_scroll_x(struct mfb_window *window); // Mouse wheel X as a sum. When you call this function it resets.
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float mfb_get_mouse_scroll_y(struct mfb_window *window); // Mouse wheel Y as a sum. When you call this function it resets.
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First the code creates window with the mfb_open call that is used to display the data, next it's the applications responsibility to allocate a buffer (which has to be at least the size of the window and in 32-bit) Next when calling mfb_update function the buffer will be copied over to the window and displayed. Currently the mfb_update will return -1 if ESC key is pressed but later on it will support to return a key code for a pressed button. See https://github.com/emoon/minifb/blob/master/tests/noise.c for a complete example
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const uint8_t * mfb_get_mouse_button_buffer(struct mfb_window *window); // One byte for every button. Press (1), Release 0. (up to 8 buttons)
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MiniFB has been tested on Windows, Mac OS X and Linux but may of course have trouble depending on your setup. Currently the code will not do any converting of data if not a proper 32-bit display can be created.
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const uint8_t * mfb_get_key_buffer(struct mfb_window *window); // One byte for every key. Press (1), Release 0.
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```
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**Extra: Timers and target FPS**
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Additionally you can _set per window data and recover it_:
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You can create timers for your own purposes.
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```c
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```c
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mfb_set_user_data(window, (void *) myData);
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struct mfb_timer * mfb_timer_create();
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...
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void mfb_timer_destroy(struct mfb_timer *tmr);
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myData = (someCast *) mfb_get_user_data(window);
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```
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void mfb_timer_reset(struct mfb_timer *tmr);
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double mfb_timer_now(struct mfb_timer *tmr);
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**Extra: Timers and target FPS**
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double mfb_timer_delta(struct mfb_timer *tmr);
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You can create timers for your own purposes.
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double mfb_timer_get_frequency();
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double mfb_timer_get_resolution();
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```c
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```
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struct mfb_timer * mfb_timer_create();
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void mfb_timer_destroy(struct mfb_timer *tmr);
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Furthermore you can set a target fps for the application. The default is 60 frames per second.
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void mfb_timer_reset(struct mfb_timer *tmr);
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```c
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double mfb_timer_now(struct mfb_timer *tmr);
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void mfb_set_target_fps(uint32_t fps);
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double mfb_timer_delta(struct mfb_timer *tmr);
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```
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double mfb_timer_get_frequency();
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This avoid the problem of update too fast the window collapsing the redrawing in fast processors.
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double mfb_timer_get_resolution();
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```
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To use this you need to call the function:
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Furthermore you can set a target fps for the application. The default is 60 frames per second.
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```c
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bool mfb_wait_sync(struct mfb_window *window);
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```c
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```
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void mfb_set_target_fps(uint32_t fps);
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```
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_Example_:
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This avoid the problem of update too fast the window collapsing the redrawing in fast processors.
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```c
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do {
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To use this you need to call the function:
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int i;
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mfb_update_state state;
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```c
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bool mfb_wait_sync(struct mfb_window *window);
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// TODO: add some awesome rendering to the buffer
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```
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state = mfb_update(window, g_buffer);
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Note that if you have several windows running on the same thread it makes no sense to wait them all...
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if (state != STATE_OK) {
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window = 0x0;
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## Build instructions
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break;
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}
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The current build system is **CMake**.
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} while(mfb_wait_sync(window));
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```
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Initially MiniFB used tundra [https://github.com/deplinenoise/tundra](https://github.com/deplinenoise/tundra) as build system and it was required to build the code (but now is not maintained).
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Note that if you have several windows running on the same thread it makes no sense to wait them all...
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In any case, not many changes should be needed if you want to use MiniFB directly in your own code.
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### Mac
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## Build instructions
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Cocoa and clang is assumed to be installed on the system (downloading latest XCode + installing the command line tools should do the trick).
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MiniFB uses tundra https://github.com/deplinenoise/tundra as build system and is required to build the code as is but not many changes should be needed if you want to use it directly in your own code.
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Note that MacOS X Mojave+ does not support Cocoa framework as expected. For that reason you can switch to Metal API.
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You can also use CMake as build system.
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To enable it just compile defining the preprocessor macro USE_METAL_API.
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### Mac
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If you use **CMake** just enable the flag:
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Cocoa and clang is assumed to be installed on the system (downloading latest XCode + installing the command line tools should do the trick) then to build run: tundra2 macosx-clang-debug and you should be able to run the noise example (t2-output/macosx-clang-debug-default/noise)
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```
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mkdir build
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MacOS X Mojave does not support Cocoa framework as expected. For that reason now you can switch to Metal API.
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cd build
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To enable it just compile defining the preprocessor macro USE_METAL_API.
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cmake .. -DUSE_METAL_API=ON
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```
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If you use CMake just enable the flag:
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or if you don't want to use Metal API:
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```
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mkdir build
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```
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cd build
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mkdir build
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cmake .. -DUSE_METAL_API=ON
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cd build
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```
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cmake .. -DUSE_METAL_API=OFF
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```
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or if you don't want to use Metal API:
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if you use **tundra**:
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```
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mkdir build
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```
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cd build
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tundra2 macosx-clang-debug
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cmake .. -DUSE_METAL_API=OFF
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```
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```
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and you should be able to run the noise example (t2-output/macosx-clang-debug-default/noise).
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### iOS (beta)
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### iOS (beta)
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It works with and without an UIWindow created.
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It works with and without an UIWindow created.
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If you want to create the UIWindow through an Story Board, remember to set the UIViewController as iOSViewController and the UIView as iOSView.
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If you want to create the UIWindow through an Story Board, remember to set the UIViewController as iOSViewController and the UIView as iOSView.
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**Issues:**
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**Issues:**
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- It seems that you have to manually set 'tvOS Deployment Target' to less than 13.
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- It seems that you have to manually set 'tvOS Deployment Target' to less than 13.
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- It seems that you have to manually set 'Launch Screen File' in project > executable > general to be able to get the real device height.
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- It seems that you have to manually set 'Launch Screen File' in project > executable > general to be able to get the real device height.
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- You need to manually set the 'Signing Team' and 'Bundle Identifier'.
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- You need to manually set the 'Signing Team' and 'Bundle Identifier'.
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- No multitouch is available yet.
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- No multitouch is available yet.
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- As this version uses Metal API it cannot be run in the emulator.
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- As this version uses Metal API it cannot be run in the emulator.
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**Functions:**
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**Functions:**
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Some of the MiniFB functions don't make sense on mobile.
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Some of the MiniFB functions don't make sense on mobile.
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The available functions for iOS are:
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The available functions for iOS are:
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```c
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struct mfb_window * mfb_open(const char *title, unsigned width, unsigned height);
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```c
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struct mfb_window * mfb_open_ex(const char *title, unsigned width, unsigned height, unsigned flags); // flags ignored
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struct mfb_window * mfb_open(const char *title, unsigned width, unsigned height);
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struct mfb_window * mfb_open_ex(const char *title, unsigned width, unsigned height, unsigned flags); // flags ignored
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mfb_update_state mfb_update(struct mfb_window *window, void *buffer);
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mfb_update_state mfb_update(struct mfb_window *window, void *buffer);
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void mfb_close(struct mfb_window *window);
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void mfb_close(struct mfb_window *window);
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void mfb_set_user_data(struct mfb_window *window, void *user_data);
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void * mfb_get_user_data(struct mfb_window *window);
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void mfb_set_user_data(struct mfb_window *window, void *user_data);
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void * mfb_get_user_data(struct mfb_window *window);
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bool mfb_set_viewport(struct mfb_window *window, unsigned offset_x, unsigned offset_y, unsigned width, unsigned height);
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bool mfb_set_viewport(struct mfb_window *window, unsigned offset_x, unsigned offset_y, unsigned width, unsigned height);
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void mfb_set_mouse_button_callback(struct mfb_window *window, mfb_mouse_button_func callback);
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void mfb_set_mouse_move_callback(struct mfb_window *window, mfb_mouse_move_func callback);
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void mfb_set_mouse_button_callback(struct mfb_window *window, mfb_mouse_button_func callback);
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void mfb_set_resize_callback(struct mfb_window *window, mfb_resize_func callback);
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void mfb_set_mouse_move_callback(struct mfb_window *window, mfb_mouse_move_func callback);
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void mfb_set_resize_callback(struct mfb_window *window, mfb_resize_func callback);
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unsigned mfb_get_window_width(struct mfb_window *window);
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unsigned mfb_get_window_height(struct mfb_window *window);
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unsigned mfb_get_window_width(struct mfb_window *window);
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int mfb_get_mouse_x(struct mfb_window *window); // Last mouse pos X
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unsigned mfb_get_window_height(struct mfb_window *window);
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int mfb_get_mouse_y(struct mfb_window *window); // Last mouse pos Y
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int mfb_get_mouse_x(struct mfb_window *window); // Last mouse pos X
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```
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int mfb_get_mouse_y(struct mfb_window *window); // Last mouse pos Y
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```
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Timers are also available.
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```c
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Timers are also available.
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struct mfb_timer * mfb_timer_create(void);
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void mfb_timer_destroy(struct mfb_timer *tmr);
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```c
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void mfb_timer_reset(struct mfb_timer *tmr);
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struct mfb_timer * mfb_timer_create(void);
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double mfb_timer_now(struct mfb_timer *tmr);
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void mfb_timer_destroy(struct mfb_timer *tmr);
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double mfb_timer_delta(struct mfb_timer *tmr);
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void mfb_timer_reset(struct mfb_timer *tmr);
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double mfb_timer_get_frequency(void);
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double mfb_timer_now(struct mfb_timer *tmr);
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double mfb_timer_get_resolution(void);
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double mfb_timer_delta(struct mfb_timer *tmr);
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```
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double mfb_timer_get_frequency(void);
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double mfb_timer_get_resolution(void);
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For now, no multitouch is available.
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```
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**Example:**
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For now, no multitouch is available.
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```objective-c
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**Example:**
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- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
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if(g_window == 0x0) {
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```objective-c
|
||||||
g_width = [UIScreen mainScreen].bounds.size.width;
|
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
|
||||||
g_height = [UIScreen mainScreen].bounds.size.height;
|
if(g_window == 0x0) {
|
||||||
g_window = mfb_open("noise", g_width, g_height);
|
g_width = [UIScreen mainScreen].bounds.size.width;
|
||||||
if(g_window != 0x0) {
|
g_height = [UIScreen mainScreen].bounds.size.height;
|
||||||
g_buffer = malloc(g_width * g_height * 4);
|
g_window = mfb_open("noise", g_width, g_height);
|
||||||
}
|
if(g_window != 0x0) {
|
||||||
}
|
g_buffer = malloc(g_width * g_height * 4);
|
||||||
|
}
|
||||||
return YES;
|
}
|
||||||
}
|
|
||||||
|
return YES;
|
||||||
- (void)applicationDidBecomeActive:(UIApplication *)application {
|
}
|
||||||
mDisplayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(OnUpdateFrame)];
|
|
||||||
[mDisplayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
|
- (void)applicationDidBecomeActive:(UIApplication *)application {
|
||||||
}
|
mDisplayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(OnUpdateFrame)];
|
||||||
|
[mDisplayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
|
||||||
- (void)applicationWillTerminate:(UIApplication *)application {
|
}
|
||||||
[mDisplayLink invalidate];
|
|
||||||
mfb_close(g_window);
|
- (void)applicationWillTerminate:(UIApplication *)application {
|
||||||
}
|
[mDisplayLink invalidate];
|
||||||
|
mfb_close(g_window);
|
||||||
- (void) OnUpdateFrame {
|
}
|
||||||
if(g_buffer != 0x0) {
|
|
||||||
// Do your wonderful rendering stuff
|
- (void) OnUpdateFrame {
|
||||||
}
|
if(g_buffer != 0x0) {
|
||||||
|
// Do your wonderful rendering stuff
|
||||||
mfb_update_state state = mfb_update(g_window, g_buffer);
|
}
|
||||||
if (state != STATE_OK) {
|
|
||||||
free(g_buffer);
|
mfb_update_state state = mfb_update(g_window, g_buffer);
|
||||||
g_buffer = 0x0;
|
if (state != STATE_OK) {
|
||||||
g_width = 0;
|
free(g_buffer);
|
||||||
g_height = 0;
|
g_buffer = 0x0;
|
||||||
}
|
g_width = 0;
|
||||||
}
|
g_height = 0;
|
||||||
```
|
}
|
||||||
|
}
|
||||||
**CMake**
|
```
|
||||||
```
|
|
||||||
mkdir build
|
**CMake**
|
||||||
cd build
|
|
||||||
cmake -G Xcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 ..
|
```
|
||||||
```
|
mkdir build
|
||||||
|
cd build
|
||||||
|
cmake -G Xcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 ..
|
||||||
### Windows
|
```
|
||||||
|
|
||||||
Visual Studio (ver 2012 express has been tested) tools needed (using the vcvars32.bat (for 32-bit) will set up the enviroment) to build run: tundra2 win32-msvc-debug and you should be able to run noise in t2-output/win32-msvc-debug-default/noise.exe
|
### Windows
|
||||||
|
|
||||||
If you use CMake the Visual Studio project will be generated (2015, 2017 and 2019 have been tested).
|
If you use **CMake** the Visual Studio project will be generated (2015, 2017 and 2019 have been tested).
|
||||||
|
|
||||||
|
Furthermore you can also use **MinGW** instead of Visual Studio.
|
||||||
### x11 (FreeBSD, Linux, *nix)
|
|
||||||
|
if you use **tundra**:
|
||||||
gcc and x11-dev libs needs to be installed. To build the code run tundra2 x11-gcc-debug and you should be able to run t2-output/x11-gcc-debug-default/noise
|
|
||||||
|
Visual Studio (ver 2012 express has been tested) tools needed (using the vcvars32.bat (for 32-bit) will set up the enviroment) to build run:
|
||||||
If you use CMake just disable the flag:
|
|
||||||
|
```
|
||||||
```
|
tundra2 win32-msvc-debug
|
||||||
mkdir build
|
```
|
||||||
cd build
|
|
||||||
cmake .. -DUSE_WAYLAND_API=OFF
|
and you should be able to run noise in t2-output/win32-msvc-debug-default/noise.exe
|
||||||
```
|
|
||||||
|
#### **NEW**: OpenGL API backend
|
||||||
|
|
||||||
### Wayland (Linux)
|
Now, by default, OpenGL backend is used, instead of Windows GDI, because it is faster. To maintain compatibility with old computers an OpenGL 1.5 context is created (no shaders needed).
|
||||||
|
|
||||||
Depends on gcc and wayland-client and wayland-cursor. Built using the wayland-gcc variants.
|
To enable or disable OpenGL just use a CMake flag:
|
||||||
|
|
||||||
If you use CMake just enable the flag:
|
```
|
||||||
|
cmake .. -DUSE_OPENGL_API=ON
|
||||||
```
|
or
|
||||||
mkdir build
|
cmake .. -DUSE_OPENGL_API=OFF
|
||||||
cd build
|
```
|
||||||
cmake .. -DUSE_WAYLAND_API=ON
|
|
||||||
```
|
### x11 (FreeBSD, Linux, *nix)
|
||||||
|
|
||||||
|
gcc and x11-dev libs needs to be installed.
|
||||||
|
|
||||||
|
If you use **CMake** just disable the flag:
|
||||||
|
|
||||||
|
```
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
cmake .. -DUSE_WAYLAND_API=OFF
|
||||||
|
```
|
||||||
|
|
||||||
|
If you use **tundra**:
|
||||||
|
|
||||||
|
To build the code run:
|
||||||
|
|
||||||
|
```
|
||||||
|
tundra2 x11-gcc-debug
|
||||||
|
```
|
||||||
|
|
||||||
|
and you should be able to run t2-output/x11-gcc-debug-default/noise
|
||||||
|
|
||||||
|
#### **NEW**: OpenGL API backend
|
||||||
|
|
||||||
|
Now, by default, OpenGL backend is used instead of X11 XImages because it is faster. To maintain compatibility with old computers an OpenGL 1.5 context is created (no shaders needed).
|
||||||
|
|
||||||
|
To enable or disable OpenGL just use a CMake flag:
|
||||||
|
|
||||||
|
```
|
||||||
|
cmake .. -DUSE_OPENGL_API=ON -DUSE_WAYLAND_API=OFF
|
||||||
|
or
|
||||||
|
cmake .. -DUSE_OPENGL_API=OFF -DUSE_WAYLAND_API=OFF
|
||||||
|
```
|
||||||
|
|
||||||
|
### Wayland (Linux)
|
||||||
|
|
||||||
|
Depends on gcc and wayland-client and wayland-cursor. Built using the wayland-gcc variants.
|
||||||
|
|
||||||
|
If you use **CMake** just enable the flag:
|
||||||
|
|
||||||
|
```
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
cmake .. -DUSE_WAYLAND_API=ON
|
||||||
|
```
|
||||||
|
Loading…
Reference in New Issue
Block a user