174 lines
6.7 KiB
Plaintext
174 lines
6.7 KiB
Plaintext
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The latest PhysicsFS information and releases can be found at:
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https://icculus.org/physfs/
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Building is (ahem) very easy.
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ALL PLATFORMS:
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Please read the text file LICENSE.txt in the root of the source tree.
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The license is extremely liberal, even to closed-source, commercial
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applications.
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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 (or build the "docs" target from your build system). This
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is optional. You can browse the API docs online here:
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https://icculus.org/physfs/docs/
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BUILD IT WITH YOUR OWN PROGRAM:
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If you don't care about formal packaging: just add everything in the "src"
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directory to whatever you use to build your program and compile it along with
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everything else, and you're done. It should compile with any reasonable
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ANSI C compiler, should build cleanly even with excessive compiler warnings
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enabled, needs no extra configuration, and allows static linking.
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WinRT and Haiku need C++ compilers for their system APIs, but if you aren't on
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these platforms and don't have a C++ compiler, don't build the .cpp files.
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Likewise: Apple platforms (macOS, iOS, etc) need an Objective-C compiler, but
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if you aren't on these platforms and don't have a Objective-C compiler, don't
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build the .m file. Everything you need is in the .c sources.
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If this all worked for your specific project, you can stop reading now.
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Unix:
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You will need CMake (https://www.cmake.org/) 2.4 or later installed.
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Make a directory, wherever you like. This will be your build directory.
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Chdir to your build directory. Run "cmake /where/i/unpacked/physfs" to
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generate Makefiles. You can then run "ccmake ." and customize the build,
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but the defaults are probably okay. You can have CMake generate KDevelop
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or Ninja project files or whatever, if you prefer these.
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Run "make". PhysicsFS will now build.
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As root, run "make install".
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If you get sick of the library, run "make uninstall" as root
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and it will remove all traces of the library from the system paths.
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Once you are satisfied, you can delete the build directory.
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Primary Unix development is done with GNU/Linux, but PhysicsFS is known to
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work out of the box with several flavors of Unix. It it doesn't work, patches
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to get it running can be sent to icculus@icculus.org.
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Windows:
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If building with Cygwin, mingw32, MSYS, or something else that uses the GNU
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toolchain, follow the Unix instructions, above.
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If you want to use Visual Studio, nmake, or the Platform SDK, you will need
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CMake (https://www.cmake.org/) 2.4 or later installed. Point CMake at the
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CMakeLists.txt file in the root of the source directory and hit the
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"Configure" button. After telling it what type of compiler you are targeting
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(Borland, Visual Studio, etc), CMake will process for while and then give you
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a list of options you can change (what archivers you want to support, etc).
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If you aren't sure, the defaults are probably fine. Hit the "Configure"
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button again, then "OK" once configuration has completed with options that
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match your liking. Now project files for your favorite programming
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environment will be generated for you in the directory you specified.
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Go there and use them to build PhysicsFS.
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PhysicsFS will only link directly against system libraries that have existed
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since Windows NT 3.51. If there's a newer API we want to use, we try to
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dynamically load it at runtime and fallback to a reasonable behaviour when
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we can't find it. Note that Windows 98 and later _should_
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work if you use the Microsoft Layer for Unicode (UNICOWS.DLL) to provide
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some missing system APIs, but this is no longer tested as of PhysicsFS 2.1.0.
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PhysicsFS 2.0.x is known to work with Windows 95 without UNICOWS.DLL.
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PhysicsFS works on 32-bit and 64-bit Windows. There is no 16-bit Windows
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support at all. Windows RT is covered below.
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Windows RT:
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Windows RT (Windows Phone, Windows Store, UWP) 8.0 and later are supported.
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Make sure you include both physfs_platform_windows.c _and_
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physfs_platform_winrt.cpp in your build, and that the C++ file has
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"Consume Windows Runtime Extension" set to "Yes" in its Visual Studio
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properties (from the command line, you want to compile this file with the
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"/ZW" compiler switch). CMake can, in theory, generate a project file for
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WinRT if you pick a recent Visual Studio target, choose manual cross-compile
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options, and set the system name to "WindowsPhone" or "WindowsStore" and the
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correct OS version (8.0 or later).
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PocketPC/WindowsCE:
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Support for PocketPC was removed in PhysicsFS 2.1.0. This was known to work
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in the 1.0 releases, but wasn't tested in 2.0 and later. PhysicsFS should
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work on modern Windows Phones (see "Windows RT" section).
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macOS:
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You will need CMake (https://www.cmake.org/) 2.4 or later installed.
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You can either generate a Unix makefile with CMake, or generate an Xcode
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project, whichever makes you more comfortable.
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PowerPC and Intel Macs should both be supported.
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MAC OS 8/9 ("Mac OS Classic"):
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Classic Mac OS support has been dropped in PhysicsFS 2.0. Apple hasn't updated
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pre-OSX versions in more than a decade at this point, none of the hardware
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they've shipped will boot it for almost as many years, and finding
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developer tools for it is becoming almost impossible. As the switch to Intel
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hardware has removed the "Classic" emulation environment, it was time to
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remove support from PhysicsFS. That being said, the PhysicsFS 1.0 branch can
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still target back to Mac OS 8.5, so you can use that if you need support for
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this legacy OS. We still very much support modern macOS, though: see above.
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Emscripten:
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Use the "Unix" instructions, above. You can install the Emscripten SDK and use
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the extras/buildbot-emscripten.sh script to automate this for you.
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BeOS, Zeta, YellowTab:
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BeOS support was dropped in PhysicsFS 2.1.0. Consider installing Haiku, which
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we still support.
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Haiku:
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Use the "Unix" instructions, above.
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OS/2:
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OS/2 is known to work with OpenWatcom and GCC-based compilers. I couldn't get
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an OS/2 port of CMake to generate OpenWatcom project files (although it should
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be able to do that in theory), it should be able to do Unix Makefiles with
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GCC. It might be easier to just compile PhysicsFS along with the rest of
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your project on this platform.
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OTHER PLATFORMS:
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Many Unix-like platforms might "just work" with CMake. Some of these platforms
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are known to have worked at one time, but have not been heavily tested, if
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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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implement a new platform or archiver, please read the heavily-commented
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physfs_internal.h and look at the physfs_platform_* and physfs_archiver_*
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source files for examples.
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--ryan. (icculus@icculus.org)
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