CELayout Editor - Getting Started / Building
Contents
Abstract
This page tries to get you up and running with the layout editor. It will explain both the use of a distribution, and downloading from CVS. If you have problems, don't hesitate to visit the forums. And besides, you may alter this page with any information you think will be helpful to future readers of this page. Some parts might be a little too verbose, but better safe then sorry ;-)
Using a distribution (Windows only; linux distribution(s) coming up!)
This is the recommended way. The distributions are stable and compatible with official CEGUI library releases. For example the 0.4.1 editor will work fine ("proven") with the 0.4.1 CEGUI release. Visit the download page for Windows installer(s) and Linux source distribution(s). Before installing a new version, it is recommeded that you uninstall a previous version first, because files might get removed in newer versions and such. On windows you can stop reading now. Linux and/or CVS users must read on for a bit more.
Compiling yourself
If you are a non-windows user, or prefer CVS access over distributions, you must follow the steps mentioned in this topic.
Setup CEGUI
Please see the CEGUI FAQ for downloading and compiling the cegui library.
Setup wxWidgets
This topic explains how to get and setup this cross-platform application framework.
Download
Distributions for many platforms can be found here.
Compile
Because of issues I had compiling wxWidgets properly, I'm going to go into more depth for using Visual Studio 7.1 or 8.0 to do so. (Jouninkomiko 05-20-2006)
- Because the editor uses the wxGLCanvas, open include/msvc/wx/setup.h, and change the define for wxUSE_GLCANVAS from 0 to 1.
On Windows:
- Open src/wxWindows.dsw and batch build all the Debug and Release configurations (but not the unicode or the dll ones)
- This is according to wxWidget's wiki, but ScriptKid got it to work without this step, so you might not need to do it
- Open build/msw/wx.dsw, and batch build all the Debug and Release configurations (but not the unicode or the dll ones)
- If it hasn't been done so already, add include/msvc and include to the include build paths and lib/vc_lib to the library paths in Visual Studio.
On Linux:
- Enter ./configure --with-opengl --enable-unicode
- Enter make
- Enter make install
Setup the editor
This topic explains how to get and setup the editor from sources.
Checkout
If you use a non-command line utility such as TortoiseSVN, you can choose one of these URLs to respectively checkout the HEAD or one of the stable branches.
https://svn.sourceforge.net/svnroot/crayzedsgui/CELayoutEditor/trunk https://svn.sourceforge.net/svnroot/crayzedsgui/CELayoutEditor/branches/v-0-4-1 https://svn.sourceforge.net/svnroot/crayzedsgui/CELayoutEditor/branches/before_wxwidgets
Or, from the command line (same order):
svn co https://svn.sourceforge.net/svnroot/crayzedsgui/CELayoutEditor/trunk MyEditorFolder svn co https://svn.sourceforge.net/svnroot/crayzedsgui/CELayoutEditor/branches/v-0-4-1 MyEditorFolder svn co https://svn.sourceforge.net/svnroot/crayzedsgui/CELayoutEditor/branches/before_wxwidgets MyEditorFolder
Retreiving is always "anonymous", so it should work immediately.
Compile
On windows:
- Open vc++6/CELayoutEditor.dsw (VS6) or vc++6/CELayoutEditor.sln (VS7.1). Conversions should happen automatically when opening on newer versions. Make sure that you add the directories 'wxWidgets-x.x.x\include' and 'wxWidgets-x.x.x\include\msvc' to your Include Directories, and 'wxWidgets-x.x.x\lib\vc_lib' to your Library Directories.
- Build either Debug or Release.
On Linux:
- Enter ./bootstrap
- Enter ./configure
- Enter make
- Enter make install
- Optionally set the CELAYOUTEDITOR_DATAPATH environment variable to point the editor to the correct 'datafiles' directory. If you do not set this variable, the editor will default to the location where it thinks the datafiles were installed (this will be typically be something like /usr/local/share/CELayoutEditor/datafiles). See the configuration file for additional details.
Hopefully, we will have a mac-compatible project or makefile in the future as well, so watch this space! :-)