mirror of
https://github.com/loot/libloot.git
synced 2026-07-27 14:16:01 -07:00
Remove "how to build" documentation
Instead, point to the CI configuration files, and include the extra steps for Ubuntu 12.04 as a script. More useful, and less likely to become outdated.
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@@ -25,17 +25,19 @@ For example `LOOT v0.7.0-alpha-2-10-gf6d7e80_dev.7z` was built using the revisio
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## Building LOOT
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LOOT's build process uses [CMake](https://cmake.org). Most of LOOT's C++ dependencies are managed by CMake, but the following must be obtained manually:
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### Windows
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* [Boost](http://www.boost.org) v1.55+
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Refer to `appveyor.yml` for the build process. The Appveyor configuration assumes that [CMake](https://cmake.org) and [Node.js](https://nodejs.org/) are already installed.
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Building LOOT's GUI also uses [Node.js](https://nodejs.org/). With it installed, run `npm install` then `node_modules/.bin/bower install` from the repository root to install the additional tools and dependencies required.
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### Linux
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The GUI's HTML file is automatically built when building the LOOT GUI binary, but it can also be built by running `node scripts/vulcanize.js` from the repository root.
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Refer to `.travis.yml` for the build process. If starting from a freshly-installed instance of Ubuntu Server 12.04, first run the steps in the `scripts/linux/prepare_ubuntu_precise.sh` to install some additional packages Travis instances have pre-installed.
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Platform-specific instructions for building Windows binaries using Microsoft Visual Studio are given in [docs/BUILD.MSVC.md](docs/BUILD.MSVC.md), and instructions for building Linux binaries using GCC are given in [docs/BUILD.LINUX.md](docs/BUILD.LINUX.md).
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Not all LOOT's features have been implemented for Linux builds. Issues labelled
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`linux` on LOOT's issue tracker cover such missing features where they can be
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implemented.
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#### CMake Variables
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### CMake Variables
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LOOT uses the following CMake variables to set build parameters:
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@@ -46,6 +48,10 @@ Parameter | Values | Default |Description
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You may also need to set `BOOST_ROOT` if CMake cannot find Boost.
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### Rebuilding the HTML UI
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The GUI's HTML file is automatically built when building the LOOT GUI binary, but it can also be built by running `node scripts/vulcanize.js` from the repository root.
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## Building The API Documentation
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The API documentation is built using [Doxygen](http://www.stack.nl/~dimitri/doxygen/), [Breathe](https://breathe.readthedocs.io/en/latest/) and [Sphinx](http://www.sphinx-doc.org/en/stable/). On Windows, install Doxygen and [Python](https://www.python.org) 2.7, add Doxygen's binary path, `C:\Python27` and `C:\Python27\Scripts` (or wherever you installed Python to) to your `%PATH%`, then:
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@@ -1,44 +0,0 @@
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# Build Instructions using GCC
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Linux binaries can be built for LOOT, and these instructions are for doing so on
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Ubuntu 12.04, though they may also apply to other versions and
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distributions.
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## Building
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Most of the procedure for building the API, tests and metadata validator can be
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found in the `.travis.yml` file, which is the configuration file for LOOT's
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Travis CI instance. However, Travis instances have a few more libraries and
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utilities by default than Ubuntu 12.04 does, so installation of them will be
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covered here.
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Linux builds of the GUI application should be considered officially
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**unsupported and unmaintained**, though contributions are welcome.
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## Installing Missing Dependencies
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### Base Dependencies
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```
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sudo apt-get install python-software-properties git build-essential libcurl4-openssl-dev
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```
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### UI Dependencies
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```
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sudo apt-key adv --keyserver keyserver.ubuntu.com --recv 68576280
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sudo apt-add-repository 'deb https://deb.nodesource.com/node_4.x precise main'
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sudo apt-get update
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sudo apt-get install nodejs
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```
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## Runtime Differences
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Not all LOOT's features have been implemented for Linux builds. Issues labelled
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`linux` on LOOT's issue tracker cover such missing features where they can be
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implemented. Unavoidable platform differences are documented here:
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* On Windows, LOOT can detect game installs using their Registry entries. On
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Linux this is obviously not possible, so either game paths will have to be
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entered manually in LOOT's settings dialog when it is run, or LOOT will need
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to be installed beside a game's Data folder for that game to be detected.
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@@ -1,19 +0,0 @@
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# Build Instructions using Microsoft Visual C++
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These instructions were used to build LOOT using Microsoft Visual Studio 2015 Community, though they should apply to other versions of MSVC.
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#### Boost
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```
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bootstrap.bat
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b2 toolset=msvc threadapi=win32 link=static runtime-link=static variant=release address-model=32 --with-log --with-date_time --with-thread --with-filesystem --with-locale --with-regex --with-system --with-iostreams
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```
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`link`, `runtime-link` and `address-model` can all be modified if shared linking or 64 bit builds are desired. LOOT uses statically-linked Boost libraries by default: to change this, edit [CMakeLists.txt](../CMakeLists.txt).
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#### LOOT
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1. Set CMake up so that it builds the binaries in the `build` subdirectory of the LOOT folder.
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2. Define any necessary parameters.
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3. Configure CMake, then generate a build system for Visual Studio.
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4. Open the generated solution file, and build it.
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@@ -1,3 +1,6 @@
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# Assumes that 'C:\projects' exists and that 7-zip is installed and 7z.exe is
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# available on the PATH.
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Add-Type -AssemblyName System.IO.Compression.FileSystem
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$boostUrl = 'https://downloads.sourceforge.net/project/boost/boost/1.61.0/boost_1_61_0.7z?r=https%3A%2F%2Fsourceforge.net%2Fprojects%2Fboost%2Ffiles%2Fboost%2F1.61.0%2F&ts=1468862599&use_mirror=ncu'
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@@ -0,0 +1,13 @@
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#!/bin/bash
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# This script prepares a fresh install of Ubuntu Server 12.04 so that the steps
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# in .travis.yml can then be run.
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sudo rm -rf /var/lib/apt/lists/*
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sudo apt-get update
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sudo apt-get install -y python-software-properties git build-essential libcurl4-openssl-dev
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sudo apt-key adv --keyserver keyserver.ubuntu.com --recv 68576280
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sudo apt-add-repository -y 'deb https://deb.nodesource.com/node_4.x precise main'
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sudo apt-get update
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sudo apt-get install -y nodejs
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