it compiles

This commit is contained in:
Alli
2010-02-18 17:10:15 +13:00
parent 3e3276682c
commit cf8a2dd50f
9 changed files with 78 additions and 23 deletions

52
INSTALL.Ubuntu Normal file
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@@ -0,0 +1,52 @@
Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean,
Paul Chote, Alli Witheford.
This file is part of OpenRA.
OpenRA is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenRA is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
To compile OpenRA, open the OpenRA.sln solution in the main folder,
or build it from the command-line with MSBuild.
To run OpenRA, several files from the original games install need
to be copied to the root of the project directory. The required files are:
redalert.mix
conquer.mix
temperat.mix
interior.mix
snow.mix
sounds.mix
allies.mix
russian.mix
general.mix
hires1.mix
expand2.mix
Red Alert has been released by EA Games as freeware so it shouldnt
be too hard to find a legal copy of the CD images. Unfortunately the
installer is 16-bit and so wont run on 64-bit operating systems. This
can be worked around by using the Red Alert Setup Manager
(http://ra.afraid.org/html/downloads/utilities-3.html).
Make sure you apply the no-CD protection fix so all the files needed
are installed to the hard drive.
Dependencies - Make sure you have these installed, or you'll
have very strange errors.
* mono-gmcs
* libglfw2
* nvidia-cg-toolkit
* libmono-*

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@@ -13,48 +13,52 @@ fileformats_LIBS := $(COMMON_LIBS)
gl_SRCS := $(shell find OpenRa.Gl/ -iname '*.cs')
gl_TARGET := OpenRa.Gl.dll
gl_KIND := library
gl_KIND := library
gl_DEPS := $(fileformats_TARGET) \
thirdparty/Tao/Tao.Glfw.dll
gl_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll \
thirdparty/Tao/Tao.Cg.dll thirdparty/Tao/Tao.OpenGl.dll \
thirdparty/Tao/Tao.Platform.Windows.dll
$(gl_DEPS)
game_SRCS := $(shell find OpenRa.Game/ -iname '*.cs')
game_TARGET := OpenRa.Game.exe
game_KIND := winexe
game_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll $(fileformats_TARGET) $(gl_TARGET) \
game_KIND := winexe
game_DEPS := $(fileformats_TARGET)
game_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll $(game_DEPS) \
thirdparty/Tao/Tao.OpenAl.dll
game_DEPS := $(fileformats_TARGET) $(gl_TARGET)
game_FLAGS := -win32icon:OpenRa.Game/OpenRa.ico
ra_SRCS := $(shell find OpenRa.Mods.RA/ -iname '*.cs')
ra_TARGET := mods/ra/OpenRa.Mods.RA.dll
ra_KIND := library
ra_LIBS := $(COMMON_LIBS) $(fileformats_TARGET) $(game_TARGET)
ra_DEPS := $(fileformats_TARGET) $(game_TARGET)
ra_LIBS := $(COMMON_LIBS) $(ra_DEPS)
cnc_SRCS := $(shell find OpenRa.Mods.Cnc/ -iname '*.cs')
cnc_TARGET := mods/cnc/OpenRa.Mods.Cnc.dll
cnc_KIND := library
cnc_LIBS := $(COMMON_LIBS) $(fileformats_TARGET) $(game_TARGET)
cnc_DEPS := $(fileformats_TARGET) $(game_TARGET)
cnc_LIBS := $(COMMON_LIBS) $(cnc_DEPS)
aftermath_SRCS := $(shell find OpenRa.Mods.Aftermath/ -iname '*.cs')
aftermath_TARGET := mods/cnc/OpenRa.Mods.Aftermath.dll
aftermath_KIND := library
aftermath_LIBS := $(COMMON_LIBS) $(fileformats_TARGET) $(game_TARGET)
aftermath_DEPS := $(fileformats_TARGET) $(game_TARGET)
aftermath_LIBS := $(COMMON_LIBS) $(aftermath_DEPS)
server_SRCS := $(shell find OpenRA.Server/ -iname '*.cs')
server_TARGET := OpenRA.Server.exe
server_KIND := winexe
server_LIBS := $(COMMON_LIBS) $(fileformats_TARGET)
server_DEPS := $(fileformats_TARGET)
server_LIBS := $(COMMON_LIBS) $(server_DEPS)
seqed_SRCS := $(shell find SequenceEditor/ -iname '*.cs')
seqed_TARGET := SequenceEditor.exe
seqed_KIND := winexe
seqed_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll $(fileformats_TARGET)
seqed_DEPS := $(fileformats_TARGET)
seqed_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll $(seqed_DEPS)
# -platform:x86
@@ -80,7 +84,7 @@ mods: $(ra_TARGET) $(cnc_TARGET) $(aftermath_TARGET)
server: $(server_TARGET)
seqed: $(seqed_TARGET)
all: clean server default mods seqed
.DEFAULT: all

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@@ -22,7 +22,7 @@ namespace OpenRa.FileFormats.Graphics
public interface IGraphicsDevice
{
IVertexBuffer<T> CreateVertexBuffer<T>( int length ) where T : struct;
IVertexBuffer<Vertex> CreateVertexBuffer<Vertex>( int length );
IIndexBuffer CreateIndexBuffer( int length );
ITexture CreateTexture( Bitmap bitmap );

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@@ -20,10 +20,10 @@
using System.Runtime.InteropServices;
namespace OpenRa.Graphics
namespace OpenRa.FileFormats.Graphics
{
[StructLayout(LayoutKind.Sequential)]
struct Vertex
public struct Vertex
{
public float x, y, z, u, v;
public float p, c;

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@@ -24,10 +24,10 @@ namespace OpenRa.Support
{
public class Stopwatch
{
[DllImport("kernel32.dll")]
static extern bool QueryPerformanceCounter(out long value);
[DllImport("kernel32.dll")]
static extern bool QueryPerformanceFrequency(out long frequency);
//[DllImport("kernel32.dll")]
static bool QueryPerformanceCounter(out long value) { value = 1; return true; }
//[DllImport("kernel32.dll")]
static bool QueryPerformanceFrequency(out long frequency) { frequency = 1; return true; }
long freq, start;

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@@ -23,6 +23,7 @@ using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using OpenRa.FileFormats.Graphics;
namespace OpenRa.Graphics
{

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@@ -57,7 +57,6 @@ namespace OpenRa
// StartPosition = FormStartPosition.Manual;
// Location = Point.Empty;
// Visible = true;
>>>>>>> origin/glfw:OpenRa.Game/MainWindow.cs
// while (!File.Exists("redalert.mix"))
// {

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@@ -26,9 +26,9 @@ using System.Runtime.InteropServices;
using System.Windows.Forms;
using Tao.Cg;
using Tao.OpenGl;
using Tao.Platform.Windows;
using OpenRa.FileFormats.Graphics;
using Tao.Glfw;
using OpenRa;
[assembly: Renderer( typeof( OpenRa.GlRenderer.GraphicsDevice ))]
@@ -189,10 +189,9 @@ namespace OpenRa.GlRenderer
#region IGraphicsDevice Members
public IVertexBuffer<T> CreateVertexBuffer<T>( int size )
where T : struct
public IVertexBuffer<Vertex> CreateVertexBuffer<Vertex>( int size )
{
return new VertexBuffer<T>( this, size );
return new VertexBuffer<Vertex>( this, size );
}
public IIndexBuffer CreateIndexBuffer( int size )

0
thirdparty/Tao/Tao.Glfw.dll vendored Normal file → Executable file
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