2018-12-17 21:40:09 +00:00
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# Prime World Editor
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2019-05-28 23:35:07 +00:00
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Prime World Editor is a custom editor suite for Retro Studios' GameCube and Wii games, including the
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Metroid Prime series and Donkey Kong Country Returns.
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2018-12-17 21:40:09 +00:00
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2019-05-28 23:35:07 +00:00
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# Building on Windows
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2018-12-19 04:44:39 +00:00
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2019-05-28 23:35:07 +00:00
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## Requirements
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2018-12-19 00:52:57 +00:00
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2019-05-28 23:35:07 +00:00
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* [Visual Studio 2017](https://visualstudio.microsoft.com/vs/) (Desktop development with C++)
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* [Qt 5.10+](https://download.qt.io/official_releases/qt/) (MSVC 2017 64-bit specification)
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* [LLVM 6.0.1 64-bit](http://releases.llvm.org/6.0.1/LLVM-6.0.1-win64.exe) installation; currently must be installed to `C:\Program Files\LLVM\`
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* [Python 3](https://www.python.org/downloads/windows/)
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## Build using Qt Creator
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**Compiler Note:** Before starting, it is wise to select the 64-bit compiler by opening *Tools* > *Kits* > *Kits* tab.
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The C and C++ compilers should be set to *Microsoft Visual C++ Compiler 15.0 (amd64)*.
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**CMake Note:** At the time of writing, Qt Creator will search for a user-installed CMake but this is not necessary.
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The CMake that comes with Visual Studio may be manually selected by opening *Tools* > *Kits* > *CMake* tab, then adding
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a manual CMake with the path:
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`C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe`.
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**Debugger Note:** To use Qt Creator for debugging, *Debugging Tools for Windows* must be installed from the
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[Windows SDK package](https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk). Once installed,
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the Qt Creator kit should automatically detect CDB. Make sure the x64 version is selected.
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1. *File* > *Open File or Project*
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2. Select *CMakeLists.txt* at root of cloned PrimeWorldEditor
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3. Select desired build configurations within the Desktop Qt Kit. It is generally fine to just check *Debug* and *Release*.
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4. Click *Configure Project*
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5. Wait for dependencies to build and CMake project to generate (this may take a while).
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6. Edit/Build/Debug/Run
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## Build using Visual Studio
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**Qt Note:** It may be necessary to edit both CMAKE_PREFIX_PATH entries in the *CMakeSettings.json* file.
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They should be set to `C:/Qt/<QT VERSION>/msvc2017_64/lib/cmake/Qt5`.
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1. *File* > *Open* > *CMake*
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2. Select *CMakeLists.txt* at root of cloned PrimeWorldEditor
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3. Wait for dependencies to build and CMake project to generate (this may take a while).
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4. Edit/Build/Debug/Run
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## Build using Command Line
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1. Launch *x64 Native Tools Command Prompt for VS 2017*
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2. `cd <PATH TO PrimeWorldEditor ROOT>`
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3. `mkdir build`
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4. `cd build`
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5. `cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=C:/Qt/<QT VERSION>/msvc2017_64/lib/cmake/Qt5 ..`
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6. `ninja`
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7. *PrimeWorldEditor.exe* is found in the `build/bin` directory.
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# Building on macOS
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## Requirements
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* [Xcode 10.2+](https://developer.apple.com/xcode/)
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2019-05-29 04:20:14 +00:00
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* [Qt 5.10+](https://download.qt.io/official_releases/qt/) (macOS specification)
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2019-05-28 23:35:07 +00:00
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* *cmake*, *ninja* and *python* installed using [Homebrew](https://brew.sh/)
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## Build using Xcode
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1. `cd <PATH TO PrimeWorldEditor ROOT>`
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2. `mkdir build`
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3. `cd build`
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4. `cmake -G Xcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=~/Qt/<QT VERSION>/clang_64/lib/cmake/Qt5 ..`
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5. Open *PrimeWorldEditor.xcodeproj*
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6. Edit/Build/Debug/Run
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## Build using Command Line
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1. `cd <PATH TO PrimeWorldEditor ROOT>`
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2. `mkdir build`
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3. `cd build`
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4. `cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=~/Qt/<QT VERSION>/clang_64/lib/cmake/Qt5 ..`
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5. `ninja`
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6. *PrimeWorldEditor.app* is found in the `build/bin` directory.
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# Building on Linux
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## Requirements
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* A working compiler toolchain (GCC or Clang)
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2019-05-29 04:20:14 +00:00
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* *cmake*, *ninja*, *python3*, *qt5* (dev), *clang* (dev) packages
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2019-05-28 23:35:07 +00:00
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## Build using Command Line
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1. `cd <PATH TO PrimeWorldEditor ROOT>`
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2. `mkdir build`
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3. `cd build`
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4. `cmake -G Ninja -DCMAKE_BUILD_TYPE=Release ..`
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5. `ninja`
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6. *PrimeWorldEditor* is found in the `build/bin` directory.
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