rndbit
Member
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working with esenthel in QtCreator
In case anyone wants to use QtCreator as IDE i cooked basic .pro file for qmake that builds esenthel app. Note that this .pro file is msvc compiler specific. It also supports precompiled headers.
It implements following folder structure:
Code:
MainFolder
|--bin
| |--debug
| |--release
|--obj
| |--YourGame
| |--debug
| |--release
|--src
| |--YourGame
| |--stdafx.h
| |--main.cpp
|--data
|--engine.pak and others
if someone does not like the folder structure you can change it with little effort in pro file.
and here is the candy:
Code:
TARGET_NAME = YourGame
TEMPLATE = app
CONFIG += windows precompile_header
CONFIG -= qt
PRECOMPILED_HEADER = stdafx.h
SOURCES += \
stdafx.cpp \
main.cpp
HEADERS += \
stdafx.h
DEFINES += _UNICODE
INCLUDEPATH += ../../data/enum
CONFIG(debug, debug|release) {
DESTDIR = ../../bin/debug
TARGET = $${TARGET_NAME}_d
OBJECTS_DIR = ../../obj/$${TARGET_NAME}/debug
DEFINES += DEBUG
}
CONFIG(release, debug|release) {
DESTDIR = ../../bin/release
TARGET = myapp
OBJECTS_DIR = ../../obj/$${TARGET_NAME}/release
DEFINES += RELEASE
}
QMAKE_CXXFLAGS += -MD
QMAKE_CXXFLAGS += -Zc:wchar_t
QMAKE_LFLAGS_DEBUG += /NODEFAULTLIB:LIBCMT.lib
LIBS += winmm.lib \
wininet.lib \
ws2_32.lib \
imm32.lib \
psapi.lib \
rpcrt4.lib \
version.lib \
kernel32.lib \
user32.lib \
gdi32.lib \
winspool.lib \
comdlg32.lib \
advapi32.lib \
shell32.lib \
ole32.lib \
oleaut32.lib \
uuid.lib \
odbc32.lib \
odbccp32.lib \
EsenthelEngineDX10+.lib
precompile_header:!isEmpty(PRECOMPILED_HEADER)
{
DEFINES += USING_PCH
}
Happy coding!
(This post was last modified: 01-03-2012 10:51 AM by rndbit.)
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01-03-2012 10:50 AM |
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Esenthel
Administrator
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RE: working with esenthel in QtCreator
Thanks for sharing!
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01-03-2012 04:07 PM |
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DimaKirk
Member
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RE: working with esenthel in QtCreator
For MacOSX
Code:
TARGET_NAME = YourGame
TEMPLATE = app
LANGUAGE = C++
CONFIG += precompile_header
CONFIG -= qt
QMAKE_CXXFLAGS += -MD -fshort-wchar -ffriend-injection
QMAKE_LFLAGS += -framework SystemConfiguration -framework Carbon -framework Cocoa -framework OpenGL -framework OpenAL -framework Cg -lz -liodbc
PRECOMPILED_HEADER = stdafx.h
SOURCES += \
main.cpp \
DEFINES += _UNICODE
INCLUDEPATH += ../../EsenthelEngineSDK/Installation/EsenthelEngine
CONFIG(debug, debug|release) {
DESTDIR = ../../bin/debug
TARGET = $${TARGET_NAME}_d
OBJECTS_DIR = ../../obj/$${TARGET_NAME}/debug
DEFINES += DEBUG
}
CONFIG(release, debug|release) {
DESTDIR = ../../bin/release
TARGET = myapp
OBJECTS_DIR = ../../obj/$${TARGET_NAME}/release
DEFINES += RELEASE
}
LIBS += ../../EsenthelEngineSDK/Installation/EsenthelEngine.a \
precompile_header:!isEmpty(PRECOMPILED_HEADER)
{
DEFINES += USING_PCH
}
HEADERS += \
stdafx.h
(This post was last modified: 09-16-2012 10:00 AM by DimaKirk.)
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09-16-2012 09:59 AM |
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