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INSTALL.txt
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COMPILING (Linux)
=================
Note: this section deals with compiling the Linux binary.
For information on compiling for Windows and macOS, see below.
Dependencies:
1. C++ compiler (GNU's G++) and associated tools
packages: g++ binutils
2. CMake
package: cmake
3. FLTK 1.3
website: http://www.fltk.org/
package: libfltk1.3-dev
You may also need: libxft-dev
libxinerama-dev
libfontconfig-dev
libjpeg-dev
libpng-dev
4. libXpm
package: libxpm-dev
5. OpenGL
(recommended but not strictly necessary, see below)
6. zlib
website: http://www.zlib.net/
package: zlib1g-dev
7. XDG Utils
(only needed for Linux, to install the desktop and icon files)
package: xdg-utils
Assuming all those dependencies are met, then the following shell
commands will build the Eureka binary. (the '>' is just the prompt)
> mkdir build
> cd build
> cmake ..
> make
Some systems may need additional CFLAGS and/or LDFLAGS in order
to find the required libraries (especially FLTK). For example,
the following is reported to work for Gentoo Linux:
CFLAGS += -I/usr/include/fltk-1
LDFLAGS += -L/usr/lib64/fltk-1/
OpenGL is used to greatly speed up the 2D and 3D views, however
Eureka still supports software-only rendering as a compile-time
option. You will need to edit the Makefile and disable OpenGL
support -- look for the line containing NO_OPENGL and uncomment
that line, and remove all GL libraries from the build.
INSTALLING (Linux)
==================
First make sure the Eureka binary was compiled successfully.
Then become root (via the 'sudo' or 'su' command) and enter the
following shell command:
> make install
That will install the eureka binary, definition files for various
games and source ports, and the desktop and icon files.
COMPILING (macOS)
=================
Use CMake. You can download and install CMake from their website, or use a
third-party package manager such as Homebrew. Easiest to use is the graphical
interface version of CMake (CMake GUI).
Unlike on Linux, the CMake script will download and build FLTK from their
website. You don't need to download it yourself. This is by design, so that the
final built app is self-contained with all that it needs to run, and that it
will always use the exact same dependencies without varying on how the user may
have installed FLTK on their system.
The generated Xcode project or Makefile will ultimately produce an "Eureka Doom
Editor" graphical application. If you generated a Makefile, there's no "make
install" stage. Simply open the produced app.
DISTRIBUTING (macOS)
====================
To distribute a signed app of Eureka, you need to generate an Xcode project
first -- signing and notarizing the app is currently not supported from the
Makefile. You can also distribute the app generated by Makefile as-is, but users
will be warned that the app isn't signed, and prompted to move it to Trash
(unless they access the app from the right-click menu in Finder).
COMPILING (Windows)
===================
Use CMake, same as on macOS. Similarly, the FLTK project shall be downloaded and
built.
For previous versions the official Windows executable was built
using a "cross compiler" under Linux, using the MingW-w64 tools.
THIS IS NOT CURRENTLY SUPPORTED, so it may fail.
Dependencies (if you still want to cross-compile):
1. C++ cross compiler and tools
package: mingw-w64
2. GNU make
package: make
3. FLTK 1.3.5
website: http://www.fltk.org/
The FLTK library must be in a directory called "lib_win32" with the
name "fltk-1.3.5" (it can be a symlink to the actual location), and
it needs to be cross-compiled with MingW-w64. Our makefile assumes
that FLTK was compiled to use its internal copies of the zlib, png
and jpeg libraries. FLTK has some information on cross-compiling
in the "README.CMake.txt" document.
Assuming all those dependencies are met, then the following shell
command will build the Eureka binary. (the '>' is just the prompt)
> make -f Makefile.xming
WARNING: at this moment, this Makefile.xming file may be outdated.
SETTING UP Eureka
=================
Eureka requires an IWAD file from one of the supported games, for
example "doom2.wad". Eureka will look for IWADs when it starts up,
but if it cannot find any then the 'Manage Wads' dialog will open
and you can browse for an IWAD file there, which will be remembered
for next time.
Places where Eureka looks for IWADs:
1. The "iwads" directory in Eureka's home directory. In Linux
this will be "~/.eureka/iwads". It is created automatically
the first time Eureka is run (though there is no harm in
creating it yourself).
2. (a) In Linux: /usr/share/games/doom
(b) In Windows: C:\DOOM and C:\DOOM2
3. If you run Eureka from the command line and have the DOOMWADDIR
or DOOMWADPATH environment variables set, then Eureka should find
it the specified directory.
4. If running from the command line, Eureka will look in the current
directory for the IWAD.
5. You can specify the IWAD file directly with the --iwad option.