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proton:linux_setup [2012/02/26 11:59] akiproton:linux_setup [2023/06/08 13:21] (current) – [IDEs] seth
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 ==== Compiling the examples for Linux ==== ==== Compiling the examples for Linux ====
  
-In order to build the examples on Linux you first need some dependencies installed on your systemAll of the needed dependencies are common in Linux distributions so you'll probably find everything needed through your distribution's package manager. The name of the packages vary slightly from distribution to another so you'll might need to search for the specific names a little.+This page will tell you how to get some examples compiling under Linux.  I'm using the latest Ubuntu as of June 8th, 2023 for this test The binaries should run both under the desktop, or from bash without the desktop environment running.
  
-The build scripts available for Linux use [[http://www.cmake.org/|cmake]] so you have to have that installed. In addition you need a bunch of other usual build tools like gcc, libc, make and possibly others. The Linux version uses SDL so you'll also need some development packages for SDL. It's usually called SDL-devel and in order to hear sounds you'll also need SDL_mixer-devel. This is not a complete list of the dependencies so you might need to try if the building succeeds and if not then install some more dependencies. Sometimes the build process outputs a sane error message that tells what is missing, sometimes it doesn't. Good luck :-P+The examples may have weird window sizes and in non-desktop environments things like mouse cursor movement won'work.
  
-=== Compiling and running RTBareBones === +==== Grabbing Proton SDK ====
- +
-This is the process I follow when compiling the examples. You may vary this to your needs if you want since cmake is quite flexible in what it can do. But it's a safe bet to follow these quidelines if you are not yet too familiar with cmake. +
- +
-It's a good practice to do so called out-of-source builds. This way the compiled object and other files don't pollute the source directory but instead they are put to a directory of their own. With cmake out-of-source builds are really easy. +
- +
-So fire up your console and let's start typing. +
- +
-First let's make a directory where the building will happen.+
  
 +First, let's install some tools and libraries we need in case you don't have them.
 <code bash> <code bash>
-cd RTBareBones/linux +sudo apt install git build-essential libffi-dev zlib1g-dev libssl-dev
-mkdir build+
 </code> </code>
  
-Then enter that directory, call cmake and then make.+Now we'll grab the ProtonSDK source tree from git.
  
 <code bash> <code bash>
-cd build +cd ~ 
-cmake .. +git clone https://github.com/SethRobinson/proton.git
-make+
 </code> </code>
  
-The argument to cmake (..) tells where it's supposed to search for the CMakeLists.txt build file that tells it what to do. If you make your build directory somewhere else than shown above you would need to adjust this argument accordingly but other than that the process should be exactly the same as here.+Projects you compile are put INTO the Proton directory Sort of weird, but the end result is all paths and dependencies are relative when possible which make compiling for many platforms easier Nothing to setup.
  
-If the build finishes without errors you'll end up with a binary called ''rtbarebones'' in the build directoryIn the process cmake has created bunch of subdirectories and files but you don'need to care about these - let cmake do its stuff.+There is no lib/dll to make for Proton, the .cpp files are just used directly in the projects There is however tool called RTPack that is used to build fonts (.rtfont files), images (.rttex files, don'have to use them though), and general purpose compression(one gotcha: compressed files use the .rtpack extension EXCEPT .rtfont/.rttex, those keep the same extension.  Proton's file handling automatically decompresses things when needed)
  
-In order to run the compiled program you'll need to change to the directory which contains the images and other resources and execute the binary from there. This way the program can find the resources and load them correctly.+Let's make the RTPack tool now.
  
 <code bash> <code bash>
-cd ../../bin +cd proton/RTPack/linux 
-../linux/build/rtbarebones+sh linux_compile.sh
 </code> </code>
  
-Now you should see the application window.+Hopefully that worked.
  
-=== Compiling and running the other examples ===+**Note:** By default, RTPack is compiled with the RT_NO_PVR flag, so support for a weird texture format called PVRTC isn't included.  If you really want that, you an go download the PVRTC libs. [[proton:rtpack|(more info here)]], but you probably don't need it unless you're trying to optimize an iOS game or something.  It was a big thing in 2010, I don't know about now.
  
-The compilation process for the other examples is exactly the same that what was explained for RTBareBones above. But in addition the other examples than RTBareBones need resources to be built as explained here: [[proton:win_setup2|Compiling RTSimpleApp]]. You can do this resource building in Linux as well. The difference is that you need to compile the RTPack tool before it can be done. 
  
-Compiling RTPack is a similar process to compiling the examples. The build script here is also for cmake. There is helper script that chooses a correct build directory for you so that the resource building in future steps will go smoothly. Do these commands in your console:+==== Compiling and running RTBareBones ==== 
 + 
 +This is the process I follow when compiling the examples. You may vary this to your needs if you want since cmake is quite flexible in what it can do. But it's a safe bet to follow these quidelines if you are not yet too familiar with cmake. 
 + 
 +Generally with linux stuff, you make "builddirectory and do your stuff there.  We do that too, but we do it from the <project name>/linux/build which is slightly different.  This is a side effect of linux related things being relegated to the linux dir due to the originally window-centric approach of Proton. 
 + 
 +Before building RTBareBones, your system will need some sdl2 libs, this helps with video and graphics, something RTPack didn't need Do this:
  
 <code bash> <code bash>
-cd tools/RTPack +sudo apt-get install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev
-./build.sh+
 </code> </code>
  
-The resulting binary called ''RTPack'' will appear to a subdirectory called ''build''. Let it stay there. 
  
-Now let'build RTSimpleApp just like RTBareBones:+Before we compile it, we need to build the media.  This is where we build fonts, and convert jpg/pngs etc into more optimized formats.  (this doesn't stop you from loading jpgs/pngs directly if you want, but that's just how these examples were built)
  
 <code bash> <code bash>
-cd RTSimpleApp/linux +cd ~/proton/RTBareBones/media 
-mkdir build +sh update_media.sh
-cd build +
-cmake .+
-make+
 </code> </code>
  
-Next we'll build the resources. There is a helper script available that can be used in Linux to do this. There are similar helper scripts for Windows as well. The difference is that while there is a separate Windows script called update_media.bat for each example there is only one script for Linux that tries to take care of all the examples.+Now we need to compile RTBareBones, just do:
  
-Run the script and see it do its job:+<code bash> 
 +cd ~/proton/RTBareBones/linux 
 +sh linux_compile.sh 
 +</code> 
 + 
 +(If you look at linux_compile.sh, it creates the build dir, does the cmake and make stuff, then copies the resulting binary to ../bin, which is where you should run it from.  (../bin is the standard location to put binaries in Proton SDK and where resources like jpgs/sounds are put) 
 + 
 +If the build finishes without errors you'll end up with a binary called ''RTBareBones'' in the ../bin directory. 
 + 
 +To try it:
  
 <code bash> <code bash>
-cd ../../media +cd ../bin 
-../../tools/linux/update_media.sh+./RTBareBones
 </code> </code>
  
-This will convert the fonts and images to correct format and copy the converted resources to the ''bin'' directory of the exampleNext you can run the example:+You should see a spinning triangle and some font stretching effects. 
 +====Compiling and running the other examples==== 
 + 
 +The compilation process for the other examples is exactly the same that what was explained for RTBareBones above 
 + 
 +But in addition the other examples than RTBareBones need resources to be built as explained here: [[proton:win_setup2|Compiling RTSimpleApp]].  
 + 
 +To do this in linux using RTPack, you need to move into your projects media directory and run build_media.sh, which itself runs RTPack/linux/build_media.sh to do the work. 
 + 
 +Let's build RTSimpleApp, then build its media:
  
 <code bash> <code bash>
 +cd RTSimpleApp/linux
 +sh linux_compile.sh
 +cd ../media
 +sh build_media.sh
 cd ../bin cd ../bin
-../linux/build/rtsimpleapp+./RTSimpleApp
 </code> </code>
  
-The rest of the examples can be compiled and run in a similar way.+If that worked, the final stuff (.rtfont and .rttex and .rtpack files probably) will be copied into ../bin/interface, and you'll run the app.
  
-== How update_media.sh works ==+===How update_media.sh works===
  
 The resource building script goes to the subdirectories of the ''media'' directory and converts fonts and images to the Proton format. It uses a configuration file called ''texture_conversion_flags.txt'' that contains options for converting the images. The examples' ''media'' directories already contain these configuration files but if you'll build your own applications and want to use this system make sure you have these files in place. The resource building script goes to the subdirectories of the ''media'' directory and converts fonts and images to the Proton format. It uses a configuration file called ''texture_conversion_flags.txt'' that contains options for converting the images. The examples' ''media'' directories already contain these configuration files but if you'll build your own applications and want to use this system make sure you have these files in place.
- +==== Debug builds  ====
-=== Debug builds and other tricks ===+
  
 The process described above for building the examples produces a binary that can be called a release build. We didn't give any special instructions for cmake so it chose the default settings. Especially the binary doesn't contain any debug symbols so it's not really suitable for a debugger. Luckily doing debug builds with cmake is quite easy. The process described above for building the examples produces a binary that can be called a release build. We didn't give any special instructions for cmake so it chose the default settings. Especially the binary doesn't contain any debug symbols so it's not really suitable for a debugger. Luckily doing debug builds with cmake is quite easy.
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 Now you have the debug and release builds in separate subdirectories and they don't mess with each other. You can off course have more subdirectories to different kinds of builds as you desire. Now you have the debug and release builds in separate subdirectories and they don't mess with each other. You can off course have more subdirectories to different kinds of builds as you desire.
  
-== Building ==+==== Building ====
  
 You basically only have to run cmake manually once per build directory. After that you can just run make. If the CMakeLists.txt file has been changed it is noticed by the build scripts and cmake is run automatically with the same parameters as it was run the first time. You basically only have to run cmake manually once per build directory. After that you can just run make. If the CMakeLists.txt file has been changed it is noticed by the build scripts and cmake is run automatically with the same parameters as it was run the first time.
  
-=== IDEs === 
  
 +==== IDEs ====
 +
 +I've gotten things to work ok with VScode, I use it remotely on my Windows machine and ssh into the linux box.  I set the project dir to "proton/RTBareBones" for example, and with the CMake Tools active I can specify the linux/CMakeLists.txt file to build and debug with.
  
 +The only problem is I can't get breakpoints in ../proton/shared files to hit, even though I've added the folder to the project and played with source mapping, hrmph.
  
proton/linux_setup.1330257586.txt.gz · Last modified: 2012/02/26 11:59 by aki