Update the MXE install README to document the creation of the installer
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@ -58,12 +58,18 @@ To cross-compile Colobot using MXE:
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4. Now `cd` to directory with colobot sources. To cross-compile a CMake project,
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you have to specify a CMake toolchain file. MXE has such file in MXE's directory:
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`usr/i686-pc-mingw32/share/cmake/mxe-conf.cmake`
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Toolchain file is specified thus:`cmake -DCMAKE_TOOLCHAIN_FILE=/path/to/mxe-conf.cmake .`
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Toolchain file is specified that way: `cmake -DCMAKE_TOOLCHAIN_FILE=/path/to/mxe-conf.cmake .`
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CMake files in Colobot should detect that MXE is being used and they will
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modify flags, paths, etc. as required. You should not run into any problems.
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*Note:* you may also want to use a separate out-of-source build directory for MXE.
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5. `make` should now compile the game with the resulting exe in `bin/colobot.exe`.
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5. `make` should now compile the game with the resulting executable as `colobot.exe`.
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The exe is linked against all libraries *statically*, so there are no dependencies
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on external DLLs. However, the resulting binary will be huge with all these libraries,
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so you might want to do: `strip bin/colobot.exe`.
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6. If you want to create a Colobot installer, you need to additionally build 'nsis'
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in MXE. Then you can create the NSIS installer that way:
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`PATH=/path/to/mxe/binaries/:$PATH make package` This will create a versionned
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colobot-$version.exe installer that will install Colobot in system directories,
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add a shortcut in the start menu and setup an uninstaller.
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