Hi,
Making progress on my windows environment for coding. I realized that I needed my Ogre build to be enable thread support (boost currently). This makes it so that the headers for ogre pull in boost headers.
Is it possible to get the windows premake scripts to detect the ogre include paths like configure does when using pkg-config? Currently I have to generate the VS project from the build_vs2008.bat file each time I have to regenerate the vs project I have to manually go in and add lib/include paths for boost.
This works, but is there a better way?
Oh.. right, versions: cegui v0-7 branch and ogre 1.7 branch
Eugene
Building Ogre RendererModule, boost headers?
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- CrazyEddie
- CEGUI Project Lead
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Re: Building Ogre RendererModule, boost headers?
Hi,
There is no provision for this at the moment as far as I can tell. I think what we might have to add is a system where the user can add any 'extra' sdk paths in the config, and these will then be added to the search paths in the generated projects.
Of course we could just add a setting for if the user is using Ogre with boost, though I think it's a little rigid. A more open-ended and flexible solution would be preferable and more useful in the future
I'll have a think about this some more, because there's a couple of ways this could be done.
CE.
There is no provision for this at the moment as far as I can tell. I think what we might have to add is a system where the user can add any 'extra' sdk paths in the config, and these will then be added to the search paths in the generated projects.
Of course we could just add a setting for if the user is using Ogre with boost, though I think it's a little rigid. A more open-ended and flexible solution would be preferable and more useful in the future
I'll have a think about this some more, because there's a couple of ways this could be done.
CE.
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- CrazyEddie
- CEGUI Project Lead
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- Joined: Wed Jan 12, 2005 12:06
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Re: Building Ogre RendererModule, boost headers?
Hi again,
In the v0-7 branch I have now added a provision to the premake system in order that a user can add custom paths to any (or all) of the sub-projects that comprise CEGUI.
The relevant part is the CEGUI_EXTRA_PATHS table in the config.lua file:
To add some extra dirs, you would end up with something like:
The first entry adds some paths for boost to the CEGUIOgreRenderer component, while the second adds some extra paths to every project within the CEGUI solution (may not be immediately useful, but I wanted that flexibility!).
HTH
CE.
In the v0-7 branch I have now added a provision to the premake system in order that a user can add custom paths to any (or all) of the sub-projects that comprise CEGUI.
The relevant part is the CEGUI_EXTRA_PATHS table in the config.lua file:
Code: Select all
-- Extra SDK / dependency paths.
--
-- Here you can set up any additional paths you require for the various projects
-- in CEGUI. This is useful if, for example, you are using some SDK that has
-- additional external dependencies of it's own (for example, boost used with
-- Ogre). All you need to do is add an entry in the following table to indicate
-- the base directory, include sub-directory, library-subdirectory, and optionally
-- the name of the CEGUI project to add the paths to (if no project is given, the
-- paths are added to /all/ projects).
--
-- NB: Each entry should be surrounded by curly braces, and be separated with a
-- comma.
--
-- e.g to add some boost paths to build for the Ogre renderer module, you could add:
-- { "C:/boost", "include", "lib", "CEGUIOgreRenderer" }
--
CEGUI_EXTRA_PATHS = {
}
To add some extra dirs, you would end up with something like:
Code: Select all
CEGUI_EXTRA_PATHS = {
{ "C:/boost", "include", "lib", "CEGUIOgreRenderer" },
{ "C:/AnotherSDK", "include", "lib" }
}
The first entry adds some paths for boost to the CEGUIOgreRenderer component, while the second adds some extra paths to every project within the CEGUI solution (may not be immediately useful, but I wanted that flexibility!).
HTH
CE.
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Re: Building Ogre RendererModule, boost headers?
Cool. I'll definitely give this a try. I finally got all my windows things building and working, so it shouldn't be too hard to try this out now
Thanks!
Thanks!
Re: Building Ogre RendererModule, boost headers?
Nice. This will definitely save some clicking through the terrible VS settings windows!
For reference this is what I ended up using, since boost's binary installers setup the install headers without a formal include directory:
Nice work, and thanks!
For reference this is what I ended up using, since boost's binary installers setup the install headers without a formal include directory:
Code: Select all
CEGUI_EXTRA_PATHS = {
{"C:/Program Files/boost/boost_1_40", "/", "lib", "CEGUIOgreRenderer"}
}
Nice work, and thanks!
- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
Re: Building Ogre RendererModule, boost headers?
Thanks for confirming it actually works out in the real world I might update the comment for that option to reflect the actual line you used, since mine was just a guess
CE.
CE.
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