Added very early CMakeLists.txt, builds main executable from game/main.cpp

pull/7/head
Nicolay Korslund 14 years ago
parent db56985828
commit 320fb3f8b8

6
.gitignore vendored

@ -1,4 +1,8 @@
*.o
*~
data
mw-scripts
CMakeFiles
CMakeCache.txt
Makefile
cmake*.cmake
openmw

@ -0,0 +1,17 @@
# We probably support older versions than this.
cmake_minimum_required(VERSION 2.6)
# Local files
set(BSA bsa/bsa_archive.cpp bsa/bsa_file.cpp)
set(NIF nif/nif_file.cpp nifogre/ogre_nif_loader.cpp)
set(TOOLS tools/stringops.cpp)
set(MANGLE_VFS mangle/vfs/servers/ogre_vfs.cpp)
set(GAME game/main.cpp)
# Dependencies
# Not exactly platform independent, FIXME!
add_definitions(-I/usr/local/include/OGRE)
# Main executable
add_executable(openmw ${BSA} ${TOOLS} ${GAME})
target_link_libraries(openmw OgreMain)

@ -0,0 +1,53 @@
#include <iostream>
#include "../bsa/bsa_archive.h"
#include "../esm/records.hpp"
#include "Ogre.h"
using namespace std;
// Absolute minimal OGRE setup
void ogre_setup()
{
using namespace Ogre;
// Disable Ogre logging
new LogManager;
Log *log = LogManager::getSingleton().createLog("");
log->setDebugOutputEnabled(false);
// Set up Root.
new Root();
}
void maintest()
{
const char* bsaFile = "data/Morrowind.bsa";
const char* esmFile = "data/Morrowind.esm";
cout << "Hello, fellow traveler!\n";
cout << "Initializing OGRE\n";
ogre_setup();
cout << "Adding " << bsaFile << endl;
addBSA(bsaFile);
cout << "Loading ESM " << esmFile << " (header only)\n";
ESM::ESMReader esm;
esm.open(esmFile);
cout << "\nThat's all for now!\n";
}
int main(/*int argc, char**argv*/)
{
try { maintest(); }
catch(exception &e)
{
cout << "\nERROR: " << e.what() << endl;
return 1;
}
return 0;
}

@ -40,7 +40,8 @@
Afterwards, you can use the mesh name "somemesh.nif" normally to
create entities and so on. The mesh isn't loaded from disk until
OGRE needs it for rendering. Thus the above load() command is not
very resource intensive.
very resource intensive, and can safely be done for a large number
of meshes at load time.
*/
struct NIFLoader : Ogre::ManualResourceLoader
{

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