Play-/README.md
Jean-Philip Desjardins cbf190f14c Update README.
2017-04-17 12:41:01 -04:00

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# Play!
Play! is an attempt to create a PlayStation 2 emulator for Windows, macOS, UNIX, Android & iOS platforms.
Ongoing compatibility list can be found here: [Compatibility List Wiki](https://github.com/jpd002/Play-/wiki/Compatible-games).
For more information, please visit [purei.org](http://purei.org).
## Project Dependencies ##
### External Libraries ###
- [boost](http://boost.org)
### Repositories ###
- [Play! Dependencies](https://github.com/jpd002/Play-Dependencies)
- [Play! Framework](https://github.com/jpd002/Play--Framework)
- [Play! CodeGen](https://github.com/jpd002/Play--CodeGen)
- [Nuanceur](https://github.com/jpd002/Nuanceur)
## Building ##
### General Setup ###
You can get almost everything needed to build the emulator by using the [Play! Build](https://github.com/jpd002/Play-Build) project. You can also checkout every repository individually if you wish to do so, but make sure your working copies share the same parent folder.
In the end, your setup should look like this:
C:\Projects
- CodeGen
- Dependencies
- Framework
- Nuanceur
- Play
### Common Building Instructions ###
First you'd need to clone Play-Build which provides you with the needed subprojects required to build Play!.
Then setup the submodules and the dependency submodule(s) too.
```
git clone https://github.com/jpd002/Play-Build.git
cd Play-Build
git submodule update -q --init --recursive
git submodule foreach "git checkout -q master"
cd Dependencies
git submodule update --init
cd ..
```
### Building for Windows ###
To build for Windows you will need to have CMake and DirectX SDK installed on your system.
```
cd Play/build_cmake
mkdir build
cd build
```
```
# Not specifying -G would automatically pick Visual Studio 32bit
cmake .. -G"Visual Studio 14 2015 Win64"
cmake --build . --config Release
```
### Building for macOS & iOS ###
If you don't have CMake installed on your system, you can install it using brew with the following command: `brew install cmake`.
There are two ways to generate a build for macOS, either by using makefiles or by using Xcode.
```
cd Play/build_cmake
mkdir build
cd build
```
```
# Not specifying -G would automatically pick Makefiles
cmake .. -G"Unix Makefiles" -DCMAKE_BUILD_TYPE=Release
cmake --build .
# OR
cmake .. -G"Xcode" -DCMAKE_BUILD_TYPE=Release
cmake --build . --config Release
```
To generate a build for iOS, you will need to add the following parameters to the CMake invocation:
`-DCMAKE_TOOLCHAIN_FILE=../../../Dependencies/cmake-ios/ios.cmake -DTARGET_IOS=ON`
Example:
`cmake .. -G"Xcode" -DCMAKE_TOOLCHAIN_FILE=../../../Dependencies/cmake-ios/ios.cmake -DTARGET_IOS=ON`
### Building for UNIX ###
if you dont have cmake or openal lib installed, you'll also require Qt (preferably version 5.6) you can install it using your OS packaging tool, e.g ubuntu `apt install cmake libalut-dev`
on UNIX systems there is 3 ways to setup a build, using qt creator, makefile or Ninja
- QT Creator
- Open Project -> `Play/build_cmake/CMakeLists.txt`
- Makefile/Ninja
```
cd Play/build_cmake
mkdir build
cd build
```
```
# Not specifying -G would automatically pick Makefiles
cmake .. -G"Unix Makefiles" -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=/opt/qt56/
cmake --build .
# OR
cmake .. -G"Ninja" -DCMAKE_PREFIX_PATH=/opt/qt56/
cmake --build . --config Release
```
Note `CMAKE_PREFIX_PATH` refers to the qt directory containing bin/libs folder, the above example uses a backport repo to install qt5.6 on trusty, if you install qt from qt offical website, your `CMAKE_PREFIX_PATH` might look like this `~/Qt5.6.0/5.6/gcc_64/`
### Building for Android ###
Building for Android has been tested on macOS and UNIX environments.
Android can be built using Android Studio or through Gradle.
- Android Studio:
- Files->Open Projects->Directory To `Play/build_android`
- Install NDK using sdk manager
- edit/create `Play/build_android/local.properties`
- OSX: add a newline `ndk.dir=/Users/USER_NAME/Library/Android/sdk/ndk-bundle` replacing `USER_NAME` with your macOS username
- UNIX: add a newline `ndk.dir=~/Android/Sdk/ndk-bundle`
- Windows: add a newline `C:\Users\USER_NAME\AppData\Local\Android\sdk\ndk-bundle`
- Please Leave an empty new line at the end of the file
Note, these examples are only valid if you installed NDK through Android Studio's SDK manager.
Otherwise you must specify the correct location to Android NDK.
Once this is done, you can start the build.
- Gradle: Prerequisite Android SDK & NDK (Both can be installed through Android Studio)
- edit/create `Play/build_android/local.properties`
- OSX:
- add a newline `sdk.dir=/Users/USER_NAME/Library/Android/sdk` replacing `USER_NAME` with your macOS username
- add a newline `ndk.dir=/Users/USER_NAME/Library/Android/sdk/ndk-bundle` replacing `USER_NAME` with your macOS username
- UNIX:
- add a newline `sdk.dir=~/Android/Sdk`
- add a newline `ndk.dir=~/Android/Sdk/ndk-bundle`
- Windows:
- add a newline `sdk.dir=C:\Users\USER_NAME\AppData\Local\Android\sdk`
- add a newline `ndk.dir=C:\Users\USER_NAME\AppData\Local\Android\sdk\ndk-bundle`
- Please Leave an empty new line at the end of the file
Note, these examples are only valid if you installed NDK through Android Studio's SDK manager.
Otherwise you must specify the correct location to Android NDK.
Once this is done, you can start the build.
```
cd Play/build_android
sh gradlew assembleDebug
```
##### about Release/Signed builds. #####
Building through Android Studio, you have the option to “Generate Signed APK”.
Building through Gradle, you must create a text file `Play/build_android/keystore.properties` and add the following properties to it, `storeFile`,`storePassword`,`keyAlias`,`keyPassword`.
E.g of `keystore.properties`
```
storeFile=/location/to/my/key.jks
storePassword=mysuperhardpassword
keyAlias=myalias
keyPassword=myevenharderpassword
```
Please Leave an empty new line at the end of the file
```
cd Play/build_android
sh gradlew assembleRelease
# or on Windows
gradlew.bat assembleRelease
```