| You're best off checking out the project from Git, rather than |
| using the bundled sourcecode in the release .zip and .tbz2 archives. |
| If you do want to use the bundled source rather than checking out the |
| project, you'll have to do some file copying: |
| |
| The build expects the LWJGL libraries and a few other Jar files in |
| the "lib" directory. Specifically it's looking for: |
| |
| AppleJavaExtensions.jar (presumably just for OSX) |
| jinput.jar |
| lwjgl_test.jar |
| lwjgl_util_applet.jar |
| lwjgl_util.jar |
| lwjgl.jar |
| lzma.jar |
| gson-2.2.4.jar |
| log4j-1.2.16.jar |
| |
| ... Possibly some of those are optional, but you may as well leave them |
| in. Inside lib/native, make sure that you've got the "native" LWJGL |
| files, as well. These will be .dll if you're on Windows, and .so on |
| Linux. |
| |
| Additionally, technically speaking you'd want to copy the "textures" |
| directory over into the source tree as well. |
| |
| At that point, you should theoretically be good to go. |
| |
| You should be able to develop (or just use) the source either from |
| the commandline or Eclipse. The tool was originally developed in |
| Eclipse, but EGit (Eclipse's Git interface) turned out to be kind of |
| annoying, which was all the urging I needed to abandon the crutch of |
| handy autocompletion for the warm comforts of my beloved vim (which, |
| yes, I know, can do autocompletes if you coerce it into doing so). |
| |
| COMMANDLINE |
| ----------- |
| |
| If you're on the commandline, you can use Ant to build/run, |
| etc. "ant run" should be sufficient to run the app (it will compile up |
| a debug version automatically). "ant dist" will package it up as if you're |
| doing a release, though note that right now that step will only work |
| on Linux. I've never taken the time to figure out how to get launch4j to |
| work on other platforms. See build.xml for other ant targets. |
| |
| ECLIPSE |
| ------- |
| |
| First, a disclaimer: as I mentioned above, I haven't actually used Eclipse |
| with this project in some time, so it's possible that you'll need to do |
| more work than is mentioned here. I believe that these docs should be |
| sufficient, but let me know if it's not. |
| |
| If you want to use Eclipse, there's a couple of extra steps. I feel that |
| both of them really *should* have workarounds which would prevent them from |
| being needed, but I never did figure it out. Anyway: |
| |
| 1) In Eclipse, go to Window -> Preferences -> Java -> Build Path -> Classpath |
| Variables, then click the "New" button and create a variable called |
| "XRAY_CLASSPATH". Point that directory at the "lib" dir underneath the |
| X-Ray project. This should let you compile the app. |
| |
| (As an aside, the ".classpath" file distributed with the original X-Ray |
| distribution specified its jar files with relative paths, such as |
| "lib/lwjgl.jar". I could never get that to actually work, though, which |
| is why they're all prefixed with that XRAY_CLASSPATH var now. It'd be |
| nice to know why, and equally nice to be able to get rid of having to |
| set up that variable.) |
| |
| 2) To actually RUN the app through Eclipse, right-click on the top project |
| in Package Explorer, go to Properties -> Run/Debug Settings -> XRay, and |
| click on "Edit". In the Arguments tab, set the VM arguments to: |
| |
| -Xms256m -Xmx1024m -Djava.library.path=/path/to/workspace/xray/lib/native -Dlog4j.configuration=file:support/log4j.properties |
| |
| ... replacing the "/path/to/workspace" with the path to your actual |
| Eclipse workspace. If anyone's got a way around having to do that, let |
| me know. |
| |
| You MIGHT have to go into the Classpath tab there, as well, and add in |
| the JARs under lib/ again (which would show up under that XRAY_CLASSPATH |
| var), though I don't remember if that automatically happens or not. |
| |
| The various build.xml targets should work fine inside Eclipse, too, of course. |