546208a539
* rename B_TRANSLATE_CONTEXT to B_TRANSLATION_CONTEXT and B_TRANSLATE_WITH_CONTEXT to B_TRANSLATE_CONTEXT, squashing a TODO * adjust all uses of both macros in Haiku's source tree * use correct header guard for collecting/Catalog.h The renamed macros require adjustments to all external applications using catalogs.
255 lines
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255 lines
12 KiB
HTML
<h1>How To Create a Project Using Makefile Engine</h1>
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<p>Haiku helps developers in build process of their projects by providing so
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called Makefile engine. It's made of two files, that reside in
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/boot/develop/etc directory and are named 'makefile' and 'makefile-engine'.
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Together, these two files provide you with simple ready-to-be used build
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engine for your projects. This How To describes makefile-engine v2.5.1 and
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makefile template v2.5. Regardless of mentioning the 'makefiles' in this
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How To, the same technique can be used for creating Jamfile-driven
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projects. Corresponding Jamfile and Jamfile-engine template files are provided
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with Haiku. We made both, the makefile and Jamfile engines completely
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target-compatible for user's convenience.</p>
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<h2>Contents</h2>
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<p>
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<ul>
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<li><a href="#getting_started">Getting Started</a></li>
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<li><a href="#config">Configuring a Project</a></li>
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<li><a href="#localization">Using Localization</a></li>
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<li><a href="#targets">Target Reference</a></li>
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</ul>
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</p>
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<div id="getting_started"><h2>Getting Started</h2></div>
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<p>To start a project, just copy makefile from /boot/develop/etc directory, into
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your project directory. Write few files, you want to add into project. Add
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either relative or full paths to them, into SRCS variable definition in
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makefile and run make. Example files for Hello World project:</p>
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<p><em>hello.cpp</em>:</p>
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<pre><code>#include <stdio.h>
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int main(void)
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{
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printf("Hello world!\n");
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return 0;
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}
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</code></pre>
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<p><em>makefile</em>:</p>
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<pre><code>NAME = hello
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TYPE = APP
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SRCS = hello.cpp
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include $(BUILDHOME)/etc/makefile-engine
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</code></pre>
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<p>After adding both these files into same directory, just go there in Terminal,
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using 'cd' command and run 'make'. This will create a new directory, named in
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similar format: 'objects.x86-gcc2-release' (name depends on current compiler,
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that may be either "gcc2" or "gcc4", and defining DEBUG will force using
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"debug" instead of "release"), which will contain .o files (one
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for each source file), .d files with dependencies, generated automatically by
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the engine and a binary file, named 'hello' for the example case above.</p>
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<div id="config"><h2>Configuring a Project</h2></div>
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<p>In makefile, there are many variables, to configure builder helpers for your
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needs. Let's take a look at them:</p>
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<ul>
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<li><strong>NAME</strong> specifies the name of the project and the output binary filename</li>
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<li><strong>TYPE</strong> specifies the type of binary, can be one of the following:
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<ul>
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<li><strong>APP</strong> - Application</li>
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<li><strong>SHARED</strong> - Shared library or add-on</li>
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<li><strong>STATIC</strong> - Static library archive</li>
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<li><strong>DRIVER</strong> - Kernel Driver</li>
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</ul></li>
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<li><strong>APP_MIME_SIG</strong> specifies application's mime signature for
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localization features. Note that it should correspond to MIME type
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provided to BApplication's constructor and the application MIME type
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defined in resource file. In case this parameter is not set, the
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default value x-vnd.Haiku-$(NAME) will be used.</li>
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<li><strong>SRCS</strong> specifies the source files to use. You may specify both, full
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paths and paths relative to the position of makefile, all objects,
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regardless of the position of their sources will be created in the
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common object directory. Please note, that this means, that makefile
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won't work correctly, if two source files with the same name
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(e.g. source.c and source.cpp) are included from different
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directories. Also note, that spaces in folder names do not work well
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with the engine.</li>
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<li><strong>RDEFS</strong> specifies the resource definition files to be used. You may
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specify both, relative and full paths to the files.</li>
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<li><strong>RSRCS</strong> specifies the binary file compiled from <em>RDEF</em>, or created
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separately by Resource Editors, both <em>RDEFS</em> and <em>RSRCS</em> can be
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defined in the same makefile.</li>
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<li><strong>LIBS</strong> specifies additional libraries, that binary file should be
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linked against. There are two acceptable forms of library
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specifications:
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<ul>
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<li>if your library follows the naming pattern of libXXX.so or libXXX.a,
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you can simply specify XXX, e.g. for library libbe.so, that would be:
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be</li>
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<li>for version-independent linking of standard C++ libraries, please
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add $(STDCPPLIBS instead of raw "stdc++[.r4] [supc++]" library names</li>
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<li>for localization support add following libraries: locale localestub</li>
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<li>if your library doesn't follow the standard library naming
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scheme, you need to specify the path to the library and its name, e.g.
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for library: my_lib.a, the entry would be either: my_lib.a or
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path/my_lib.a</li>
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</ul></li>
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<li><strong>LIBPATHS</strong> specifies additional paths to directories following the
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standard libXXX.so or libXXX.a naming scheme. You can specify both,
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full paths or paths relative to the makefile. The paths included may
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not be recursive, so include all paths, where libraries can be found.
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Directories where source files are found are automatically included.</li>
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<li><strong>SYSTEM_INCLUDE_PATHS</strong> specifies additional paths to look for system
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headers. These use the form: #include <header>. Source file
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directories are <em>NOT</em> automatically included here.</li>
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<li><strong>LOCAL_INCLUDE_PATHS</strong> specifies additional paths to look for local
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headers. There use the form: #include "header". Source file
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directories are automatically included.</li>
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<li><strong>OPTIMIZE</strong> specifies the level of optimization desired, can be one of
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following: <em>NONE</em>, <em>SOME</em>, <em>FULL</em>.</li>
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<li><strong>LOCALES</strong> specifies language codes, that are going to be supported
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by application. The default "en" one must be provided too. For more
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information about localization, see the corresponding section of this
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how-to.</li>
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<li><strong>DEFINES</strong> specifies any preprocessor symbols to be defined. The symbols
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will not have their values set automatically, you have to provide
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these values (if any). For example, setting <em>DEFINES</em> to "DEBUG=1" will
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cause the compiler option "-DDEBUG=1" to be used. However, setting
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<em>DEFINES</em> to "DEBUG" would pass "-DDEBUG" option.</li>
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<li><strong>WARNINGS</strong> specifies the level of warnings reported by compiler. If this
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option is unspecified, the default warnings will be used. It can be
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set to one of the following:
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<ul>
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<li>NONE - supress all warnings</li>
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<li>ALL - enable all warnings</li>
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</ul></li>
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<li><strong>SYMBOLS</strong> specifies, whether image symbols should be created, so the
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stack crawls in the debugger are meaningful. Setting it to <em>TRUE</em>
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enables the creation of symbols.</li>
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<li><strong>DEBUGGER</strong> specifies debugging settings. If set to <em>TRUE</em>, it allows
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the application to be run from a source-level debugger. Please note,
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that this will disable all optimization.</li>
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<li><strong>COMPILER_FLAGS</strong> specifies additional compiler flags for all files.</li>
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<li><strong>LINKER_FLAGS</strong> specifies additional linker flags.</li>
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<li><strong>APP_VERSION</strong> specifies the version of the particular item (e.g. -app
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3 4 0 d 0 -short 340 -long "340 "<code>echo -n -e '\302\251'</code>).
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"1999 GNU GPL"). This may also be specified in a resource.</li>
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<li><strong>DRIVER_PATH</strong> works only for <em>TYPE</em> == <em>DRIVER</em>. It specifies desired
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location of driver in the /dev hierarchy. It's user by the
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driverinstall rule. E.g. <em>DRIVER_PATH</em> = video/usb will instruct
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the driverinstall rule to place a symlink to your driver's binary into
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~/add-ons/kernel/drivers/dev/video/usb, so that your driver will
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appear in /dev/video/usb when loaded. Default is "misc".</li>
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<li><strong>INSTALL_DIR</strong> specifies the installation directory of application.</li>
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</ul>
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<p>Please also note, that if you're building your own makefile, that will use this
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engine, last line must contain:</p>
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<pre><code>include $(BUILDHOME)/etc/makefile-engine
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</code></pre>
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<div id="localization"><h2>Using Localization</h2></div>
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<p>Localization in Haiku programs is achieved simply, as following example shows.</p>
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<p><em>localized_hello.cpp</em>:</p>
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<pre><code>#include <stdio.h>
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#include <Catalog.h>
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#undef B_TRANSLATION_CONTEXT
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#define B_TRANSLATION_CONTEXT "hello"
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int main(void)
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{
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printf(B_TRANSLATE("Hello, world!\n"));
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return 0;
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}
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</code></pre>
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<p>This file uses header file Catalog.h, that belongs to locale library. So to
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actually be able to use localization in your programs, you have to adjust few
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settings in your makefile.</p>
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<ol>
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<li>Adjust a value to your project's <strong>APP_MIME_SIG</strong> variable.
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Application's mime signature should also be set in the following
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format: x.vnd-<author>-<project_name></li>
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<li>Add following two libraries into your <strong>LIBS</strong> variable: locale localestub</li>
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<li>Add every language, that you want to support, into <strong>LOCALES</strong> variable,
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e.g. 'LOCALES = en de fr' for English, German and French locale
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support.</li>
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<li><p>Add the Resource Definition script (also please specify it in <em>RDEF</em>
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variable) containing the following entries into project:</p>
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<p>resource app_signature "application/x-vnd.<author>-<project_name>";</p>
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<p>resource app<em>name</em>catalog_entry "<author>-<project_name>:System name:Terminal";</p></li>
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<li><p>Run 'make' to build binary file.</p></li>
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<li>Run either: 'make catkeys' to get locales/en.catkeys file.</li>
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<li>Copy this file to locales/<language_code>.catkeys and translate it,
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as needed.</li>
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<li>When you prepared all needed .catkeys files, run 'make catalogs' to create
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catalogs files from them.</li>
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<li>Run either 'make catalogsinstall' or 'make bindcatalogs' to make catalogs
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available for application. For more information about differences
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between these two commands, please see the next section.</li>
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</ol>
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<p>Here is also example makefile for the localized_hello.cpp above:</p>
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<p><em>makefile</em>:</p>
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<pre><code>NAME = hello
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TYPE = APP
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APP_MIME_SIG = x.vnd-example-hello
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SRCS = localized_hello.cpp
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LIBS = locale localestub
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LOCALES = en de fr
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include $(BUILDHOME)/etc/makefile-engine
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</code></pre>
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<div id="targets"><h2>Target Reference</h2></div>
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<p>This is supposed to be the list of all non-file related targets.</p>
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<ul>
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<li><strong>default</strong> is the same as running make without arguments, it builds output
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file</li>
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<li><strong>catkeys</strong> creates locales/en.catkeys file, containing all strings from
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sources, ready to be localized.</li>
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<li><strong>catalogs</strong> compiles all .catkeys files into corresponding .catalog files</li>
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<li><strong>clean</strong> cleans project directory of building leftovers, removes
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everything in the objects folder.</li>
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<li><strong>rmapp</strong> removes only the executable application file from objects folder</li>
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<li><strong>driverinstall</strong> installs driver into system.</li>
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<li><strong>install</strong> installs program into directory, specified by <em>INSTALL_DIR</em>
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variable.</li>
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<li><strong>catalogsinstall</strong> installs localization resources catalogs into
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/boot/home/config/data/locale/catalogs/<APP_MIME_SIG>
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directory for testing purposes. Note that for the distribution of
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release version catalogs should be stored in
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/boot/common/data/locale/catalogs/<APP_MIME_SIG> instead of
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home.</li>
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<li><strong>bindcatalogs</strong> binds localization resources catalogs into executable
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file's resources (it's alternative way of storing localization
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catalogs that doesn't require to distribute separate catalog files).</li>
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</ul>
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<table border="0" width="100%">
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<tr>
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<td align="left">This How To was created on November 28, 2011 by Peter
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Poláčik</td>
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<td align="right">Copyright © 2011 Haiku Inc.</td>
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</tr>
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</table>
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