4135f1fd20
Grammar, formatting, updated paths etc.
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272 lines
13 KiB
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<html>
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<head>
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<title>How To Create a Project Using the Makefile Engine</title>
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</head>
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<body>
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<h1>How To Create a Project Using the Makefile Engine</h1>
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<p>Haiku helps developers with the build process of their projects by providing the so
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called makefile-engine. It's made of two files, that reside in
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<tt>/boot/system/develop/etc</tt> directory and are named 'Makefile' and 'makefile-engine'.<br />
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Together, these two files provide you with a simple ready-to-be used build
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engine for your projects.</p>
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<p>This How-To describes the makefile-engine v2.6 and the
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Makefile template v2.6. 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 the 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 <tt>/boot/system/develop/etc</tt> directory, into
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your project directory. Write a few files that you want to add to your project. Add
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either relative or full paths to them into the SRCS variable definition in the
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Makefile and run <tt>make</tt>. Example files for a "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 the Makefile-Engine
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DEVEL_DIRECTORY := \
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$(shell findpaths -r "makefile_engine" B_FIND_PATH_DEVELOP_DIRECTORY)
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include $(DEVEL_DIRECTORY)/etc/makefile-engine
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</code></pre>
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<p>After creating both these files in same directory, just go there in Terminal,
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using the '<tt>cd</tt>' command and run '<tt>make</tt>'. This will create a new directory,
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named in the format: 'objects.x86-cc2-release' (the name depends on current compiler,
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that may be either "cc2" or "cc4", 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 the 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 the 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 '<tt>x-vnd.Haiku-$(NAME)</tt>' 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 location of the Makefile. All objects,
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regardless of the location of their sources will be created in the
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common object directory. Please note, that this means, that the Makefile
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won't work correctly, if two source files with the same name
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(e.g. <tt>source.c</tt> and <tt>source.cpp</tt>) 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 the binary file should be
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linked against. There are two acceptable forms of library specifications:
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<ul>
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<li>if your library follows the naming pattern of <tt>libXXX.so</tt> or <tt>libXXX.a</tt>,
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you can simply specify XXX, e.g. for the library <tt>libbe.so</tt>, that would be:
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<tt>be</tt></li>
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<li>for version-independent linking of standard C++ libraries, please
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add <tt>$(STDCPPLIBS</tt> instead of raw "<tt>stdc++[.r4] [supc++]</tt>" library names</li>
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<li>for localization support add the following libraries: <tt>locale</tt> <tt>localestub</tt></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 the library: <tt>my_lib.a</tt>, the entry would be either: <tt>my_lib.a</tt> or
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<tt>path/my_lib.a</tt></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 <tt>libXXX.so</tt> or <tt>libXXX.a</tt> 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 the 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: <tt>#include <header></tt>. 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: <tt>#include "header"</tt>. 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 "<tt>DEBUG=1</tt>" will
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cause the compiler option "<tt>-DDEBUG=1</tt>" to be used. However, setting
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<em>DEFINES</em> to "<tt>DEBUG</tt>" would pass "<tt>-DDEBUG</tt>" 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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<tt>~/config/non-packaged/add-ons/kernel/drivers/dev/video/usb</tt>, so that your driver will
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appear in <tt>/dev/video/usb</tt> 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 lines must contain:</p>
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<pre><code>DEVEL_DIRECTORY := \
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$(shell findpaths -r "makefile_engine" B_FIND_PATH_DEVELOP_DIRECTORY)
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include $(DEVEL_DIRECTORY)/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 <tt>Catalog.h</tt>, 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><p>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: <tt>x.vnd-<author>-<project_name></tt></p></li>
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<li><p>Add following two libraries into your <strong>LIBS</strong> variable: <tt>locale</tt>
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<tt>localestub</tt></p></li>
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<li><p>Add every language, that you want to support, into <strong>LOCALES</strong> variable,
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e.g. '<tt>LOCALES = en de fr</tt>' for English, German and French locale
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support.</p></li>
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<li><p>Add the resource definition script (also specified in the <em>RDEF</em>
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variable) containing the following entries to project:</p>
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<pre>resource app_signature "application/x-vnd.<author>-<project_name>";
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resource app<em>name</em>catalog_entry "<author>-<project_name>:System name:Terminal";</pre></li>
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<li><p>Run '<tt>make</tt>' to build the binary file.</p></li>
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<li><p>Run '<tt>make catkeys</tt>' to get the <tt>locales/en.catkeys</tt> file.</p></li>
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<li><p>Copy this file to <tt>locales/<language_code>.catkeys</tt> and translate it,
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as needed.</p></li>
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<li><p>When you've prepared all needed .catkeys files, run '<tt>make catalogs</tt>' to create
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catalog files from them.</p></li>
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<li><p>Run either '<tt>make catalogsinstall</tt>' or '<tt>make bindcatalogs</tt>' to make the catalogs
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available for the application. For more information about differences
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between these two commands, please see the next section.</p></li>
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</ol>
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<p>Here is an example Makefile for the <tt>localized_hello.cpp</tt> 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 the Makefile-Engine
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DEVEL_DIRECTORY := \
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$(shell findpaths -r "makefile_engine" B_FIND_PATH_DEVELOP_DIRECTORY)
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include $(DEVEL_DIRECTORY)/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 <tt>make</tt> without arguments, it builds theoutput
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file</li>
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<li><strong>catkeys</strong> creates the <tt>locales/en.catkeys</tt> file, containing all strings from
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the 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 the 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 the objects folder</li>
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<li><strong>driverinstall</strong> installs the driver in the system.</li>
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<li><strong>install</strong> installs the program into the directory specified by the <em>INSTALL_DIR</em>
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variable.</li>
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<li><strong>catalogsinstall</strong> installs localization resource catalogs into
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<tt>/boot/home/config/non-packaged/data/locale/catalogs/<APP_MIME_SIG></tt>
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for testing purposes. Note that for the distribution of a release version, catalogs should be stored in
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<tt>/boot/system/non-packaged/data/locale/catalogs/<APP_MIME_SIG></tt> instead of
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home. Even better, create a proper HPKG and don't install in any non-packaged folder at all.</li>
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<li><strong>bindcatalogs</strong> binds localization resource catalogs into the executable
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file's resources (it's an 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 originally created on November 28, 2011 by Peter
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Poláčik</td>
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<td align="right">Copyright © 2017 Haiku Inc.</td>
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</tr>
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</table>
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</body>
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</html>
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