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Difference between revisions of "Compiling ScummVM/Visual Studio"

→‎Generating the Project Files: Add info on using FluidLite instead of FluidSynth when using the prebuilt libraries
(Add link to MS OpenGL compatibility pack)
(→‎Generating the Project Files: Add info on using FluidLite instead of FluidSynth when using the prebuilt libraries)
 
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'''IMPORTANT''': You will have to re-generate the project files whenever new source files have been added to or removed from the configure/Make based build system. When you add new files to ScummVM, you will ''have'' to add them to the respective <code>module.mk</code> file to assure ScummVM still builds fine with the configure/Make based build system.
'''IMPORTANT''': You will have to re-generate the project files whenever new source files have been added to or removed from the configure/Make based build system. When you add new files to ScummVM, you will ''have'' to add them to the respective <code>module.mk</code> file to assure ScummVM still builds fine with the configure/Make based build system.
==== In case of missing dependency ====
When using the prebuilt libraries, you might be missing a dependency, and compiling could give an error complaining about a missing header, e.g. <code>fluidsynth.h</code>. You can work around this by calling <code>create_project.exe</code> directly, and passing additional arguments to enable/disable features. For example, to use FluidLite (which is included in the prebuilt libraries) instead of FluidSynth, you can create a project for all engines and FluidLite like this:<syntaxhighlight lang="powershell">
cd dists\msvc
.\create_project ..\.. --msvc --enable-fluidlite
</syntaxhighlight>


== Compiling ScummVM ==
== Compiling ScummVM ==
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