See what's going on with flipcode!




This section of the archives stores flipcode's complete Developer Toolbox collection, featuring a variety of mini-articles and source code contributions from our readers.

 

  MSDEV Project Settings
  Submitted by



I find it much easier to use the additional include and additional libs directory when adding my own and other peoples libraries. I do this instead of adding them to the tools directories section. The only one I put in there is the mssdk. To get to them, go to ...
Project \ Settings \ C/C++ \ Preprocessor \ additional include directories
Project \ Settings \ Link \ Input \ additional library path

It makes it easier for a cross platform library to be written. You can then set different directories for different builds. so you can have your library filenames the same for each platform. For example if you have an input.lib for win32 and ps2, the win 32 build would point to something like \inputlib\win32\include and \inputlib\win32\lib

you can then include "input.h" and add "input.lib" to your build. For the ps2 it would be... \inputlib\ps2\include and \inputlib\ps2\lib

you can then include "input.h" and "input.lib" and it will get them from there for that build. If you tried this in the tool\directories method then you'd have to keep swapping the order of the around.

It also helps when putting the project onto a fresh machine. You haven't got to remember to add all the library paths and whatnot to your directories.

An additional tip is to subst or map a drive to important libraries. When we used Renderware we would path a drive 'R' to where it was installed. Then in the additional includes\ it would use the r:\rwsdk\include\win32 or whatever build. This allows people to install them to different hard drives and still access them properly. Helps loads with art assets from Lightwave too as that seem quite fussy about where items are pathed. Last thing you want when you open up someone's .lws is to ask for a texture from c:\program files\myartiscool\temp\work\texture.bmp.

The paths can relative so if you have a c:\coding\inputlib and a c:\coding\mygame in the project settings for mygame just add ..\inputlib\include and ..\inputlib\lib to the additional settings. Then if someone wants to compile your project all they need to do is put both directories at the same level. Then can have them in d:\mywork\coding\web\test\inputlib and d:\mywork\coding\web\test\mygame and everything will be happy and noone would have to remember to add them to the directories.

Phew. Probably a very longwinded explanation but you get the idea.

scott


The zip file viewer built into the Developer Toolbox made use of the zlib library, as well as the zlibdll source additions.

 

Copyright 1999-2008 (C) FLIPCODE.COM and/or the original content author(s). All rights reserved.
Please read our Terms, Conditions, and Privacy information.