README: Mention cmake and fix some wording

This commit is contained in:
Jonas Kulla 2014-01-25 09:30:05 +01:00
parent 87c1e376b9
commit 53718d0428
1 changed files with 2 additions and 2 deletions

View File

@ -44,7 +44,7 @@ This binding only exists for testing purposes and does nothing (the engine quits
* pixman * pixman
* zlib (only ruby bindings) * zlib (only ruby bindings)
mkxp employs Qt's qmake build system, so you'll need to install that beforehand. mkxp employs Qt's qmake build system, so you'll need to install that beforehand. Alternatively, you can build with cmake (FIXME: add cmake instructions).
qmake will use pkg-config to locate the respective include/library paths. If you installed any dependencies into non-standard prefixes, make sure to adjust your `PKG_CONFIG_PATH` variable accordingly. qmake will use pkg-config to locate the respective include/library paths. If you installed any dependencies into non-standard prefixes, make sure to adjust your `PKG_CONFIG_PATH` variable accordingly.
@ -89,5 +89,5 @@ If a requested font is not found, no error is generated. Instead, a built-in fon
To alleviate possible porting of heavily Win32API reliant scripts, I have added certain functionality that you won't find in the RGSS spec. Currently this amounts to the following: To alleviate possible porting of heavily Win32API reliant scripts, I have added certain functionality that you won't find in the RGSS spec. Currently this amounts to the following:
* The `Input.press?` family of functions accepts three additional button constants: `::MOUSELEFT`, `::MOUSEMIDDLE` and `::MOUSERIGHT` for the respective mouse buttons. * The `Input.press?` family of functions accepts three additional button constants: `::MOUSELEFT`, `::MOUSEMIDDLE` and `::MOUSERIGHT` for the respective mouse buttons.
* The `Input` module has two additional functions, `#mouse_x` and `#mouse_y` to query the mouse pointer position relative to the game window. * The `Input` module has two additional functions, `#mouse_x` and `#mouse_y` to query the mouse pointer position relative to the game screen.
* The `Graphics` module has two additional properties: `fullscreen` represents the current fullscreen mode (`true` = fullscreen, `false` = windowed), `show_cursor` hides the system cursor inside the game window when `false`. * The `Graphics` module has two additional properties: `fullscreen` represents the current fullscreen mode (`true` = fullscreen, `false` = windowed), `show_cursor` hides the system cursor inside the game window when `false`.