README: Mention cmake and fix some wording
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@ -44,7 +44,7 @@ This binding only exists for testing purposes and does nothing (the engine quits
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* pixman
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* pixman
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* zlib (only ruby bindings)
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* zlib (only ruby bindings)
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mkxp employs Qt's qmake build system, so you'll need to install that beforehand.
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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).
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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.
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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.
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@ -89,5 +89,5 @@ If a requested font is not found, no error is generated. Instead, a built-in fon
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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:
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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:
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* The `Input.press?` family of functions accepts three additional button constants: `::MOUSELEFT`, `::MOUSEMIDDLE` and `::MOUSERIGHT` for the respective mouse buttons.
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* The `Input.press?` family of functions accepts three additional button constants: `::MOUSELEFT`, `::MOUSEMIDDLE` and `::MOUSERIGHT` for the respective mouse buttons.
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* The `Input` module has two additional functions, `#mouse_x` and `#mouse_y` to query the mouse pointer position relative to the game window.
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* The `Input` module has two additional functions, `#mouse_x` and `#mouse_y` to query the mouse pointer position relative to the game screen.
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* 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`.
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* 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`.
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