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Build system
------------
Stage is now built using the CMake build system (version 2.4.7 or
newer). This has two main advantages over the old GNU
autoconf/automake system: (i) it is much faster; (ii) CMake can create
native build files for Windows and Mac OS X, which will help Stage
become more portable.
Dependencies
------------
Building Stage requires the following libraries:
- FLTK 1.1.x
- OpenGL
- libpng
- ltdl (Libtool)
(Since 3.1.0, Stage no longer depends on GLib-2)
Configuring the build
---------------------
Unpack the distribution or check it out from SVN. Change directory to
the top level of the Stage source tree.
First, you may need to help CMake find your the libraries on which
Stage depends. For example, if you use MacPorts on OS X, packages are
usually installed in `/opt/local`, which is not in CMake's default
system search path. Add your non-standard software directories to
CMake's search paths by setting environment variables, e.g. in bash:
$ export CMAKE_INCLUDE_PATH=/opt/local/include
$ export CMAKE_LIBRARY_PATH=/opt/local/lib
If you want to use Player with Stage, install Player first, then make
sure that pkg-config can find it. Test it like so:
$ pkg-config --modversion playercore
This should output the version number of the Player installation
(probably 2.2.0 or later). If not, add the location of Player's
pkg-config file to your `PKG_CONFIG_PATH`, eg. in bash, and replacing <Player installation prefix> with the correct directory, do:
$ export PKG_CONFIG_PATH+=<Player installation prefix>/lib/pkgconfig
Now that the supporting software is set up, you can decide where you
want to install Stage. The default installation directory varies by
system, but is often `/usr/local` on Unix variants. This is easy and is
often a good choice, but has the disadvantage that installation needs
root/sudo priviliges. To install in the default location, do:
$ cmake .
If you wish to install Stage elsewhere, define the `CMAKE_INSTALL_PATH`
path variable when invoking cmake. To do this, use this command,
substituting `<prefix>` with your chosen installation
directory.
$ cmake -DCMAKE_INSTALL_PREFIX=<prefix> .
For example to install in `$HOME/playerstage`, do:
$ cmake -DCMAKE_INSTALL_PREFIX=$HOME/playerstage .
Cmake will generate makefiles specifically for your machine. When this
is done, you can inspect and edit the build settings by using ccmake:
$ ccmake .
or by editing the file CMakeCache.txt manually.
Building
--------
In the top level directory of the source tree, do:
$ make
Installing
----------
In the top level directory of the source tree, do:
$ make install
(You may need to run this command as root or sudo, depending on the
install location).
Stage will install its components in various directories, for example:
<prefix>/bin (executables, including the 'stage' program)
<prefix>/lib (libraries, including libstage)
<prefix>/share (contains data resources, such as images)
Setup
-----
You must ensure that the dynamic library libstage.so (or
libstage.dylib, or libstage.dll, depending on your platform) can be
found by your system's library loader. The method for doing this
varies by platform.
On Linux, using bash:
$ export LD_LIBRARY_PATH=<prefix>/lib
On OS X, using bash:
$ export DYLD_LIBRARY_PATH=<prefix>/lib
If you plan to use Stage plugins, you also need to set the `STAGEPATH`
environment variable to include the directory that contains your
plugins. E.g. in bash, do:
$ export STAGEPATH=/usr/local/lib
If you installed Stage somewhere other than `/usr/local`, substitute
your install prefix:
$ export STAGEPATH=<stage install prefix>/lib
If you are using Stage with Player, you probably don't need to set the
`STAGEPATH`. However, you may need to set the `PLAYERPATH` to include
Stage's installed lib directory instead.
Testing
-------
To test your Stage installation, do:
$ <prefix>/bin/stage worlds/simple.world
You should see a window appear, showing some robots. You can change
the camera point of view by holding down the 'ctrl' key and moving the
mouse pointer. If this works, you are ready to write your own robot
simulations using libstage.
If you plan to use Stage plugins, you can test that plugins are
working:
$ <prefix>/bin/stage worlds/fasr.world
You should see a window appear, showing some robots. Try pressing the
'p' key to pause and un-pause the simulation, to check that the robots
are working. If this works, you are ready to write Stage plugins.
Next steps
----------
- read the Stage manual, available from the Player Project website
(also buildable from the docsrc directory in the source tree
(requires doxygen)).
- look at the examples provided in the worlds and examples
directories.
Enjoy using Stage -- rtv
"All the world's a stage, and all the men and women merely players"
Wm. Shakespeare - "As you like it"
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