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* multi component install `cmake --install . --component <lib/cl/unreal>`
* Remove Unreal from all build
* remove wrong required version
* introduce `cpack` for auto release option
* Update github/workflows to new build components
* update building advices
* update README
Copy file name to clipboardExpand all lines: README.md
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@@ -81,6 +81,8 @@ CMake will then generate the necessary build files for your environment. By defa
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To build, either run the generated buildfiles OR you can use `cmake --build . --config <Release|Debug>` from the build folder to automatically execute the relevant toolchain.
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For a more in depth installation description please checkout the (wiki)[https://github.com/brwarner/inkcpp/wiki/building].
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## Including in C++ Code
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Required software: (CMake)[https://cmake.org/]
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1. Clone the repository
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2. Configure and build the project with CMake, as described above
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3. From your newly-created `build` directory, run `cmake --install . --prefix Path/To/Desired/Library/Directory`. Note that this will currently fail if the project was built for Debug instead of Release.
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3. From your newly-created `build` directory, run `cmake --install . --prefix Path/To/Desired/Library/Directory --component <lib/cl/unreal>`.
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4. Generated in your chosen directory, you will find a collection of folders. The following must be linked into your build solution for your C++ to compile correctly:
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- `include/public`: contains important shared headers.
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+ For a Visual Studio project, link this directory as an Include Directory in VC++ Directories.
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- `inkcpp/Source/inkcpp/Public`: contains the primary headers for using InkCPP in your code.
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- `include/ink`: contains important shared headers.
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+ For a Visual Studio project, link this directory as an Include Directory in VC++ Directories.
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- `lib/inkcpp.lib` and `lib/inkcpp_compiler.lib`: contains the library code for the InkCPP runner and compiler, respectively.
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+ For a Visual Studio project, link these files as Additional Dependencies in Linker->Input.
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+ You don't need to link the compiler if you're not using it within your program.
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- if you used the `cl` component you will find the `inkcpp_cl` executable in this location
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- for `unreal` you will find a `Source` directory containing the Unreal needed libs and headers. **Note:** not working for the current unreal version, we are working to fix this.
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5. Reference the headers in your code like so:
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```cpp
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#include <ink/runner.h>
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#include <ink/choice.h>
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```
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6. if you use cmake checkout the (wiki)[https://github.com/brwarner/inkcpp/wiki/building#cmake-example] for including the library via cmake
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